I got my name relatively easy with no problems on the server I went to. So honestly, I'm not worried about the rest either; most names I have for my other characters won't be names most people will think of.
The thing I just want to point out to everyone, and it's my biggest point in this and the one thing I want people to realize, is the idea that an LFD system has a place in a game, but I don't personally think it should be right at release. You need time for a game to build it's base and then expand. Most problems with MMO devs is that they try to jump too big, too fast, and put everything together AND try to be revolutionary in their game. It just isn't the right way to do it: Build yourself a base, then expand.
I like how you think but I will disagree with you from a practical standpoint.
The latest example of why LFD is always good is SWTOR. I personally joined there just a month after release (many players had already moved on to higher levels) and it was ALMOST IMPOSSIBLE to get a group for ANYTHING. The whole situation was pretty sad, because I wanted to group with people and do Heroics and Instances all the time, but without a LFD tool, it just could not happen. I was very disappointed, the whole game felt like a mediocre single-player experience.
After than (and Rift) I promised myself --- that from a practical standpoint -- I would never play another MMO that did not have a LFD tool at launch.
So althought I agree with you from a theoritical prespective, I think that reality is much more blunt. Perhaps if Tera was a different game -- maybe like GW2 with tons of Open World content where you can automatically join public groups and do stuff -- then a LFD tool would not be as necessary in the begining. As it stands right now, I think Tera needs it at launch.
And thus where we come to the crux of the issue:
Practicality versus the Spirit of the Game.
And that is a debate that two people could take sides on and argue for years and be right.
I think if they decide that BAMs are a big hit, they could expand to make them more the endgame stuff where all of a sudden something triggers and this huge BAM comes out and it takes a bunch of people to get together and do stuff. This might alleviate the pains of a LFD system and how it can hurt the community but maybe the Devs need to think long and hard on how and where they want their endgame to go.
All im trying to point out is that the LFD system isnt going to cause what your expecting it to by itself. Saying that "go look at any game that has a LFD and you see this" isnt exactly accurate because games that do have LFD are generally older MMOs that probably dont entice people to reroll toons or engage in active open world content like pvp or rift events and so fourth. Even if you make open world engaging and fun for all levels like what Rift did, that doesnt exactly make your game good and in Rifts case was its downfall. IMO open world content sounds great on paper but when implemented as a necessity to stay competitive or even just play the game it ends up caving in on itself because its too time consuming and its hard to get groups to do specific open world content to get certain rewards. Rift was a grade A example of this, the open world content style just isnt for everyone I guess.
That, you're going to find me to agree with you on: Open world content isn't for everyone. For sure, you still need instances and group management and stuff that we're used to. Let's face it, World of Warcraft really modelled expectations of what MMOs should be now due to how popular it was; people use it as a stepping stone and one thing that it won't have, then MMOs are critiqued about it. So many forums, I've seen the LFD and the Damage Meter argument that it is astounding and just...mindboggling. I come from a time where I used to play the old old MMOs like Everquest and Anarchy Online where you actually didn't have those kinds of tools. It's one of those things that kinda perturbs me but I've come to accept because it's become the social norm MMO gaming now.
The thing I just want to point out to everyone, and it's my biggest point in this and the one thing I want people to realize, is the idea that an LFD system has a place in a game, but I don't personally think it should be right at release. You need time for a game to build it's base and then expand. Most problems with MMO devs is that they try to jump too big, too fast, and put everything together AND try to be revolutionary in their game. It just isn't the right way to do it: Build yourself a base, then expand.
Again, in the end, we're all gamers here. We all have ideas on how our game would be great. I just simply pointed out, from my view, what kind of problems can arise from a system that wasn't implemented right away in most mmos.
I am in complete agreement with you, OP. On just about every single point you made, I really need not delve further.
However, I was there at the beginning of SWTOR, and I saw what happened when they didn't have an LFD tool from the beginning...and there wasn't even a lot of running...our MMORPG culture has just changed in to a more instant gratification type of people.
I loved the days where fly points were the only method of getting around, but a more modern player of this day and age will say "What's so fun about clicking a fly point and waiting 5 minutes". Nobody said the act of it was in and of itself fun, but it added a level of immersion. MMORPG's are generally several levels of immersion, and when you take away any of those levels it has a rippling effect on the entire MMO.
Everything is about having choices now, but the problem is that usually the choice is pretty one sided on the wrong side, like in the example you gave about using LFD for bonuses or not using LFD.
Here's what I think. Give group bonuses and extra rewards to groups that are formed of players all from the same realm, and simply allow the LFD players the convenience of a quickly formed group, nothing more. If the LFD players want to use LFD for its perks, they can, and it will work and do what it was created to do. If they want the extra rewards, then they need to go through the extra effort of forming the group. I've been preaching this idea since LFD came out in WoW though. To me it only makes more sense...more effort...more reward.
What do you think Krenian?
One of the many things they could honestly do is give more incentive for server based choices, yes. I completely agree to that.
The big thing with my blog was to actually inform the devs of certain conditions that may happen when the LFD system goes. I'm sure, as smart as they are, they may very well know of these problems but maybe if it comes from players, they can say "Hrm, some people are actually talking about the same things we are. Maybe if we align ourselves with what people think, it would be good."
You know what my honest to gods biggest problem with this is? It's exactly what you highlighted: The incentives. They're just on the side of playing by yourself. I don't like that. I can understand why it's done, but I don't like that. So why not just have the tool do what they want, without the incentives?
It's one of the many things they can think about and still keep the LFD system in there. I was there for SWTOR as well but there are a lot more problems with SWTOR than the lack of a LFD system that has made the game somewhat stagnant. That's a whole other novel to write and not in the appropriate forum to do so ;)
The voyage to the instance and that exploration is also removed. Now one could actually argue that after the first couple of runs to the instance, it's normally the same ol thing, and I'll agree. It does become repetitive which pretty much makes the walk less than amusing. But what people don't understand is the idea that the world thrives on people walking around. If the world doesn't have anyone in it, it feels empty and very weird. So many times I would walk around while leveling a character with a LFD system implemented and I would see so much art that was used for zones going to absolute waste because no one was really out there.
I wrote this in another thread but you basically answered your own question. You said that "If the world doesn't have anyone in it, it feels empty and very weird" and that is absolutely true.
What you said (without realising it) is that there is nothing to do in the game-world. THAT IS THE REAL PROBLEM!!!!!! It is definately is NOT fault of the LFD tool. What you intuitively understand is that developers have failed to provide content worth doing in the game-world and thus it is not worth going there. The solution to that is for Developers to actually develop endgame content worth doing in the gameworld. Then people will go out to the game-world. The LFD tool has nothing to do with this problem!
This, I will completely agree to. If a company decides that their PvE endgame is going to be instances, then at that point, they do kill the idea of their open world. That, I won't deny.
It is up to the company to go out there and make incentives for players to go play.
But you still remove one aspect of the world by simply striking out the need to even simply WALK to the instance. That's where the LFD tool falls short.
Edited by: KrenianKandos
about 1 year ago
- Reason: Why it made a second post is beyond me, but fixing it for it to have only one answer.