I've Realized that What Makes MMOs FUN is NOT Playing with Other People

yeah…I think its time for you to go to the list…sitting here WAITING to respond to waste MY day isnt gonna happen.

btw…name calling because WE dont play YOUR preferred way ISNT mature, son…

Now…Imma do the MATURE thing here and end this pointless exchange with you…ignored

lmao…still at it…confirming what I said all day long in here.

you NEVER see GOOD end game players behaving this way.
They dont need to do it to build up broken self esteem…

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Behaving in what way? Like you? Screeching all over the place talking about emotional scarring people and caps locking every other word? Talking about how much you hate people?

No one cares if you can’t handle criticism or can’t learn to play the game beyond a basic level. Seriously, it’s fine. It’s your tantrums and name calling that get old.

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Bad take. Have people forgotten that RPG’s existed before MMORPGs? Did no one else here play Neverwinter Nights* or Baldur’s Gate? Both are from around the turn of the century, before WoW. If you want to go really old and rudimentary, games like this have existed even earlier than that, long before WoW was a twinkle in Blizzard’s eye. Heck, even Knights of the Old Republic released before WoW did.

Sometimes these games offered a multiplayer mode for small groups, but usually it was single-player. And they were all huge adventures with challenging content, arguably more challenging than just about anything an MMO has to throw at you today, at least in terms of landscape content. And you usually controlled a handful of allies in almost an RTS style at times, with turn-based attacks, the ability to pause to distribute commands, etc.

That is the origin of an MMORPG. We do not lose the spirit of the game-mode by introducing a single-player experience with NPC’s to assist. We definitely lose it by being forced to pug or queue with randos in a toxic/competitive environment. Expanding follower dungeons and making them more common would make this more like RPG’s of the past than just about anything else Blizzard could do. The concept that you can entirely miss out on crucial story elements because you can’t find a group or aren’t good at dungeons/raids is what truly breaks the entire gameplay loop. And just like in RPG’s of the past, why should your rewards be dictated by whether another player was there or not?

*EDIT: The single-player NWN from 2002, not the “MMORPG” from 1991. Online RPGs have existed long before the 90’s even, but I believe NWN (online) in 1991 was the first with graphics. But that’s not really what anyone thinks of when they think about an MMORPG… xD

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LMAO…still at it.
Feels like self esteem issues when its this far gone, lol

Might and Magic 1 (1986) on 5.25" floppy disks on an old Commodore 128, lol.
LOVED that game

https://en.wikipedia.org/wiki/Might_and_Magic_Book_One:_The_Secret_of_the_Inner_Sanctum

I agree, follower dungeons are a great addition. Being able to Take the time to familiarize yourself is very nice.

I’ve joined 2 random, to give it a chance, and esch one were with tanks who only stopped at bosses. There is no fun in playing a running / follow the tank simulator.

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lol My husband had a Commodore and some of the games in that series. My early gaming days was on the good ol’ CoCo. Frogger, anyone?

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man…some of those old games were sooooo much fun.

The other M&M…Clouds of Xeen, I believe…and Dark side of Xeen…great games for their time.

the very first Eye of the Beholder was really good (the later ones werent as good and more about money grubbing).

I didn’t start doing any serious gaming until after the turn of the century, but I logged a lot of hours into games like Neverwinter Nights and KOTOR. Even some from more indie studios, like Aveyond.

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Yes, the other side of that coin. However a lot of those players are also the ones who returned for Classic then stopped playing after about 1-2 years. Coincidentally how long people played private servers that they based this stuff off of. People don’t stick around for Classic, they need a refresh of some kind. But that’s what the ‘season of discovery’ was meant to remedy.

Only time will tell if it was a success or not and if the old crowd who loves Classic will sub for stuff like that.

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I’m currently revitalizing a guild that I founded during Cataclysm, aiming to recreate the camaraderie and active community we enjoyed back then. This guild, originally active with achievement runs and more, had become inactive over the years, especially after I took a three-year break. Now, I’m rebuilding it from the ground up, maintaining the values that made our original guild great.

If you’re interested in joining a casual guild focused simply on enjoying the game, I’d love to have like-minded players aboard. We’re rebuilding on the realm Hellscream, where I currently play with my wife. Unfortunately, due to missing a deadline, our guild is still officially located on the realm Korgath, but I’ve been advocating for cross-realm guild master promotions to better manage this situation.

For more details on these advocacy efforts, you can read my posts: “Request for Cross-Realm Guild Master Promotion”, “Revitalizing Guilds in World of Warcraft”, and “Request for Cross-Faction Guild Achievement Integration”.

If you’re looking to be part of this fresh start and enjoy a relaxed gaming environment, please add me: Kalnazzar#1737, and send me a message. Let’s make this guild thrive again!

Retail dungeons went from being one of the best experiences to the worst WOW has to offer.

The amount of selfish, inconsiderate, toxic pulling behavior gets worse with every season and expansion. Tanks are so broken that players never truly learn how to play the class unless they are +6 and up.

The game design has changed and with the addition of Delves, pugging will only become harder.

The retail dungeon is an absolutely horrible experience right now and it continues to get worse.

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Blizzard is designing classes around M+, so this is why you are seeing this degenerate behavior from players. Classes are just way too OP, tanks especially.

I think the issue is fundamentally emotional. People don’t like others dictating their pace.

I did use follower dungeons for almost every dungeon i did in this exp so i could appreciate the details, do the quests at my pace, check pats look for some silly easter egg etc. Being in control of the entire situation fits this context very well.
I really liked that the first dungeon had an actual NPC related to that dungeon doing it with you, it enriches the narrative. A shame they didnt follow the same pattern for the system as a whole and it’s only for one quest.

However, the thing is that… you only do what i described 1 or 2 x.
There is no advantage when it comes to actual gameplay. People do way more damage and go way more fast which means faster character power progression which at the end of the day is all MMOs are about.

Basically both are there for different reasons and for different crowds you cant make follower dungeons become a viable path of progression because a multiplayer system attached to it will cease to exist and so will the playerbase that focus on dungeons.

So they come up with delves which soo far have been fantastic, its done with a solo experience in mind whit no time constraints and that you can advance as you please and if you want to bring friends, you can but it’s not designed in the perspective of a multiplayer challenge as all dungeons and their m+ endgame loop ends are.

Do you think they will be able to appease both crowds in this manner?
I have no idea myself but they do seem to be in the right direction.

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Any thoughts on my recent (20 hours ago) comment. I was enjoying discussing the dynamic of alternative means to create scaling / ilvl appropriate dungeon content.

yeah…its HYSTERICAL how when you say this kind of thing in here that religiously someones gonna “I NEVER HAVE ANY PROBLEMS”…then wait…they’ll turn around and literally admit at some other point that PUGS are the worst thing to do, find a guild, lol.

its like they cant even remember their fibs in here and keep them straight lol

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I agree wholeheartedly.

All of my close friends IRL and from the game have moved on with their lives and stopped playing. My wife and I are the only ones from our old group/guild still playing. We’ve tried and tried over the years to find groups we mesh with, but they all act like they’re going for world first on every. single. run. It’s like a second job. No chitchatting, no luls at mistakes, no positive feedback and learning new thing together. Just a lot of “git gud” So now we just duo content.

TWW has been awesome so far with how much of the game and story we are able to see and interact with, without dealing with other impatient players. We no longer skip over dungeon quests and they’re once again a viable option for early gear.

Torghast touched on this in SL. Everyone trashed it, but we enjoyed the challenge and the fact we could try abilities in dungeon-like scenarios without being worried about it blowing up in our face. Stopping to get coffee, deal with our pets if they need something, go bio, general life stuff that you have to put on hold while doing group content goes out the window. The only downside of Torghast was no gear rewards.

The other day, I went into a follower dungeon and as soon as we were about to get started, I hit them with a /brb while I worked on my UI. I was getting anxious thinking about how long it was taking, but then I relaxed knowing no one was going to boot me or talk trash.

No amount of social contract clicking will make players be as awesome as they were in the old days. This is the best plan B you can ask for.

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A guild isn’t going to solve this problem just by joining any guild. A group of friends, a community, or a guild with members who are maybe the “chill” crowd would help someone, but that isn’t the issue.

The issue is that the gameplay in most of the dungeons entered by the majority of players is a chaotic s-show, and it didn’t used to be that way.

If Blizzard would come out and say something like, "Hey guys, all dungeons up to about a +6 are meant to be a fast-paced chore activity, where the tank pulls entire wings around corners while the other 4 players struggle to keep up and struggle to stay alive, with also as little group interaction as possible, " I would not bother posting.

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Solo RPG’s dont have mount hunting. I want to hunt mounts and not deal with people at the same time

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