28 Jun 2005 at 08:29 - 25
I could argue that in the end, this is exactly what Guilds and Friendlists are for. (As stated above.) Being a game centered on Guilds, it would make sense that this would be the most desired way of finding Groups. I believe the system as is, encourages you to either embrace henchmen for what they are, (They HAVE been used effectively, you merely need patience and strategy. This isn't a valid reason for not using them.) or establish a Guild/Friendbase you can do Missions with. However, I do understand this isn't always plausible. (Guilds aren't always big enough, nor are people always logged on.) I do think though, there are ways to go about joining Parties that are more effective. I am no stranger to "Me/E 20 LFG: Final Blow" spammage, however, I do find that when I take some initiative, and begin to whisper people, or wait a few seconds and just nab the next couple of people I see advertising for the same Mission/Quest, the party grows from there. If you really think about it, about 80% of stuff on the main chat channel is LFG's. I don't think a channel that would merely be filtering out 20% would be helpful enough to really be an effective solution.
However, I do think there needs to be a clearer way to get someone's class/level BEFORE inviting them. This has been problematic in most cases.
Automatic grouping would be far from efficient, considering the amount of care most people take when making groups. (Gotta have a tank, a monk, a nuker, an interuptor, a trapper, and so on.) That, and there are far, far, too many reasons someone could/would join a group. (Signet capture, farming, Drake hunting, Mission, Town travel, Quests, Quests, Quests, Quests.)