grouping

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  • The Daily Grind: How much grouping should be required in a game?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.11.2012

    A good group arguably makes any game more fun. No matter how much fun you're having in any game, be it Star Wars: The Old Republic or Global Agenda or whatever else, there are players who believe it's better when you're running with other people, telling jokes or roleplaying or even just working in unison. Of course, others would point out that's all if you have a good group. A bad group can turn even something fun into a real misery, which sort of defeats the purpose of playing a game. And that's not getting into the time it takes to form a group or coordinate several people... or the fact that some players just prefer not to group. So how much grouping should an MMO require out of its players? Should pretty much all content require a group, forcing players to work together and build a real sense of community at the expense of any solitary play? Or should pretty much all content not require a group, letting everyone group with players as they wish without hard restrictions -- and making large chunks of the game single-player for all intents and purposes? 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 Daily Grind: Have you ever been a part of a regular group?

    by 
    Justin Olivetti
    Justin Olivetti
    02.22.2012

    This week I'm trying an experiment: My friend and I are attempting to pull together a (semi-)regular adventuring group for Dungeons and Dragons Online. It's an iffy proposition, as I've been part of a couple of other regular groups before and they've never lasted long (I blame my loud, abusive rants over Vent). But the idea is infectious, and I'm not giving up on trying them out. Regular groups -- if you can pull them off and stick with them -- can offer a singular experience in which friends bond over a continuous shared journey, one in which they become a fully functional team from the onset. Plus, being part of one means that no content is too big or too small, and one never need worry about having to troll the LFG channel or dungeon finders for strangers. So I'm curious: How many of you have been a part of a regular MMO group? How do you make it work, and what did you take away from it? 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 Mog Log: Get together

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.18.2012

    Grouping with other players is inconvenient. It can also be a lot of fun, but it takes more work to get a half-dozen people running in the same direction compared to just operating on your lonesome. But you're a lot more likely to stick with a game if you can find other people to play with, and thus both Final Fantasy XI and Final Fantasy XIV have offered different approaches to grouping and encouraging parties. When I started playing MMOs back when Final Fantasy XI launched, I wound up being soured by the game's insistence on grouping for a long while. These days, I can take a much more objective view of both sides because for all the hiccups that the system brings, Final Fantasy XIV's much more open environment has its own pitfalls -- some a result of basic game design, some a result of the less demanding approach. But why just look at this from the top down?

  • Pathfinder Online will let players run the kingdom

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.15.2012

    If you've played the Pathfinder tabletop game that Pathfinder Online is based upon, you know that you need to have grouping. After all, the former is all about bands of adventurers exploring the wilds. So it's fitting that the most recent developer blog is all about the game's methods of managing groups and playing in different numbers. And this isn't just a matter of parties or solo play -- at the high end, players can be running entire kingdoms as a social unit. Solo play is meant to be somewhat discouraged, as the blog notes it will be a much more difficult road for a dedicated lone wolf. Parties will be the next step up, holding an undetermined number of players (the working target has about 24 players at the high end). Above those are chartered companies, settlements, and as mentioned, entire new player-run kingdoms. It's going to produce some interesting dynamics to have player organizations in such abundance, but the developers seem to have some confidence in their initial designs.

  • Editorial examines MMO mentoring, community dynamics

    by 
    Jef Reahard
    Jef Reahard
    02.15.2012

    A wise man once described current-gen MMOs as "playing alone together." OK, truthfully I don't know who said that, nor do I know if he is particularly wise, but it resonated (and it's also applicable to a new editorial at Gamasutra that focuses on improving the community aspects of our favorite genre). The piece looks at several current games -- including Final Fantasy XIV, RIFT, and Dungeons and Dragons Online -- and analyzes how they both succeed and fail at bringing players together. Particular attention is paid to mentoring systems, though EverQuest II's is omitted. What ultimately emerges from the lengthy read is a portrait of a challenging issue that has its roots in both operational and design considerations, and while the piece doesn't offer any particular solution, it does provide quite a lot of food for thought.

  • WildStar's Troy Hewitt talks about the game's design philosophy

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.13.2012

    It's likely to be a while longer before anyone gets to lay hands on WildStar's beta, much less the finished game, but there's still a lot to look forward to. A recent interview with producer Troy Hewitt might help salve a bit of that anticipation as Hewitt discusses the game's design philosophy and content systems. As he explains, Carbine Studios embraced the idea that players should be allowed to play how they want, when they want, and with whomever they want. This extends to the game's content at multiple levels; Hewitt explains that solo and group content shouldn't be at odds, that even people who prefer to level and play solo are still enjoying the fact that they experience a persistent world with other players. There's also a lot of talk about players crafting their own stories as they explore the game world, something augmented by the game's split between different player types. Take a look at the full interview if you're following the game avidly, as there are plenty of interesting tidbits -- even if you might have preferred a release date.

  • DC Universe Online's upcoming game update is all about easier grouping

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.30.2012

    If you've been enjoying DC Universe Online ever since the game switched business models, odds are good you're looking toward the endgame by now. Game Update 9, which is coming soon, will make getting into that endgame even easier via the addition of Novice Raids. This new difficulty setting still allows players to experience all the storyline of Fortress of Solitude, Kahndaq, and the Batcave, but the difficulty will be notched down so that players can get a better feel for what they're doing. Of course, if you're not into the endgame rush, you've still got something to look forward to with the new role-optional alerts system. In essence, players will now be able to queue for Alerts without needing to put together a balanced group; in the event that a role is missing, a team buff will be applied to ensure that the area can still be cleared. That means that even with nothing but Damage characters, you can still explore all of DC Universe Online's group content, something that should allow for some novel player approaches once the update goes live. [Update: SOE has also issued a statement about plans for the game's PvP in 2012. The full quote is after the cut.]

  • 5 ways to keep your tank happy in 5-man heroics

    by 
    Olivia Grace
    Olivia Grace
    01.11.2012

    I recently wrote a similar post about how to keep your healers happy -- now I don't want it to sound like I'm hating on you tanks. See how this is a nice, predictable series? Can you guess what's coming next? I just need to think of another three ways to keep your DPSers happy in 5-man heroics -- but don't worry, I'll run some more heroics and I'll get there. My first and still allegedly main character is a paladin tank, and I've run a few dungeons in my time. There are some simple things everyone can do to make sure their tank is a happy meaty meat shield rather than a disgruntled defender. 5. Watch your aggro. Remember this from the "How to keep your healer happy" post? Yeah, much as that helps your healer, it also helps your tank. Playing as a paladin, I have one of the easiest AoE tanking rotations out there -- but still, if a DPSer front-loads all their damage into something that isn't my primary target before I've had one GCD to hit the darn thing, even with the new aggro buff, it may well be after you. As a paladin, I can pre-bubble you with Hand of Salvation to decrease the likelihood of this happening or even a Hand of Protection on a caster (or on a melee player to troll them). I also have an arsenal of taunts. However, other tanking classes don't have it so easy -- just give the tank a moment to gain aggro, then attack the thing that they're attacking.

  • The Guild Counsel: Does SWTOR need a better LFG tool?

    by 
    Karen Bryan
    Karen Bryan
    12.29.2011

    Often, this column has focused on guilds and communities in MMOs, both the good and the bad. With the launch of Star Wars: The Old Republic, it's interesting to look at the ways in which a community is slowly gelling on each server. Already there are players I'm bumping into more and more often, and while I tend to huddle around guildies most of the time, I find that I enjoy things much more when I'm surrounded by a good community of players. There's already been a lively discussion among SWTOR fans about whether the current LFG tool is good enough or something more is needed. Do we need something more "meaty" to help do the job of grouping for us or not? Read on for some pros and cons, and weigh in on whether more is needed to help bring the community closer.

  • Latest Elsword patch introduces enhanced PvP, grouping incentives

    by 
    Matt Daniel
    Matt Daniel
    11.10.2011

    Kill3rCombo's anime-style sidescroller Elsword has just received a brand-new update that adds a few new features for players to enjoy. PvPers will surely be overjoyed by the newly enhanced PvP system, which boasts new matchmaking functionality and the addition of Arena Points. Arena Points are earned by players through participation in matchmade games and can be used to purchase new weapons. Social players will find that partying up now grants increased experience points, which should provide greater incentive to adventure as a group. The final two Velder town levels are now available, and so are two new pets which will assist players on their adventures. To get in on the fun, head on over to Elsword's official site. [Source: Kill3rCombo press release]

  • Hyperspace Beacon: Social gaming

    by 
    Larry Everett
    Larry Everett
    11.01.2011

    As a roleplayer, I primarily do social things in MMOs. I take on a character, then via local chat, I communicate as if I were a smuggler attempting to swindle a gangster out of a few more credits. However, that's not the only kind of social gaming found in Star Wars: The Old Republic. Group activities of all sorts have sparked friendships that have lasted years. The people I adventure with mostly started in Star Wars Galaxies, then moved to City of Heroes, then went back to Galaxies, and now are headed to SWTOR. Because of the breadth of the internet, we have never met each other in person, but I still consider them close friends. The social dynamics have always been a byproduct of MMOs. However, few online games give direct rewards for being social. In fact, there was a time shortly after the Combat Upgrade when Star Wars Galaxies actually punished players for grouping up by giving less XP. Perhaps the reasoning was that the larger the group, the more mobs players could kill in the same amount of time, but at the time the solo XP far outweighed the loss in group XP. Thankfully, that was eventually fixed. In my recent venture into the SWTOR beta, I noticed several different social activities for which the game rewards players. Follow me past the cut and we will discuss them.

  • EverQuest II adds dungeon finder, double Station Cash weekend on tap for Europe

    by 
    Jef Reahard
    Jef Reahard
    10.06.2011

    Love it or loathe it, the increasingly popular dungeon finder mechanic has finally made its way to Norrath. Today's EverQuest II patch features a variation on the random grouping tool initially made famous in World of Warcraft. Adventurers can queue solo or as a group by clicking the dungeon finder icon on their EQII menus, and it's worth noting that signing up for a random dungeon will net you a 25% XP boost. Other patch details worth mentioning include a, ahem, rebalance of the Dirge mythical effect as well as a Troubador revamp. Finally, European EQII fans should be pleased to know that this weekend features a double Station Cash promotion to celebrate the availability of pre-paid SOE game cards at retailers throughout the region.

  • Dragonica's New Origin expansion launches today

    by 
    Jef Reahard
    Jef Reahard
    09.20.2011

    Today's a big day for Dragonica fans, as the two-year-old title is gearing up to launch its New Origin - Rise of the Drakan expansion this afternoon. A new press release from Gala Networks Europe tells us that the patch is the biggest in the game's history and includes a new race, new dungeons, new mounts, a fellowship party system, and a level cap increase. As the title suggests, the new race is the Drakan, and it's unlocked once players reach level 20. There are two new Drakan classes, the Amazonian and the Shaman, and both of them are playable to the new level cap (80). Once you've obtained your spiffy new Drakan warrior and explored the new Drakan town of Kareuza, you'll probably want to partake of the game's new dungeon system. Parties are now able to brave the depths of Dragonica's dungeons with eight players (up from the previous four), and the expansion introduces a couple of new instances in the form of the Akia Cave and Black Claw Nest. More info is available on the game's official website. [Source: Gala Networks Europe press release]

  • The Soapbox: Groupthink

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.06.2011

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. I can pinpoint exactly the moment that the luster of World of Warcraft's big old-game-changing expansion wore off for me. And it didn't take very long, just long enough for me to pick up a quest named It's Raid Night Every Night for my Dwarf. It was an unremarkable quest in every way, with the only really clever-ish bit being the title that slyly winks at players about one of the game's criticisms. Except that it's not exactly an unfair criticism. If you were at the level cap and wanted to keep playing the game with anything approaching forward motion, it was raid night every night. The joke left a bad taste in my mouth. Of course, this isn't an article about WoW except in passing and by association. It's about the temptation and tendency to have group content as the panacea, as the overwhelming focus of any new content. It's about why we get so much content that focuses on large group efforts, and why that isn't necessarily such a good thing -- for the players or even the developers.

  • The Daily Grind: Do you like having the freedom to play solo?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.13.2011

    MMOs are social experiences at their core, but there's still something about having freedom on your character of choice. At times, everyone likes to step away from being responsible for other people, and operating solo means that you get to take full credit for your own success and failure. But the quality of that operation depends on the game -- Final Fantasy XI characters were largely helpless solo past a certain point, while there's little in Star Trek Online that a solo player can't handle with some patience. Obviously, being able to get plenty done solo means that you can indulge your time in the game more freely and not have to worry too much about other availability. But it also does detract from the grouping experience, and it can lead to a rahter one-note game where every enemy has to fall prey to the same solo tactics. So do you think solo-friendly game are a good thing? Do you want your games to feature a fair amount of self-reliance, or do you miss the old days where parties were the default for content? 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!

  • Wings Over Atreia: And 2.6 came to pass...

    by 
    MJ Guthrie
    MJ Guthrie
    08.08.2011

    Not as heralded as its companions that came before, Aion's patch 2.6 hit North American servers this past Wednesday. But just because it wasn't cool enough for its own name (like Assault on Balaurea or even Empyrean Calling) doesn't mean it is without some goodies of its own. Granted, the patch isn't an Atreia-shattering deluge of content, but as I have stated previously, adding small chunks of content more frequently is better for keeping players interested and engaged in the game. And besides, 2.6 is one step closer to 3.0! This patch introduced a solo version of the Empyrean Crucible for your crucible-insignia-hording pleasure, a new auto-group feature, some UI changes, a new pet, skill tweaks, and other assorted tidbits. This past weekend I experienced as many aspects of the new patch as I could in order to bring you a peek at life after the patch. Is Stormwing really easier to beat? Can you really get platinum medals from the pet? How challenging is the Challenge? For the answers to these and more, join me past the break.

  • Wings Over Atreia: Mentors, schmentors

    by 
    MJ Guthrie
    MJ Guthrie
    06.06.2011

    Ahhh, the unadulterated bliss of traipsing about the promised land of milk and honey -- otherwise known as Atreia post 2.5. The siren call of the Empyrean Crucible, the plink of new tokens in the cube, the sounds of laughter as Daevas play with their newest cuddly little companions... what's that, you say? It is not all fluffy kittens and rainbows and sparkle ponies? *Gasp* How can that be?! Last week, we touched on a number of the additions and improvements brought to Aion with the latest patch, Empyrean Calling. However, after the novelty of the the new features had worn off a bit, the negative impact of some of these improvements became apparent; no matter how much is put into a system, there will always be pros and cons. Such can be said of the new mentoring system. Even while adding more to the gameplay of some, this system is taking away from it for others. Some were heard to be cursing mentoring from day one. Additionally, I venture to raise some concerns about long-term consequences that may not be considered in the rush to take advantage of the short-term gains. Sure, there are the benefits, but nothing comes without a cost. Nothing. So what could be so bad about mentoring in Aion? Slip past the cut and I'll fill you in.

  • Lost Pages of Taborea: The poor, lonely looking-for-group tool

    by 
    Jeremy Stratton
    Jeremy Stratton
    05.23.2011

    Karen's recent article about RIFT's new looking-for-group tool got me thinking about Runes of Magic's own LFG tool. It seems like such a nifty function, but it hardly ever gets used in RoM. It's such an interesting tool that I'm happy to see in the game, but it also seems to be better on paper than in practice. Part of the reason might be that it's slightly clumsy to use for the first time, which I'll get to a little later. LFG tools are one of those things that a lot of players ask for nowadays, but they only ever seem to be used minimally unless the devs attach incentives. Let's turn caps-lock off, stop shouting in world chat, and take a closer look at RoM's LFG tool.

  • Webzen readying Soul of the Ultimate Nation: Episode 2, preview server

    by 
    Jef Reahard
    Jef Reahard
    04.14.2011

    New content is on the way for fans of Soul of the Ultimate Nation, and Webzen has just announced the impending release of a global trial server for the game's Episode 2 patch. The new shard will go live on April 28th, and it aims to give players a preview as well as collect feedback prior to the patch's official release. Episode 2 brings major changes to the game including a new leveling system, itemization changes, and new quests. Webzen's press release states that the revamp should "please various gamers with its simple yet strategic gameplay." In addition to the leveling adjustments, Episode 2 introduces the custom passives system whereby players may tweak their avatars' abilities via customizable buffs. The mechanic is intended to encourage grouping between new and old players, and the resultant buffs will stay active as long as the party remains intact. Head to the official Soul of the Ultimate Nation website for more info.

  • Perfect World releases RaiderZ trailer, promises monster slaughter

    by 
    Beau Hindman
    Beau Hindman
    04.13.2011

    Perfect World Entertainment just released a teaser page and trailer for its upcoming action MMO RaiderZ. We won't be getting a true taste of the gameplay until E3, but the trailer shows off some of the fast-paced action that is promised to change the entire world of monster hunting. We weren't aware that there was a world of monster hunting, but it had better be ready to be rocked. In the trailer we get to see different characters battling with all types of unusual, enormous critters that look like they would be a handful for any warrior. The website and trailer indicate the need for grouping with others, so gather some friends and click past the cut to check out the trailer! Now get out there -- those monsters won't hunt themselves!