grouping

Latest

  • The Daily Grind: What was the last good grouping experience you had with strangers?

    by 
    Justin Olivetti
    Justin Olivetti
    06.23.2013

    I'll admit that I'm not one to actively seek out strangers for grouping. I've been burned in several bad pick-up groups and am somewhat of an introvert, so teaming up doesn't come naturally. Still, I've been pushing myself to get out there and do it more, which has created several positive moments. The other night in The Secret World I ended up grouping with a newcomer to the game who was beyond polite and friendly. In turn, I helped him navigate a few quests and answer questions about his build. I logged out feeling as though I had created a good memory, not just racked up a few more quest completions. So what was the last good grouping experience you had with strangers? Let's focus on the positive and not on snarky, "I've never had one!" answers, please and thank you! Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Have you ever been vote kicked?

    by 
    Sarah Pine
    Sarah Pine
    06.20.2013

    Applied with discretion and thoughtfulness it's a useful tool, but in the hands of an overly snarky or bad-tempered group it can certainly be abused--we are talking, of course, about the group vote kick option. Most of the time when I run group content I don't even remember it's there, but occasionally there's that one person who won't stop butt-pulling adds before the tank is ready, or who just can't seem to resist spewing a never-ending stream of gross and offensive epithets, or someone logs off and just doesn't ever come back online. When that happens I'm very, very grateful for vote kicks. Sometimes, unfortunately, it gets applied less sensibly; I've heard of players being kicked for every reason from their choice of toon being disliked to not having "enough" heirloom gear equipped, and situations like that can be infuriating. When I stopped to think about it, I realized that I have never myself been kicked from a group. I'm sure this is mostly due to the fact that I'm not a huge dungeon runner, so I'm not in random groups very often, but also at least partially because when I do run group content I tend to play a healer. Kicking a healer, while sometimes necessary, can also occasionally result in a very bored group sitting around for a while waiting for a new one, which is no fun. Sometimes people don't believe me that I've never been kicked, but I've met plenty of players who also say they haven't, either, so I've never thought myself particularly unusual, but I still I count myself as being lucky in this respect. How about you, though? Have you ever been kicked? And, perhaps more importantly, was it deserved or were you the victim of a trigger-happy kicker? %Poll-83117%

  • Star Trek Online's newest Ask Cryptic takes aim at revamps and Romulans

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.26.2013

    The Romulan faction in Star Trek Online will be unique in many ways, but exactly how the addition will work within the context of the game is still unclear. That's why many of the questions in the latest edition of Ask Cryptic focus on Romulans, such as what ships they will have access to from the C-Store (all ships from a player's chosen allied faction) and how Romulans with different allies will interact (they will not be able to group together for Romulan missions but can group for cross-factional content). Other topics of discussion include the long-anticipated revamp to Exploration, which is being moved over toward encouraging the use of the Foundry to fulfill a similar niche. Klingon progression will be improved with a full leveling path, including episodes ported over and heavily tweaked from the Federation line as well as unique bits of content just for KDF characters. For the usual buffet of questions and answers you can check out the full installment on the official site.

  • 9 newbie tips for running dungeons without looking like a newbie

    by 
    Elizabeth Harper
    Elizabeth Harper
    03.24.2013

    We were all newbies once -- and some of us who have left the game and come back have found themselves being newbies a second time. And while there's no way to avoid newbiedom entirely, with a bit of foresight, even the newest player can run a dungeon without looking like a newbie. These 9 tips should help you get started on your dungeon running career -- and even if you're well on your way to being a professional, a refresher course never hurt. 1. Know your (instance) role If you've never been in a dungeon before, the idea of group roles may not be intuitive. But when you're working with a group, you'll typically have one person assigned to tank, one person assigned to heal, and the rest of the group dealing damage (DPS). Additionally, some classes have crowd control abilities they'll be called to use in instances -- if you've got one, make sure it's on a hotbar rather than hidden in your spellbook. Whether you're playing with friends or you've jumped into a random group, know what your role is before you go. Need tips on getting started? Here's some advice on getting started as a tank, getting started as a healer, and tips on improving your DPS.

  • The Light and How to Swing It: Putting the retribution back in retribution

    by 
    Dan Desmond
    Dan Desmond
    02.06.2013

    Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Seasoned ret paladin Dan Desmond is here to answer your questions and provide you with your biweekly dose of retribution medicine. Contact him at dand@wowinsider.com with any questions, concerns, or suggestions! Group dynamics are a pretty important part of any multiplayer game, and World of Warcraft is no exception. From dungeons and scenarios, to battlegrounds and raids, and multiple things in-between, learning how to work with other players is an essential part of playing the game. Friendships are made, rivalries ignite, and respect is earned through cooperation and determination. Of course, these things look great on paper, but we all know that there's a darker side to grouping. People needing on greens, random AFKs, loudmouths, Kingslayer Orkus trying to solo a boss while the rest of the party is elsewhere -- all acts protected by the mechanics of a system that randomly matches players into a group who would never have met before, and will likely never meet again; you will never see a more wretched hive of scum and villainy than the Dungeon Finder. Personally, I try to be as lenient and forgiving as I can, but everyone has their limits. Eventually you snap, and instead of trying your hardest to uphold the virtues of your order, you fight back. As paladins, our spellbooks come fully-stocked with an assortment of group-based abilities to abuse in situations such as these. Some of these tricks are easy and relatively innocuous, while others are much more complex, requiring precise timing and concentration, but have a much larger payoff. Disclaimer: This article is satirical in nature. I implore you not to do any of these things anywhere outside of a group full of friends that will find these antics amusing to all parties. Remember, what to you may seem like harmless fun might actually be something that can ruin someone else's day. Please use caution, discretion, and good judgment when goofing around.

  • The Daily Grind: When have you let your group down?

    by 
    Justin Olivetti
    Justin Olivetti
    12.30.2012

    I'll let you in on a little secret: I live in mortal fear of letting my group down in MMOs, which is one of the reasons I don't often group up with others. I hate the feeling of stress that accompanies the first run through a dungeon or during a tricky boss fight, because I just know I'll be the one to slip up and end up wiping us all. It's not just paranoia; it's happened. Last year, my Guild Wars guild was doing a lengthy Underworld run for a Hall of Monuments point and everyone wiped. Except for me. Great huh? Yeah, except that I didn't have a resurrection skill slotted, any resurrection items on me, and I couldn't go to the town to get some. So there was a lot of awkward silence on Vent and me mumbling apologies. Go me! So what about you? When have you let your group down and just how much did that scar you for life? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Soapbox: What MMOs could learn from social gaming

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.25.2012

    I mentioned a couple of months ago that social gaming isn't going to destroy MMOs. That's good news for everyone other than Richard Garriott and Zynga stockholders. But I think taking this as a sign that we can ignore social gaming for now and forever as an aberration would be... a mistake, to put it lightly. See, there are things that social games do even better than MMOs tend to. And the hint is right there in the name. No, I'm not implying that these are better games; I'm saying that social games are generally much better about handling the social side of the equation. And the MMO industry as a whole would do well to pick up on the hints. Not everything, of course. We all have recurring nightmares about that one person on Facebook whose timeline is nothing but a series of dubious achievements in social games. But there are a lot of elements scattered throughout the games as a whole that could be oddly useful if taken as a whole.

  • Sphere of Jerkitude: That's it, I'm outta here

    by 
    Allison Robert
    Allison Robert
    11.16.2012

    One of our readers, Bowzer, wrote in the other night about dropping a group instantly on seeing a homophobic slur in party chat. As he observed, running across questionable-to-cruel comments in the Dungeon Finder is certainly nothing new, but he asked, "Am I wrong for being sick of the 'It's the internet, have a tough skin and get over it argument?' Is it so wrong to be a decent person?" I'd be lying if I said I hadn't had similar thoughts. Thankfully, running into a genuine jerk is uncommon, but each one can ruin your day. I think what bothers me most is the sure knowledge that the offending player is not only entirely unrepentant, but may also be getting a kick out of making the group uncomfortable. Worse still, there's no surefire way to deal with it. Try to address a nasty or bigoted comment in party chat? You're just giving them the opportunity to troll you further. Kick them? You may not have the votes. (If it's a guild group, you definitely won't.) Stay silent? Drop group? Submit a ticket? Or maybe just hope that the Loot God smites the offender at some point in the near future?

  • Flameseeker Chronicles: Five of the purest joys of Guild Wars 2's PvE

    by 
    Elisabeth
    Elisabeth
    11.13.2012

    I had a really bright idea to title this post "Five things that don't suck about Guild Wars 2's PvE." However, being a denizen of the Interblags, I paused as I typed out those words. "You know, Elisabeth," I said to myself, "someone somewhere would probably see that as an invitation to troll." "But Elisabeth," myself responded, "isn't everything on the Interblags an invitation to troll?" I had to confess that I made a fair point. I mean, it was probably a silly title anyway. There are a lot of things, I tend to think, that don't suck about Guild Wars 2's PvE, and I don't want to give you the wrong impression. Saying they don't suck is a pretty negative way to frame it, don't you think? I'm glad we agree. Anyway, read on to catch some of the most non-suckiest things in Guild Wars 2's PvE.

  • Drama Mamas: Too skittish to face the mob

    by 
    Lisa Poisso
    Lisa Poisso
    10.29.2012

    When the fear factor of an MMO revolves more around social hits from fellow players than it does physical hits from monsters, you know something's out of whack. After reading this week's letter, I certainly felt like whacking something -- namely, the ugly atmosphere that makes grouping a hellish prospect for anyone who's been dragged through the dirt one too many times. Dear Drama Mamas, I've been playing this game for three or four years now (I'm still a teen, though) and I really wanted to ask you about something. About two years ago, I first started raiding. I continued going to the pug many times, always with the same raid leader. (Let's call him R.) I started talking in vent with him and his guild, and raided with them quite a lot. I was really sheepish at first because: 1. I was a kid, 2. I'm afraid of social interaction, and 3. I'm a girl. Everything went fine though, for several months. It was when R needed to go off to work, and couldn't lead the raids anymore when things got bad. I wasn't in his guild, but he felt that I could be trusted enough to be the raid leader. He passed it over to me, handed over his group macros for recruting, and told people I would be leading. He also put two people with me to be my raid assists. (Let's call them Andni and Pir. These are not their actual names.) I would always start of the raid slightly paniced, but by the end I was joking around with everyone and having a good time. But during one Black Temple run, everything went bad.

  • Leaderboard: Go it alone vs. go it together

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.08.2012

    A lot of modern games don't really require you to have someone along with you at all times. Star Wars: The Old Republic gives you a companion for your leveling adventures, but there's no need to have a real person with you when completing the game's solo content. World of Warcraft is tuned so that everyone can level through quests solo, even if sometimes you make it through by healing yourself until monsters give up and die of boredom. It's a welcome change from logging on, finding out your friends are offline, and giving up for the evening. But let's say you have a friend who will play alongside you if you want. On the one hand, you can suddenly make your life much easier by pairing up to tackle content designed for just one, doubling what you can accomplish. On the other hand, there are always quests that become more frustrating with two people after the same objectives, even when those two people are ostensibly working together. Plus, working alone means never having to stop for five minutes because your partner has to put a squalling baby to bed. Given the choice, would you rather be grouped up or solo when taking on content that allows for soloing?

  • The Secret World's group finder coming next week

    by 
    Jef Reahard
    Jef Reahard
    09.07.2012

    Are you friendless in The Secret World? Has your guild game-hopped to the next new shiny, leaving you to wander the paths of Transylvania cold and alone? Take heart! Next week's Digging Deeper update will not only feature a bunch of new content but also a new group finder tool. It's cross-dimensional too, so you're free to pick from the entire online playerbase when forming a party. The patch drops on Tuesday, September 11th.

  • Star Wars: The Old Republic's guide to the group finder

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.12.2012

    In a perfect world, all Star Wars: The Old Republic groups would be composed of several friends working together. But sometimes your friends aren't online or just have other things to do, and for those times, there's the Group Finder tool. But why is it that you can select a role you can't perform? Why do you queue up as healing or damage but always get picked for healing? How does the whole daily reward work? For answers to these questions and more, production team member Toni Phillips has put together a rundown of some of the Finder's more esoteric features. Phillips explains that daily rewards require you to complete the final step of the Flashpoint mission rather than simply clear the last boss, which usually involves clicking on an object at the end. Role selection, meanwhile, is determined by what your advanced class can do rather than what you're currently able to do, and if you select multiple roles, the finder will tend to pull from the rarer roles first. For more information and a more thorough breakdown, take a look at the full guide.

  • Star Wars: The Old Republic developers detail 1.3, free trials, and free transfers

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.30.2012

    Have you been holding off on trying Star Wars: The Old Republic until the game offers a free trial? It looks like your wait is almost over. At the recent London Comic Con, the development team discussed the upcoming addition of a level-limited free trial. You'll be free to adventure up to a certain point, but to get the full game experience, you'll need to subscribe. That's the smallest part of the game's upcoming additions, however; the improvements for players who wish to play together include upcoming free server transfers as well as a substantial expansion of existing server caps. Patch 1.3 is also bringing the long-awaited group finder to the game to help get players away on party tasks in a timely fashion. Patch 1.3 won't just be about playing together, however, and the developers also spoke more on the addition of adaptive gear and new Legacy perks for characters. It's plenty to look forward to for players of the game, so if you haven't yet taken a peek at the upcoming changes, you may wish to do so. [Thanks to The_grand_nagus for the tip!]

  • Guild Wars 2 wants you to play with your friends no matter what

    by 
    Justin Olivetti
    Justin Olivetti
    05.08.2012

    "Whenever we design a new feature we always ask ourselves how it impacts our players' ability to play with their friends," ArenaNet's Eric Flannum stated about Guild Wars 2. In an interview focused on connecting players together, Flannum made it clear that the team was looking for every possible opportunity to pave the way for social hookups. Flannum addressed the specifics of how Guild Wars 2's servers work in relation to transfers. While there is a traditional paid transfer service (which can be used only every seven days), all players will have the ability to hop over to friends' servers as a guest. Player team-ups are further made possible by the dynamic level-adjusting system that scales players down to the zone they're occupying. This process is made easier by ArenaNet's decision to make friend lists and guilds account-wide instead of specific to a server. So while each guild has a home server, other chapters can exist elsewhere. Flannum also said that the team is carefully structuring its PvP system so that it will be free from potential abuse by server guesting.

  • The Daily Grind: How do you handle random party invites?

    by 
    Shawn Schuster
    Shawn Schuster
    05.04.2012

    I don't know why, but sometimes I get discouraged when a random person sends me a party invite while I'm in the middle of questing. I know it sounds odd, but when I'm not playing with my regular group of friends or guildies, I like to just play alone. When someone whispers me to ask if he can join me, I usually turn him down (politely!), but if I get a random party invite without so much as a hello, I simply ignore it. My own antisocial issues aside, I want to know how you feel about this topic. Do you think a random invite is a healthy way to find companions and possibly friends, or do you see it as an invasion of privacy while you're trying to quest? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • A proposal for scenarios in Mists of Pandaria

    by 
    Dan Desmond
    Dan Desmond
    05.02.2012

    We have seen and heard a ton of information on questing, dungeons, and even Pet Battles in the Mists of Pandaria beta, but one thing that has been absent thus far is also one of the things I'm most excited about -- scenarios. From what information we received at BlizzCon, we know that Blizzard intends for scenarios to be phased and quest-like in their presentation. They could be used to move stories forward, with players interacting with non-player heroes directly and even fighting alongside them in important battles. An idea for this new game mode that I have been tossing back and forth with a few friends is creating a series of how-to scenarios that introduces the player to the aspects of group play. Meloree at Sacred Duty has suggested this as a prerequisite to entering the Dungeon Finder, but I think even having the option would improve grouping experiences dramatically. Tanks could enter dungeons and raids with a better grasp on basics like threat, positioning, and proactive cooldown usage. Healers could learn mana management, throughput efficiency, and this fabled triage model that we keep hearing so much about. Damage dealers could become familiar with high-movement fights, interrupting, and burn phase cooldown maximization. Clearly, this seems to be well within Blizzard's capabilities to produce. We already see NPCs that tank, heal, and DPS in the game in various quests. In my opinion, there are only a couple of things that may stand in the way: Is this something the designers can do easily and quickly, or would a significant amount of resources need to be allotted to the development of this idea? Would players react positively to such tools being made available to them? Would they feel pressured or upset if they failed to complete the scenarios in their chosen role? What do you think? Is this something you would use? Would this help the dungeon running and raiding experiences, or is the potential for disaster too great here?

  • Flameseeker Chronicles: After beta action report

    by 
    Elisabeth
    Elisabeth
    05.01.2012

    Well there you have it, ladies and gents: The first Guild Wars 2 beta weekend over which people had direct control over their participation has come and gone. It was quite the exciting weekend, and it's amazing to see the volume and content of feedback being provided. If you missed out on a chance to get your hands on the game, feel free to form some vicarious impressions; there's tons of footage out there from oodles of people. Massively has a few streams recorded, and I have a niggling feeling that someone will have plenty of extra footage. It was great to be back in the game, it was great to get to talk about stuff with people and stream and share pictures, but mostly it was great to see the world populated the way it really needs to be to feel alive and whole. Beta being beta, that brought its own set of challenges and learning experiences -- mostly for ArenaNet -- but on the whole I hope that most people agree that this was, if not a truly delightful weekend (I can't expect everyone to share my taste in games), then at least a solid and informative one.

  • PAX East 2012: Hands-on with Perfect World's RaiderZ

    by 
    Jef Reahard
    Jef Reahard
    04.09.2012

    TERA isn't the only upcoming MMO to feature big-ass monsters and action combat. Perfect World Entertainment showed us a demo of RaiderZ at last weekend's PAX East, and producer Mark Hill was pretty enthusiastic about the game's level of polish. He also made a point of highlighting the amount of free gameplay the company will be making available to fans later this year. "We really want to blow people away with how much free content they're getting out of a really top-notch game," he said. Join us after the cut to see what RaiderZ has to offer.

  • Making the 'jump' from Guild Wars to Guild Wars 2

    by 
    Bree Royce
    Bree Royce
    03.26.2012

    The second Guild Wars 2 press beta weekend has come and gone, and Massively was there every step of the way. Stay tuned throughout the day today for even more guides, impressions, videos, and Q&As to get you ready for the highly anticipated sequel to Guild Wars. Guild Wars 2 is on the way (when it's ready), and classic Guild Wars players probably understand that soon they'll be competing with a younger sibling -- a smarter, more attractive one who's sure to get more of mom's attention. And while we're sure that some of the more stalwart Guild Wars 2 fans are also Guild Wars players, not all veterans of the first edition are dedicated to licking up every drop of sequel info squeezed out of blogs, conventions, and betas. Those veterans might just be wondering, what exactly can Guild Wars 2 offer them, other than Hall of Monuments tie-ins? What's changed? What's the same? What will they love, what will they hate, and what could possibly make them jump ship to the new hotness? The first and most important thing you must know is that yes, you can jump in Guild Wars 2! Seriously, though, jumping is more than just a thing you do with your spacebar when you're bored; it's a symbol of boundlessness. Guild Wars 2 itself is trying to jump a lot higher than its elder brother, and probably the essential difference between the games is that feeling that the walls have come down and gravity is letting loose. That alone should urge classic players to take a peek, but if that's not enough for you, fire up your Jeremy Soule soundtracks (yes, he's onboard for an encore!) and read on...