theSlacker
Member
This is ludicrous. Why pay for something and dedicate time to something that would cause communication based solely off of complaining?We're talking about video games here, not forums
Give gamers a GOOD and FUN reason/motivation/incentive to communicate. This is my opinion. The griffon ride was run maybe the first few times, but the 100th time - no.
Why can't we just have more things that require skill (which in turn, for a multiplayer game would require communication....) and not just time dedication.
As I said, how fun you felt that was is irrelevant. That isn't an insult to you or your opinions, it is just a fact. How fun or meaningful I felt it was is irrelevant as well to the point I was making. It isn't that is is fun or memorable, it's it is part of what gave the gameworld depth. It directly caused and promoted certain types of experiences, while giving certain classes/jobs a unique feel. Stuff like if you played as a mage you had an ability that was coveted and desired, while not lessening the experience other players had since their class also had something that made that class feel unique in the world. Getting a free mount and quested epic mount had meaning beyond "yay I get to ride the unicorn now". And so on.
Why I chose to pay and dedicate time to something is because I find it's experience meaningful. That doesn't always mean 100% fun 100% of the time. To reiterate, no mater how you or I feel about the direct act of travel time, it gives purpose and meaning to the world you are playing in. To some game genre's and people themselves, this maters. To others it does not. MMORPGs are a genre where the gameworld is, if not the most important thing, then very close to it.
I used to be one of those people completely against duty/dungeon/raid/whatever finders. But over time as I got to know the type of people who actually play these games, I've changed my opinion. So I don't blame people for using Duty Finder instead of shouting for groups and I don't think it's really indicative of anything that they do.
I'm not against duty and dungeon finders. Just there are other ways to make groups as well. If your main example of a system failure is people only wanting to use one avenue to proceed when there are others available, and them having to wait because they are limiting themselves, then I don't think it is a good example, or cause for change.
There is also no "us and them" mentality for this game, and games without that turn into "me and my friends vs everybody else", that causes there to be no real reason to engage in pvp unless that is what you were already looking to do. If that makes sense.
Thought of an example that may be able to better articulate my point using a comparison I think you are familiar with. It also relates in a way to my "forced socializing" argument.
Blizzard has been trying to recreate something that happened naturally early in WoW every since it's launch, not realizing the original cause of it. The pvp atmosphere of places like Hillsbrad Foothills even on PvE servers. It wasn't a designed pvp zone, and didn't have any pvp objectives in any way. What it was, was an area that by other means the two factions were in close proximity to each other during a formative part of their character experience. People would go through there just as part of leveling and encounter pvp when they may not want to, or may not realize that they would actually enjoy it. All the areas since then that have been made to create the same feel have been based around "this is a pvp thing, pvp happens here". From the sand stuff in Silithus and towers in the Eastern Plaugelands, through Halaa, Wintergrasp, and "daily quest island". These are all areas that if you want to pvp, you go to pvp, with less chance of actually getting someone who doesn't think they want to interested in the experience.
What I am saying is that a system that doesn't offer some form of the experience as forced content, be it by just observing your town being killed off with no recourse but to fully by choice engage in it, is a system where the growth of that kind of content doesn't happen within it's player base. This extends directly to giving some reason to force communication between players.
Blarg, upon rereading, that seems a bit long winded and may not have clarified anything