I, on 24 January 2013 - 05:42 PM, said:
I have to disagree to a certain point, after playing PoE. The main problem in GW2 is that we don't feel like a community, even within guilds. ArenaNet has to find a way to expand community features, whereas that be global chat, eliminating individual zones and merging other servers(multiple servers could be connected into one, buddy servers, I would call them; 3 servers paired up) and increasing player cap, or even bringing back the old alliance feature, 10 guilds merged into 1.
Back in my days of F2P MMORPG's and WoW, most people spent their time as a solo player. What kept us connected though, was a global / server chat. Along with having non-instanced gameplay.
My point is, it's not the PvE part of the game that suffers(partying, questing, etc), it's the overall community that suffers socially. We need to be connected as a community at all times. When you log-in, you're basically, on your own forever. Guilds are too small (active players 10-40 avg) to feel connected as a whole.
PoE accomplishes social success, by simply having a global chat feature.
Well you're basically proving my point. A solo experience lends itself more readily to anti-social behaviour.
I have no experience with PoE. In general terms, map/global chat is an extension or a player tool. Thus it will reflect the general mood and activity of the player base. Your solution to the problem at hand is to increase the number of people who experience the content, even if the content remains unchanged.
This is, I believe, a fundamentally flawed way of viewing the problem. By maintaining the majority of early game as solo-able, it doesn't matter how many people you inject into the servers. Players will still run around completing the quests for themselves, and if other players show up to help, it's most likely because they are questing for themselves as well. Because the quests and dynamic events are so fragmented and completely optional, there really is no reason to group up with someone and throw your lot in with them. It's much more convenient to run around to the quests you want and hope that there are players there with the same idea.
This changes when you join a guild that emphasizes group play. You can get unending replayability from that.
There is a reason that the end-level areas like explorable dungeons and Orr are zerged with so many players. It's because that's the end. Rare drops, including weapons and crafting materials, can only be found there. What's the point in going back to a starter zone where you will cut through enemies like butter, get drops that are no longer worth your time, and take part in events that only have aesthetic differences with the end-game ones?
And yet, map chat activity in Orr is about the same as any other zone. Calls to defeat this or that boss or help with this or that event are no different from even a starter zone. It even gets worse when the group fails the event. Then the blame game begins.
In GW1, you partied up for every instanced area. The game forced you to group, even if you did no talking. More often than not though, this led to unique experiences with strangers that could sometimes lead to more shared experiences. This also meant sometimes waiting for ages for a group in less-frequented instances. It was a trade-off.
To be perfectly honest, most of the open-world content is solo-friendly and lacks meaning. As a player, I have no connection to the open-world lore. In WvW though, I fight for my server. I'm part of a team and I want that team to do well, and so I throw myself in with the zerg sometimes. In any case, the most dynamic and memorable moments I've had in this game have all been in WvW or running dungeons with guildmates. I wish it weren't the case. I wish I could go into an open-world zone and find epic events with real consequences that forced me to group up with dozens of players.
I'd like to keep the solo-friendly aspect of the open-world, but it desperately needs some more epic zone-wide group events that have real consequences for success or failure. This, in my mind, would force players to enter the zone and complete the event chain, being rewarded handsomely for success.
Edited by shiggidyshwa, 24 January 2013 - 07:45 PM.