Discussing the Multiplayer Aspect of Guildwars
Hand of Ruin
After months of dealing with pugs, and all things that come with them - Leavers, greifers, general idiocy, and most of all, failure... I finally have a game where I can play alone, in peace, at my own pace, and guess what - I don't fail missions anymore.
You want to take this away from people just because you're sad and lonely? Hell no, deal with it.
You want to take this away from people just because you're sad and lonely? Hell no, deal with it.
Quid Pro Quo
I still team if I feel like it but normally its just friends and guild mates.
I don't keep local off if I'm just sitting around and sometimes I'll get into convos with people and end up becoming good friends with them and teaming up later but if my friends aren't on and guild is mostly offline I'm not suck being in a group that I hate just to move on in the game.
I don't keep local off if I'm just sitting around and sometimes I'll get into convos with people and end up becoming good friends with them and teaming up later but if my friends aren't on and guild is mostly offline I'm not suck being in a group that I hate just to move on in the game.
Daysy
The only reason I bought the game in the first place was because of henchmen. If they'd been removed, I'd certainly not have bought the expansions.
Having played various MMORPGs over the last seven years, there are some things that I've found common to all of them: You hunt solo, you hunt with a friend/guildie or you hunt with some random people. We're all familiar with the problems of hunting with random people - too many wanting to be the leader and running off in different directions, the one who disappears halfway because he's decided to go watch football instead, the monk/priest/cleric who can't or won't heal, etc. At least in Guild Wars we don't have the loot theft problem on the list. Getting a decent random group is a miracle in any MMO. Local/General always ends up being turned off because the Ignore box is never big enough to filter out the spammers.
I'm luckier than most in that I have a regular hunting partner. In other games, that still meant having to take our chances with random groups for the bigger quests, usually with frustrating results. The existence of henchmen/heroes largely removes that frustration.
Guild Wars is no different to other MMOs I've played in that I come across a large number of people every day, many of whom are obnoxious but some of whom are pleasant and at least capable of learning to be competent players. The difference is that I seldom have the need to mingle with the obnoxious ones to achieve my objectives.
Having played various MMORPGs over the last seven years, there are some things that I've found common to all of them: You hunt solo, you hunt with a friend/guildie or you hunt with some random people. We're all familiar with the problems of hunting with random people - too many wanting to be the leader and running off in different directions, the one who disappears halfway because he's decided to go watch football instead, the monk/priest/cleric who can't or won't heal, etc. At least in Guild Wars we don't have the loot theft problem on the list. Getting a decent random group is a miracle in any MMO. Local/General always ends up being turned off because the Ignore box is never big enough to filter out the spammers.
I'm luckier than most in that I have a regular hunting partner. In other games, that still meant having to take our chances with random groups for the bigger quests, usually with frustrating results. The existence of henchmen/heroes largely removes that frustration.
Guild Wars is no different to other MMOs I've played in that I come across a large number of people every day, many of whom are obnoxious but some of whom are pleasant and at least capable of learning to be competent players. The difference is that I seldom have the need to mingle with the obnoxious ones to achieve my objectives.
Omega X
Quote:
Originally Posted by Gigashadow
As a WoW comparison, when someone ninja loots, practically everyone on the server finds out about it (through the in game rumor mill, or the forums), then that person finds he can't get into groups any more, and weeks of playtime on that character are down the drain. It's also a big deal if guilds are known for harboring ninja looters. So as it turns out, ninja looters are quite rare, because there are serious repercussions for these actions. In Guild Wars there are none whatsoever.
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The thing that keeps people in line in WoW is the GMs. City of Heroes is the exact same way, but they don't have to worry about loot either because its just like GW's. When bad behavior comes up, they get warned or punished by an authority figure. THERE IS NO AUTHORITY FIGURE IN GUILD WARS.
Corran Horn
I don't really understand the problem here. The whole community aspect of Guild Wars is centered around Guilds and Alliances. The PUG community is horrible. It always has been and always will be. Why would you want to force people to have to partake in that. I personally prefer to play with guildies or alliance members if at all possible. If not I will hench it. Usually I play with one or two people and heros now while communicating on vent and using regular chat for humor purposes or to give advice to newbs. Heroes = FTW! PUG = gg.
Amity and Truth
Quote:
Originally Posted by Hand of Ruin
You want to take this away from people just because you're sad and lonely? Hell no, deal with it.
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__________________________
I thought about giving human teams the edge over the hero/henchie teams in some way or another. I'm not talking about game advantages but things like a significantly better loot when you're not solo playing everything.
This way the single player horde can still play single player but the cooperative players will have a reason to partyplay things again.
Superdarth
Quote:
Originally Posted by Hand of Ruin
After months of dealing with pugs, and all things that come with them - Leavers, greifers, general idiocy, and most of all, failure... I finally have a game where I can play alone, in peace, at my own pace, and guess what - I don't fail missions anymore.
You want to take this away from people just because you're sad and lonely? Hell no, deal with it. |
Maria The Princess
to OP (i read only your first post and some more, but not the whole thread): forcing people to play with other people is kind of wrong. but i see your reasoning
the thing that i loved about GW when i first started wer ethe PUGs. yes there were some idiotic groups full of enraged 13 years olds with poor self esteem, but those made me appriciate those awsome PUGs where everyone gets along and breeses through a relatively hard mission. yes i remember the irritation when uninfused mending wammo charged at mursaat and yelled at me (monk) "heal me u n00b monk" but that made the satisfaction from the good groups so much bigger. thanks to these PUGs i met some great people, if not for them i would never end up in my guild and would never meet all those great guildies (we dont recruit from the street). i still team up with pugs every time i feel like it even if its an easy mission/quest
the fact that i didnt HAVE to play with them made it better for times when all i wanted is a skill cap or just to fight my way from 1 town to the other. then i would turn to henchman. the heros are great cuz you can custumise them and even controll, but they did kill the multi player aspect
BUT! now there is 3 campaigns. people are spread over. as axample, last time i wanted to do Unwaking waters on my mesmer at a busy time of the day(US server, around 9 pm) there was nobody in the outpust! if your idea would be implimented and if i would be guildless, my mesmer would still be stuck in there cuz not only its a ghost town (even tho its a primary mission) also a average PUG doesnt want to see a mesmer on the team.
as much as i miss PUGs i wouldnt be happy if i was FORCED to play with real people, mainly cuz the population is so spread out and busy doin the new things rather then the older ones alot of missions are so deserted
the thing that i loved about GW when i first started wer ethe PUGs. yes there were some idiotic groups full of enraged 13 years olds with poor self esteem, but those made me appriciate those awsome PUGs where everyone gets along and breeses through a relatively hard mission. yes i remember the irritation when uninfused mending wammo charged at mursaat and yelled at me (monk) "heal me u n00b monk" but that made the satisfaction from the good groups so much bigger. thanks to these PUGs i met some great people, if not for them i would never end up in my guild and would never meet all those great guildies (we dont recruit from the street). i still team up with pugs every time i feel like it even if its an easy mission/quest
the fact that i didnt HAVE to play with them made it better for times when all i wanted is a skill cap or just to fight my way from 1 town to the other. then i would turn to henchman. the heros are great cuz you can custumise them and even controll, but they did kill the multi player aspect
BUT! now there is 3 campaigns. people are spread over. as axample, last time i wanted to do Unwaking waters on my mesmer at a busy time of the day(US server, around 9 pm) there was nobody in the outpust! if your idea would be implimented and if i would be guildless, my mesmer would still be stuck in there cuz not only its a ghost town (even tho its a primary mission) also a average PUG doesnt want to see a mesmer on the team.
as much as i miss PUGs i wouldnt be happy if i was FORCED to play with real people, mainly cuz the population is so spread out and busy doin the new things rather then the older ones alot of missions are so deserted
Superdarth
I hate to beat the doomsday horse with a stick again but i wonder how long Guild Wars will last as practicly a single-player game.
Amity and Truth
Maybe i'll have to rephrase it again:
This is not about forcing others to team up, it's about finding a way to encourage the players to finally play coop again. If there is any way.
This is not about forcing others to team up, it's about finding a way to encourage the players to finally play coop again. If there is any way.
Bankai
I'll have to say, as someone else already said, I actually do miss the old Pugs as well. Pug standards have certainly dropped. Because of all the gazillion guilds recruiting people, everybody just goes with guildies.
I'm in a pvp guild with a total of 12 people, of who 2/3rds are only online twice a week, so I can never go with guildies. And it makes me sad there are so little pugs of high quality.
I'm in a pvp guild with a total of 12 people, of who 2/3rds are only online twice a week, so I can never go with guildies. And it makes me sad there are so little pugs of high quality.
Deleet
Quote:
Originally Posted by The Ernada
It's already a max of 3 heroes per player. But if you meant 3 heroes only per group then that's a horrible idea. If I play with my two other friends why should we be forced into grouping with more if we choose not to?
Forcing a playstyle onto others is bad. |
I meant hero/hench per player, this is also to shut down hero teams in HA.
Deleet
Quote:
Originally Posted by Amity and Truth
Maybe i'll have to rephrase it again:
This is not about forcing others to team up, it's about finding a way to encourage the players to finally play coop again. If there is any way. |
You could give better rewards when playing with others:
1. Increased drops.
This is a somewhat valid solution. It does not course more frustration, only more happiness.
2. Monsters has x% less health.
I don't like it, i only mentioned to for sake of doing it,
Navaros
Quote:
Originally Posted by Superdarth
You want a single player game?Buy a game thats made for single player!
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So then, officially Guild Wars is a singleplayer game for those who want it to be, based on what it says on the retail box.
Hand of Ruin raises an excellent point: forcing good players to play with bad ones or making Henchmen bad again or taking away Heroes or Henchmen functionality is no "solution" to the problem listed in the original post. That's just taking one problem and swapping it out for what would be an even worse and bigger problem. The needs of those who desire to play in PUGs above all else are not greater than the needs of the majority of players who want the option to play without having to endure PUG torture.
Hero teams in HA are fine. Anyone who loses to them has received a very well-deserved and rightful loss.
Gorebrex
^^ANet cant do that, its up to us. We, as players, need people who have good attitudes, can work well with others, and dont have "elitist" attitudes. I was partied with a monk one time while helping a friend in desert, and the guy I was helping and the monk didnt get along, so monk says "No healing for you". He also went on about how "screwed up" our skills were, saying things like "Warriors with necro skills?", saying our builds sucked, ect. Naturally we failed mission. Now, I have only that against him, hes good at his job(healing, 55ing, ect), damn fine @ monking, but only if you play by his rules. We need people who dont have their ideas of what is/isnt a good playstyle set in stone.
Cant we all just get along?
Cant we all just get along?
Carth`
I would like to see:
1. Make it so entering a new area, whether by map travel, going through the portal, or completing a mission, causes all henchmen AND heroes to be kicked. If you are in a human party you stay together, but if you are playing by yourself, upon entering an area, you appear by yourself. I think this because it annoys me every time I enter a full district of 50 players, all with an 8 above their head. There isn't even a chance to form a party. And your heroes stay in your party even after you log out, or when you click "Leave". I'm sick of having to kick them one at a time.
2. Make max. number of heroes in a party per player 1 or 2.
3. Add an improved system for making a group. It needs to be integrated into the game with its own window. A list of people LFG, what profession, maybe what build and what they want a group for. A list of groups, who is in it, and what they still need. I hate people who just say "lf monk". You can tell it's group of randomly invited players without any thought, and now want a monk to keep them alive, and they don't even say what quest/area they want the monk for. Or worse, they don't even say anything, and just randomly invite you.
Hey, you remember henchmen? You could complete both games with them. People would usually group with people, but if none were around, you could use henchmen. So that is not a good reason for creating the hero system. I don't care what people say, before heroes people played together, after they don't. Therefore, heroes killed teamplay.
1. Make it so entering a new area, whether by map travel, going through the portal, or completing a mission, causes all henchmen AND heroes to be kicked. If you are in a human party you stay together, but if you are playing by yourself, upon entering an area, you appear by yourself. I think this because it annoys me every time I enter a full district of 50 players, all with an 8 above their head. There isn't even a chance to form a party. And your heroes stay in your party even after you log out, or when you click "Leave". I'm sick of having to kick them one at a time.
2. Make max. number of heroes in a party per player 1 or 2.
3. Add an improved system for making a group. It needs to be integrated into the game with its own window. A list of people LFG, what profession, maybe what build and what they want a group for. A list of groups, who is in it, and what they still need. I hate people who just say "lf monk". You can tell it's group of randomly invited players without any thought, and now want a monk to keep them alive, and they don't even say what quest/area they want the monk for. Or worse, they don't even say anything, and just randomly invite you.
Quote:
Originally Posted by AnnaCloud9
ANet created the hero system for many reasons, one being so players wouldn't have to sit in empty outposts waiting for 7 other players.
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Amity and Truth
In my opinion (as i also stated in the first post) the heroes aren't the problem but merely a tool. The main problem is that there is an imbalance between the two sides "Human Interaction" and "AI Interaction".
If you're going full AI Interaction, you get the same loot as you would otherwise but you also tremendously increase your chances on completing the mission on the fly. They don't bitch, they don't ragequit, they run exactly the build you like them to.
I can understand the whole Singleplayer Problem, i really can - i've played it this way myself but only recently came to realize the real problem here. There just is no reason to chose other players. Yes they might be great people but in the end they might also be total jerks that think the Internet is some wasteland and they have to act as the tough guy.
We can't change humans really, as long as they can take the internet as an excuse to act moronic. There is no changing in that. We could change the hero system and limit those to a number, but that would force some players into a playing style which is not what they're after (though i also ask myself, why play it online when you refuse to play with humans?).
I think one step into the right direction would really be a proper party system but i somehow think it's too late for that allready. So (repeating myself ;D) we need some way to promote cooperative play. There should be one or several arguments why it is worth taking humans over AI unlike it is now (no penalties, only benefits).
If you're going full AI Interaction, you get the same loot as you would otherwise but you also tremendously increase your chances on completing the mission on the fly. They don't bitch, they don't ragequit, they run exactly the build you like them to.
I can understand the whole Singleplayer Problem, i really can - i've played it this way myself but only recently came to realize the real problem here. There just is no reason to chose other players. Yes they might be great people but in the end they might also be total jerks that think the Internet is some wasteland and they have to act as the tough guy.
We can't change humans really, as long as they can take the internet as an excuse to act moronic. There is no changing in that. We could change the hero system and limit those to a number, but that would force some players into a playing style which is not what they're after (though i also ask myself, why play it online when you refuse to play with humans?).
I think one step into the right direction would really be a proper party system but i somehow think it's too late for that allready. So (repeating myself ;D) we need some way to promote cooperative play. There should be one or several arguments why it is worth taking humans over AI unlike it is now (no penalties, only benefits).
Loviatar
Quote:
Originally Posted by Amity and Truth
Iwe need some way to promote cooperative play. There should be one or several arguments why it is worth taking humans over AI unlike it is now (no penalties, only benefits).
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unless Anet uses blunt force to make people party together (causing vast resentment) it will not happen until enough people spread by word of mouth that it worth the chance of trying a pug as the people are nicer.
if you use the added value carrot of better loot by grouping with people you generate resentment and still have a large number of players saying that no matter how big the *bribe* to join a group it is not worth it.
the only real problem is that the PUG pool of players available is a cesspool that has been visited one too many times by people that wanted to group and got burned once too often.
the community is the problem and heroes have given people a CHOICE as to who they group with.
if the community were not a bunch (with exceptions) of elitest/immature/jerks out to spoil the mission the heroes/henchmen would only be used to fill an empty slot on the group.
that people take 3 heroes anf fill in with 4 henchies says a lot about the community
Dr Strangelove
Quote:
Originally Posted by Amity and Truth
I think one step into the right direction would really be a proper party system but i somehow think it's too late for that allready. So (repeating myself ;D) we need some way to promote cooperative play. There should be one or several arguments why it is worth taking humans over AI unlike it is now (no penalties, only benefits). |
Silly Warrior
I laugh at this thread, because in the end it all comes down to us! I have no problems making PuG groups, and having fun in the game.
Whenever I do anything in the game, let it be a quest, mission, heck just running around, I ask a guildie AND the local chat if anyone would like to join me.
Usually I'll get someone to come along, and turns out that person is very nice, and at the end of the day I've made a friend(s) in the game, that I wouldn't have known had I not talked to them in local chat in the first place!
I know alot of areas don't have many people in them, but just at least trying to group with stubborn people shows them that you need help, and perhaps they do as well. Its not a matter of how many people there are in a district, there are always people wanting to do what you are, all you have to do is find them.
90% of all of my friends list, is of people I randomly met or found doing this.
So, just a suggestion but.....
If we all started making groups in the game and avoiding using heros as much, GURU could change it, GURU could start the spark that led to a fire. We alone as a community, could get this entire problem straightened out! Before you know it, you can't go into an outpost with seeing someone forming a group for a quest in your log.
We can do it, its nobodies fault but our own, if you want it to be a multiplayer game, MAKE IT.
Whenever I do anything in the game, let it be a quest, mission, heck just running around, I ask a guildie AND the local chat if anyone would like to join me.
Usually I'll get someone to come along, and turns out that person is very nice, and at the end of the day I've made a friend(s) in the game, that I wouldn't have known had I not talked to them in local chat in the first place!
I know alot of areas don't have many people in them, but just at least trying to group with stubborn people shows them that you need help, and perhaps they do as well. Its not a matter of how many people there are in a district, there are always people wanting to do what you are, all you have to do is find them.
90% of all of my friends list, is of people I randomly met or found doing this.
So, just a suggestion but.....
If we all started making groups in the game and avoiding using heros as much, GURU could change it, GURU could start the spark that led to a fire. We alone as a community, could get this entire problem straightened out! Before you know it, you can't go into an outpost with seeing someone forming a group for a quest in your log.
We can do it, its nobodies fault but our own, if you want it to be a multiplayer game, MAKE IT.
Jetdoc
Quote:
Originally Posted by Rera
I actually don't think there's anything wrong with PvE turning into a single-player game. I'd wager that the majority of the players only care about getting rare items and being rich anyway, so whether they complete the story on their own or with a party is irrelevant. They're going to be spending the rest of their GW lives solo-farming in the newest areas anyway.
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If the attitudes against other players and gravitating towards NPC's is something that A-Net either ignores or actually promotes, I would guess many, many players will simply abandon the game in the next chapter. A-Net must realize this and the danger it poses for this franchise.
Quote:
Originally Posted by Silly Warrior
If we all started making groups in the game and avoiding using heros as much, GURU could change it, GURU could start the spark that led to a fire. We alone as a community, could get this entire problem straightened out! Before you know it, you can't go into an outpost with seeing someone forming a group for a quest in your log.
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1. The members of this forum represent a relatively small portion of the gaming community, AND
2. A substantial portion of this forum's posters (especially evidenced in this thread) do NOT want to play with other players. They would rather have a single-player PvE game, and have decided to make Guild Wars their single-player game.
Carth`
Quote:
Originally Posted by Jetdoc
I absolutely disagree with this. Guild Wars is advertised and intended to be a multiplayer game at its core - and frankly, many single player, offline games are far superior to Guild Wars in many, many aspects.
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Loviatar
Quote:
Originally Posted by Jetdoc
2. A substantial portion of this forum's posters (especially evidenced in this thread) do NOT want to play with other players. They would rather have a single-player PvE game, and have decided to make Guild Wars their single-player game. |
i have been here and other sites since early beta.
at 19 official /age months i can say that while other wars have erupted and dyed out (UAS/LEVELS/ETC) there have been 2 intertwined issues that never stopped being posted on.
1 fix the henchies
2 my bad PUG experiance.
those 2 went together and if you remember and think about it......
every hench improvement resulted in a reduction of PUGs as people were finally able (at least for this part) to ditch the literally in some cases hated jerk PUG
the henchies are core to the game to either fill out or REPLACE other players.
it was intended from the start that some would play it single player.
the rush to heroes only shows that there are a lot who wish to keep on playing GW but not with the current community providing the cesspool to choose your PUG from.
ashe5k
I've had MANY bad experiences with PUGs, especially with my main character being an ELE. From warriors bringing back entire mobs for me to tank to people quitting, etc.
Lately I've picked up a PUG here or there to try a few things, but for the most part they've ended in disaster. It was in Nightfall in the hidden city and 3 or four runs that we ended up dead on. The monk and I ended up forming our own group and filled up the rest with our Heroes and did it that way. Did it again the same way with someone else later. The only other one that really hasn't ended in disaster was when I took my 3 heroes and my monk out with a human Ele and a human Necro to work on a quest out of Ventari's Refuge. It went smoothly and quickly but I only had two human players in the group and my 3 heroes to keep healed up. The heroes had alot fo stuff to help keep their healing up but I could tell the players either had lower level armor or didn't have themselves padded out with some helaing of their own.
Most of the rest of the time I'm out on my own. I'll play with my son and wife when they're on and a friend or two and to get on a district and chat, but for the most part I'm out on my own to get things done. I've played it that way since I started in Prophecies and it works well for me.
There's alot to be desired in the way you form groups in towns and chat and even the way you communicate with players in the game which is why I end up playing alone most of the time. I get to play at my own pace and I don't get dragged into doing something I really didn't want to be involved with anyway.
I don't have alot of time to play usually (between 1 - 3 hours a day if I'm lucky or 12 hours a week) and before finding a PUG that would take an ele would take up precious play time for me and then I'd end up being the jerk that had to leave in the middle of whatever we were doing.
Lately I've picked up a PUG here or there to try a few things, but for the most part they've ended in disaster. It was in Nightfall in the hidden city and 3 or four runs that we ended up dead on. The monk and I ended up forming our own group and filled up the rest with our Heroes and did it that way. Did it again the same way with someone else later. The only other one that really hasn't ended in disaster was when I took my 3 heroes and my monk out with a human Ele and a human Necro to work on a quest out of Ventari's Refuge. It went smoothly and quickly but I only had two human players in the group and my 3 heroes to keep healed up. The heroes had alot fo stuff to help keep their healing up but I could tell the players either had lower level armor or didn't have themselves padded out with some helaing of their own.
Most of the rest of the time I'm out on my own. I'll play with my son and wife when they're on and a friend or two and to get on a district and chat, but for the most part I'm out on my own to get things done. I've played it that way since I started in Prophecies and it works well for me.
There's alot to be desired in the way you form groups in towns and chat and even the way you communicate with players in the game which is why I end up playing alone most of the time. I get to play at my own pace and I don't get dragged into doing something I really didn't want to be involved with anyway.
I don't have alot of time to play usually (between 1 - 3 hours a day if I'm lucky or 12 hours a week) and before finding a PUG that would take an ele would take up precious play time for me and then I'd end up being the jerk that had to leave in the middle of whatever we were doing.
Thallandor
I dont blame Anet or the implementation of Heros for the current lack of player interaction within the game community.
If anything, Heros were something we asked for as a community. Players choose to play with only Hero+hench because they want to.
But having said the above, i have also come to understand/appreciate better the point of view of the causal social players and why they are suffering.
Heros and Henching are great for players who traditonally play with Hencies or those who are used to leading/forming parties to attempt missions and quest. However, what most of us may fail to realise is that there exist players who:
1)play only casually.
2)play only a selected no. of classes.
3)play to socialize.
4)Dont like to play alone.
5)Dont like to lead party.
6)Who are not forum Savvy.
7)Have little understanding of how other classes work well in a party.
8)Have little understanding on how to effectively control heroHench team.
Ironically while the Hero implementation caters to causal players in theory, it had instead set off a chain reaction of gaming Isolationism amoung the gaming community.
My personal view on this is perhaps not to remove Heros, infact further chapters should also support heros as well since they are a great tool as fillers for a party, but rather significantly improve grouping functions, such that social players who rather play with other humans players can identifty each other easily and group up with minimal hassle and time. This i believe will truely bring back the Muliplayer aspect of the game back into GuildWars.
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Behold Thallandor has spoken... haha Jking
If anything, Heros were something we asked for as a community. Players choose to play with only Hero+hench because they want to.
But having said the above, i have also come to understand/appreciate better the point of view of the causal social players and why they are suffering.
Heros and Henching are great for players who traditonally play with Hencies or those who are used to leading/forming parties to attempt missions and quest. However, what most of us may fail to realise is that there exist players who:
1)play only casually.
2)play only a selected no. of classes.
3)play to socialize.
4)Dont like to play alone.
5)Dont like to lead party.
6)Who are not forum Savvy.
7)Have little understanding of how other classes work well in a party.
8)Have little understanding on how to effectively control heroHench team.
Ironically while the Hero implementation caters to causal players in theory, it had instead set off a chain reaction of gaming Isolationism amoung the gaming community.
My personal view on this is perhaps not to remove Heros, infact further chapters should also support heros as well since they are a great tool as fillers for a party, but rather significantly improve grouping functions, such that social players who rather play with other humans players can identifty each other easily and group up with minimal hassle and time. This i believe will truely bring back the Muliplayer aspect of the game back into GuildWars.
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Behold Thallandor has spoken... haha Jking
Hell Marauder
Quote:
Originally Posted by Jetdoc
A substantial portion of this forum's posters (especially evidenced in this thread) do NOT want to play with other players. They would rather have a single-player PvE game, and have decided to make Guild Wars their single-player game.
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1) Beat the mission with whatever it takes
2) Beat the mission with least amount of time
3) Beat the mission with fewer members in the team, so to maximize loots
4) Solo or dual team to maximize loots even more
So the bottom line is people are greedy and impatient. The fact that you can't communicate through typing while in combat, doesn't help either. I wish there's a feature that stops all combat whenever a team member types something. Another aspect of GW's being a one-dimensional game is that all GW's skills are combat-related, as there's no social or life skill like lockpicking/trading/lore/crafting etc, for us to take a break from combat. So most activities in GW's pve world involve fighting and more fighting. If only we have a larger purpose to fight for, something that binds us as a community like taking a side in a global persisting war, but too bad we don't even have that. I feel that GW is at a crossroad right now; it needs something to galvanize players to rally to form a community. It needs to give people reasons to play together.
Omega X
Quote:
Originally Posted by Carth`
I would like to see:
1. Make it so entering a new area, whether by map travel, going through the portal, or completing a mission, causes all henchmen AND heroes to be kicked. If you are in a human party you stay together, but if you are playing by yourself, upon entering an area, you appear by yourself. I think this because it annoys me every time I enter a full district of 50 players, all with an 8 above their head. There isn't even a chance to form a party. And your heroes stay in your party even after you log out, or when you click "Leave". I'm sick of having to kick them one at a time. |
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2. Make max. number of heroes in a party per player 1 or 2. |
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3. Add an improved system for making a group. It needs to be integrated into the game with its own window. A list of people LFG, what profession, maybe what build and what they want a group for. A list of groups, who is in it, and what they still need. I hate people who just say "lf monk". You can tell it's group of randomly invited players without any thought, and now want a monk to keep them alive, and they don't even say what quest/area they want the monk for. Or worse, they don't even say anything, and just randomly invite you. |
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Hey, you remember henchmen? You could complete both games with them. People would usually group with people, but if none were around, you could use henchmen. So that is not a good reason for creating the hero system. I don't care what people say, before heroes people played together, after they don't. Therefore, heroes killed teamplay. |
And to say in a variation of your own words, I don't care what people say. People played together, most of the time very BADLY. When a solution came along, people tired of it jumped ship for the better. Therefore, Bad PuGs killed teamplay.
Throttle
Q: Why do I play with channels off?
A: Ridiculous spam everywhere I go. People are allowed to sell/buy of course, but it seems that most people try to do it by out-spamming eachother. This ruins the channels completely. Some "clever" players have even found out that a lot of people turn their trade channel off, so in an idiotic attempt to bypass this, they spam both local and trade.
Q: Why do I play with heroes/henchies instead of players?
A: Out of every 100 players I meet, at least 90 of them are severely retarded, don't speak english or are not good enough at playing the game to be where they are. That's the honest truth.
Q: Do I hate other players?
A: I don't by default hate other players, but when practically every encounter I have with another player is negative, either because they're an idiot, don't speak english or want to cheat me in some way, I think it's fair that I shun away from anyone who hasn't proven to be a decent person.
So in conclusion, my personal experience says that the vast majority of GW's playerbase are selfish, stupid, or otherwise not suited to play the game with other people. That's why the good players have clustered up in guilds and cliques who only interact with others when it's absolutely necessary.
A: Ridiculous spam everywhere I go. People are allowed to sell/buy of course, but it seems that most people try to do it by out-spamming eachother. This ruins the channels completely. Some "clever" players have even found out that a lot of people turn their trade channel off, so in an idiotic attempt to bypass this, they spam both local and trade.
Q: Why do I play with heroes/henchies instead of players?
A: Out of every 100 players I meet, at least 90 of them are severely retarded, don't speak english or are not good enough at playing the game to be where they are. That's the honest truth.
Q: Do I hate other players?
A: I don't by default hate other players, but when practically every encounter I have with another player is negative, either because they're an idiot, don't speak english or want to cheat me in some way, I think it's fair that I shun away from anyone who hasn't proven to be a decent person.
So in conclusion, my personal experience says that the vast majority of GW's playerbase are selfish, stupid, or otherwise not suited to play the game with other people. That's why the good players have clustered up in guilds and cliques who only interact with others when it's absolutely necessary.
Helcaraxe
It is impossible to cure people. I would absolutely love it if I could get a real group for every quest in my log. And back in the day, I could. When I first got GW about 11 months ago, it was not hard to get a 'questing' group out of ascalon to run around and do all the random side quests. Now it is difficult to even get a group for missions.
In prophecies I never had REALLY bad experiences with PuG's. It was usually just one person (usually a wammo >_<) that screwed everything up. We failed the mission, kicked the idiot and tried again. Not that frustrating really. In factions it got a little worse, everyone had the "mesmers suck, assassins suck" thing goin on. And the ability to PuG was lessened. In NF now no one wants to PuG for anything because they view everyone else as retarded. However, if you sit down and talk to someone individually you will find that they are not retarded.
There is no way to cure hatred, we are stuck with it. People just need to start experimenting with PuGs again... 'cause frankly THEY ARE NOT THAT BAD!
In prophecies I never had REALLY bad experiences with PuG's. It was usually just one person (usually a wammo >_<) that screwed everything up. We failed the mission, kicked the idiot and tried again. Not that frustrating really. In factions it got a little worse, everyone had the "mesmers suck, assassins suck" thing goin on. And the ability to PuG was lessened. In NF now no one wants to PuG for anything because they view everyone else as retarded. However, if you sit down and talk to someone individually you will find that they are not retarded.
There is no way to cure hatred, we are stuck with it. People just need to start experimenting with PuGs again... 'cause frankly THEY ARE NOT THAT BAD!
Navaros
Quote:
Originally Posted by Helcaraxe
People just need to start experimenting with PuGs again... 'cause frankly THEY ARE NOT THAT BAD!
|
When I PUG'ed in NF the vast majority of the time the PUGs got wiped several times in a row.
When I did the same exact Mission with Heroes and Henchmen, usually it's a breeze to get Master on the very first try. That speaks heavily to just how horrible most PUGs are.
I think a lot of the posts in this thread about "rudeness" do not accurately reflect why most people don't join PUGs. Rudeness is a secondary factor to incompetent playing by allies that causes total failure - which is the primary reason why most people don't PUG and should never be forced to PUG.
Sanji
Multiplayer doesn't mean that the game has to force you to play with strangers no matter what you choose to do. People play with strangers should only do so because they want to, there should be no encouragement or discouragement on that matter.
Just like you don't point at people at a bowling ally and go "Hey, you, bring your ball over here and let's play" or sit down at a swing and yell until someone starts to push you, you can't expect people to join you just because you want them to.
I seriously doubt it's possible to have a match making service in cooperative games that makes the social element unnecessary.
Just like you don't point at people at a bowling ally and go "Hey, you, bring your ball over here and let's play" or sit down at a swing and yell until someone starts to push you, you can't expect people to join you just because you want them to.
I seriously doubt it's possible to have a match making service in cooperative games that makes the social element unnecessary.
Priest Of Sin
Alright... I like playing with people, dont get me wrong. But my job (omfg a real life!!?! WTF!?!) sometimes makes it so that i'm on at seriously effed up hours. Like now, for instance. There are few people doing missions, and getting in a group will be hell. Thus, I just take my heroes, henchies, and maybe one guildie who is also a nightowl. Besides, henchies are all around better than an assassin tank xD
cellardweller
Only one thing could make me PuG again - a good player match system. And I mean Player Matching not Character Matching. I want to see something like "38yo, enjoys champagne at midnight and long walks on the beach n/s s/d" not "Uber leet monk 145Million xp".
tomcruisejr
Quote:
Originally Posted by cellardweller
Only one thing could make me PuG again - a good player match system. And I mean Player Matching not Character Matching. I want to see something like "38yo, enjoys champagne at midnight and long walks on the beach n/s s/d" not "Uber leet monk 145Million xp".
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Khaunshar
I like to play with others.... unfortunately, not if they outright suck. And I absolutely loathe perma-afk leechers who get the free ride.
So right now, since the average player is so horrendously bad, I dont bother PUGging. I think times will change if GW becomes harder, and the playerbase, on average, better players. As long as they cannot even match the limited hero AI, why should I bother wasting time with PUGs that just annoy me ?
I mean, most people dont seem to even change their build according to the needs of the mission
So right now, since the average player is so horrendously bad, I dont bother PUGging. I think times will change if GW becomes harder, and the playerbase, on average, better players. As long as they cannot even match the limited hero AI, why should I bother wasting time with PUGs that just annoy me ?
I mean, most people dont seem to even change their build according to the needs of the mission
freekedoutfish
I didnt read most of that, because I dont like long posts and I get bored easily.
But if the gist of the thread is that no one places with other humans?
There isnt really anyone to blame for this, other then other humans.
Its a sad fact that 9/10 human parties you get into are useless.
Cos...
1) Atleast one player in the team is arrogant, and wants to lead you down the wrong path because they think they know better.
2) One member wants to rush the mission and agro's everything in sight despite not needing to, usually leading to killing everyone.
3) Most people refuse to follow instructions which are meant to help and save the team, despite you having done that missions 100 times and knowing it inside and out.
4) No one ever listens to /resign.
5) It can take up to an hour just to try and get a party together, especially when people refuse to use Heroes or they want a "real monk".
6) Most teams try to force a build on you and chuck you out if you refuse.
7) You always typically have your gung-hoe player whos all "gogogogo" and rushes in.
8) You ask them if their doing the bonus, then start and they change their mind because its "a bit tough".
9) You ask for Masters and they move at a snails pase and die every 2 minutes.
10) A general bickering in the group.
Its very rare that you get a good team together who dont cause hassle and its satisfying to play with.
Thats why Ive dont 90% of prophercies, factions and NF with henches and heroes.
Ive only chosen to use Humans when wanting Masters, bonuses and end game missions.
I dont see it as being something we can fix, because people wont change. You will always have elitism, arrogant idiots, trigger happy warriors, know-it-alls, and people who just do their own thing.
Heroes are a god-send and im happy for them.
But if the gist of the thread is that no one places with other humans?
There isnt really anyone to blame for this, other then other humans.
Its a sad fact that 9/10 human parties you get into are useless.
Cos...
1) Atleast one player in the team is arrogant, and wants to lead you down the wrong path because they think they know better.
2) One member wants to rush the mission and agro's everything in sight despite not needing to, usually leading to killing everyone.
3) Most people refuse to follow instructions which are meant to help and save the team, despite you having done that missions 100 times and knowing it inside and out.
4) No one ever listens to /resign.
5) It can take up to an hour just to try and get a party together, especially when people refuse to use Heroes or they want a "real monk".
6) Most teams try to force a build on you and chuck you out if you refuse.
7) You always typically have your gung-hoe player whos all "gogogogo" and rushes in.
8) You ask them if their doing the bonus, then start and they change their mind because its "a bit tough".
9) You ask for Masters and they move at a snails pase and die every 2 minutes.
10) A general bickering in the group.
Its very rare that you get a good team together who dont cause hassle and its satisfying to play with.
Thats why Ive dont 90% of prophercies, factions and NF with henches and heroes.
Ive only chosen to use Humans when wanting Masters, bonuses and end game missions.
I dont see it as being something we can fix, because people wont change. You will always have elitism, arrogant idiots, trigger happy warriors, know-it-alls, and people who just do their own thing.
Heroes are a god-send and im happy for them.
geekling
Quote:
Originally Posted by Amity and Truth
What are possible ways to rebreath "cooperative" into this game. How could it possibly be achieved to put a stronger focus on Teamplay? How could the hatred between the players be cured?
Do you think the Multiplayer Aspect is just fine? Is it lacking? Dead? Barely ressurected? You get the point what this thread is about. |
As would, how even counter intuitative it might sound, a kick and replace with hero in explorable areas feature.
Certain safeguards to minimize abuse needs to be put in place of course, like removing the possibility of kicking a player to steal that player's drops. And the replacement hero coming in with the same DP as the kicked player. No kicking the other players close to the end to replace them with fresh no-DP affected heroes for the big boss fight.
Just think about it.
If you could kick a player and replace it with a hero after you've left an outpost. Wouldn't that make you more likely to take a chance and invite that 'lfg - guy' in an outpost?
You're not stuck with him (if you and the group are too far in to want to return to an outpost and start over again) should he turn out to be a leecher going AFK halfway through the mission, turn out to be a complete twat - abusing the other team members. Or just simply not measure up to your standards as you find that your play styles does not mesh.
I think it would perhaps even help the community at whole.
The main problem with the current GW communtiy is the anonymity and complete lack of acountability for your actions. This is coupled with the sad fact that the majority of GW players just are not mature enough to be able to handle that freedom.
Even a small thing like a kick feature in explorable areas would bring in a hint of that acountability thing. If you act like a moron, you face the risk of getting kicked out of every single group you join. Bringing the realisation that your actions = consequences even in GW, even if mom's not around to ground you if you go out of line - to those that are not mature enough to come to this realisation on their own.
I think it is even possible that the effects of every now and then having to face up to the concequences of how you act, would spill over into the general community. It can do nothing but improve it, 'cause frankly it's not like it could get much worse.
A title track to reward those that complete missions with human parties. Each human in your party at the completion of a mission counts for 1 point towards a title. - Sort of thing.
It doesn't penalise those that would rather play in single-player mode, but a title is a nice little perk that might give those on the fence a bump toward joining up with humans rather than AIs.
There, three things I think might help to revive the multiplayer aspect of the game.
freekedoutfish
Quote:
Originally Posted by geekling
Just think about it.
If you could kick a player and replace it with a hero after you've left an outpost. Wouldn't that make you more likely to take a chance and invite that 'lfg - guy' in an outpost? You're not stuck with him (if you and the group are too far in to want to return to an outpost and start over again) should he turn out to be a leecher going AFK halfway through the mission, turn out to be a complete twat - abusing the other team members. Or just simply not measure up to your standards as you find that your play styles does not mesh. I think it would perhaps even help the community at whole. |
You must know that we have too much elitism and arrogance in GuildWars as it is. You enter a party and someone asks "do you have this skill", "are you using this build" and if you give the wrong reply your kicked and back to spending an hour finding a team.
Despite the fact you probably have a good build, but it just doesnt fit into their small-narrow-minded ideals of what a good team is.
If we allow people to randomly kick others from an instance or a mission and have them be replaced by a Hero or Hench, then we're incouraging this.
People would know that if they didnt "do as their told" and they didnt bring the skill, or use the build they were ordered to, they could be kicked mid-mission.
This is such as bad idea. People would be scared to set a foot wrong, incase they got punished.
You would be giving the arrogant, elite in this game allllll the power. You wouldnt be able to experiment with different builds or skills or weapon sets because they wouldnt fix what the others wanted.
/notsigned a million times over
I appreciate the fact that we sometimes get morons in a team and it would be nice to kick them, but this would get abused and the innocent amoungst us would be punished.
They should how ever replace "leavers" with Heroes of equilivant skills and build though.
aohige
Quote:
Originally Posted by Dark Divinor
Personally, I belive heroes have ruined - yes, runied - Guild Wars. The whole aspect of being able to complete a game, without playing with other players. Has, in my eyes, destroyed the community completely.
PUG wise, I've never hated them. Up until recently. Most PUG's seems to have a lack fo respect for fellow players and constantly spam comments like: "OMFG!!! You n00b - your a f***** waste of time. N00b!" Shortly followed by '[users name] has left.' I really, really hope the next chapters brings back the community and social aspect of Guild Wars. Nightfall hasn't helped the community at all, and I hope the 4th chapter doesn't follow suit. Like I said, I really hope the next chapters gives the community a kick up the backside and encourages them to play with other players. |
I found henchies to be more useful than most PUGs.... even back in the Tyrian days. All Heroes did, was to enlarge that gap.
Lack of respect? Yeah, that's been around for two years too. From the very start of Guildwars, there were many jerks who discriminate others by classess, wether they are in a guild or not, and even armor graphics.
I don't really feel any problems with less numbers of PUG, mainly because I play either solo, with friends, or guildies. I gave all hopes up on PUG 2 years ago. It's nothing new.
geekling
Quote:
Originally Posted by freekedoutfish
Soooo not a good idea.
|
You are wrong though.
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You would be giving the arrogant, elite in this game allllll the power. You wouldnt be able to experiment with different builds or skills or weapon sets because they wouldnt fix what the others wanted. |
You would be more likely to get into a group with an experimental build.
The elitist, arrogant players in this game would not chance it - of course not. They'd still kick you as soon as you ping your skill bar and it does not conform to the accepted standard. Just as they do right now. No change there.
But if you have a kick feature, you'd get into groups on the basis of; What the hell, if it doesn't work out. I don't have to start all over again. So it's not like I loose anything. And if it does work out - great!
Because now, with the heroes. They're just not bothering with playing the gamble of taking an unknown when they can play it safe with heroes or wait for a player build they know works.