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#1 (permalink) | |
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Banned
Join Date: Apr 2007
Type: INTx
Location: Champaign, Ill
Posts: 1,378
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This thread came out of some stuff in my blog. Here's a jennifer decription:
Quote:
I'm not sure about how other MMORPGs are, but it does seem strange how in these two a lot of people have trouble figuring out what they need to do to work well with other characters in these areas. Instances and groups, in theory, will be a lot more fun when people can actually kill the creatures on the map, and get the items they're looking for, rather than running back to dead bodies, doing the area over, etc., and that would seem to give some motivation to try to work together well. It also seems that people would, at some point, notice how things like monster aggro work, when creatures tend to run away, when they do the most damage, etc., and rplay accordingly, but it doesn't seem to happen. I'm not sure why a lot of grouping seems to be so bad, but here are a few guesses: 1. In world of warcraft (not sure about others), a lot of the playing is done solo, where aggro isn't an issue, and where doing lots of damage is more useful (for speed). It's likely that when a lot of people join groups, they keep that playstyle without noticing that it doesn't work well in groups. 2. A lot of people are pretty much playing to not have to think, just to go and kill some stuff, so don't really focus on actually working well in a group. (The same goes for not planning out the time it will take to finish an instance in world of warcraft.)(This is what I assume is the biggest issue in the groups I've been with, since it explains the most.) 3. Sort of a combination, some people may be playing for the damage, and not for the healing, crowd control, spell interruption, tanking, etc. and as a result don't worry about these parts of playing in a group. Any other guesses/ideas for how these types of group playing tend to work? |
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