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EQ2 Allakhazam Poll - 12/12/06Follow

#1 Dec 12 2006 at 10:42 PM Rating: Excellent
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Which type of content is better for the longevity of an MMORPG?
Contested Group:31 (24.4%)
Contested Raid:7 (5.5%)
Instanced Group:69 (54.3%)
Instanced Raid:20 (15.7%)
Total:127



Edited, Jan 25th 2007 7:22am by Tamat
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#2 Dec 13 2006 at 2:22 AM Rating: Decent
I chose the best option of the four presented in your poll but the truth of the answer to your question is not in one of the options that you gave. The truth is no matter which MMO and no matter the content it grows old regardless. The thing that keeps people in these games for years is the friends they make along the way. Social interaction is ultimately the answer to your question. Don't believe me? Take a look for yourself. Look at the brokers to see what sells for the most. In virtually all of the games I have played it has been social objects. You know a dress to wear around town or a baby dragon for your home, ect.. So the best thing for the longevity of MMO's? Keep expanding the social structure in-game. Hold functions for players to get together. Continual work and care in this area helps to build stronger relationships and keeps people logging in. I can't tell you how many times a week, in Guild Chat, I hear people saying how bored they are. And when asked why they continue to log in to a game that bores them, why they continue to pay a monthly fee for it, the answer is always the same... "Because my friends are here.".
#3 Dec 13 2006 at 5:22 AM Rating: Good
While the best answer is definately "a balanced combination", I have to say that "contested group" is probably the primary driver. While they are seemingly the most vocal, raiders are not the majority of MMO players. And even among those that are raiders, very very few of them are raiders /exclusively/. Single-group content is the most utilized and the "contested" (maybe not the best term) available encounters and zones versus instanced versions of the same are a step above due to simple things like the chatter, sense of an alive world with other people populating it, and a sense of sense of community which is honestly the main prod that keeps people coming back month-to-month. All of the apsects listed are important to the health of any MMO, however without shared content and other people in your gaming environment...why even bother playing an MMO?
#4 Dec 13 2006 at 9:03 AM Rating: Default
Personally I think that contested group content is the best for longevity in an MMO, with uninstanced content you get a better feeling that there is a community around you and there is more talking in ooc to others. There are always idiots who you have to deal with in non-instanced zones but I think that dealing with people is a part of the game. Going back to EQ1 I remmember zones like sebilis much more than I do for LDoN zones.
#5 Dec 13 2006 at 9:12 AM Rating: Decent
I believe the contested. Raiders are the most vocal and in my opinion they ruined EQ Live for my family and I. I think they drove the game and made it so difficult that the casual player had a much more difficult time of it. We couldn't compete in AA's or armor. Just my opinion.

Zoo
#6 Dec 13 2006 at 9:38 AM Rating: Good
Drama Nerdvana
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Both are key. It is obvious that there are significant portions of the gaming population that want to do both at the end game.

Some people don't have the time or inclination to raid. Give em some 6 man dungeons to run. Enough so they don't get too bored before the next expansion. Also give them some legendary gear that is worth the effort.

Then there are some people who need to raid. That is their focus.


The kicker is that the raid types tend to be the ones that blast through content fast. Therefore they demand more, more more. Which leaves SOE in a "damned if you do & damned if you don't" position. If they don't put that extra detail on the raids well then people are gonna get bored and leave. However if they do put the focus on raids then solo/casual players are going to feel neglected and under appreciated and leave as well.

Thankfully EQII dev team has been doing a better job as of late of walking that fine line of pleasing both communities.
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#7 Dec 13 2006 at 10:57 AM Rating: Decent
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Long story short. The trivial loot code removes the high level loot farmers from the lower level contested group content equation = a good thing.
#8 Dec 14 2006 at 12:06 PM Rating: Decent
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I just said contested group because there was no "fun quests" option lol
#9 Dec 18 2006 at 1:02 PM Rating: Excellent
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1,577 posts
I really think contested raid is a biggie. When you put in HARD content that multiple guilds have to compete for, it brings in extreme competition and guild rivals. Lower level characters see this and a lot of these players say to themselves ... "I want to be a badass too". I know I was one of them back in EverQuest. Before I realized what was going on at the end game, I just ran around, leveling slowly and trying to find out information about the history of Norrath. Raiders opened my eyes and brought me to a different and ultimately more fun playing field.
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Fly High Daevas,
Tamat ~ Andrew Beegle
Community Manager
#10 Dec 18 2006 at 6:43 PM Rating: Decent
Raids are great if you have a huge guild.

Me Im part of a small guild family orientated and we dont recruit just anynoe in fact we quite often do x2 raids but nothing more.

Group stuff with better rewards would be great but what can we do?

Myself I love eq2 for my friends I play with in game and just for the fun of watching the chatter sometimes. you know we all love to see the moaners in chat it makes us laugh....
#11 Dec 21 2006 at 7:14 AM Rating: Decent
I would have been gone long-ago except for my friends.
#12 Dec 21 2006 at 5:55 PM Rating: Decent
25 posts
I voted instance group. Because, you are almost always garanteed some good loot, you never have to camp anything, and instances can offer some fun puzzles and challenges. Not to mention, group instances can be done by a small amount of players, unlike a raid.
#13 Dec 23 2006 at 8:10 AM Rating: Default
the only correct answer to your question is not listed in your choices.

longevity in an mmo is totally dependant on a constant flow of new players. period.

all content gets old. how fast is dependant on the individual player and how well the content caters to his playstyle. and playstyle is the key.

without a doubt, proven beyond a shadow of a doubt, the largest percentage of on line gamers are casual gamers. WoW proved that with 7 million customers now.

none of your choices is casual gaming content. and casual gaming content will provide a mmo with the largest constant flow of new customers.

soo, are you asking which of the folling choices are best for mmo longevity? that would be a better question. the answer to what type of game play would provide for the greatest longevity for an mmo in general is just simply NOT one of your choices.

so, cant answer your poll as presented. either change the question to limit the answer to ONE of your four choices, or add a box that includes casual game play.
#14 Dec 23 2006 at 6:44 PM Rating: Default
One of the things I liked when first playing EQ2 was when I didn't have a group or didn't have the surplus to stay on the screen at all times there was always the much needed tradeskilling to do. With a teeny amount of attention, family guys like me could pass the keyboard once in a while, starting a new sub-combine and so on. And our products were highly valued.
The crafters mostly feel useless nowadays, and I lost many friends when that happened.

My point with this whole rant is that many people like variety in game as well as in RL, and the old crafting system was a variety.

To hold my interest in a game, I'd have to be able to keep my friends and keep experiencing different worlds or gamestyles. I am a casual player who LOVES to raid, to craft to chat and to just feel useful to my friends.
#15 Dec 24 2006 at 6:31 AM Rating: Default
the above highlights my point.

people want something meaningfull to do when they dont have time to sit and stare at their computer for long hours at a time, or when they CANT FIND a GROUP.

none of your answers is the correct answer for your question.

now, you could always ask Blizzard, they could tell you what works and what doesnt......
#16 Dec 29 2006 at 10:18 PM Rating: Decent
Yeah I know your feeling about how instances kill the mmo experience, but high level players that come back to solo instances meant for groups, makes shared instances very lame.

I was in a group where we waited for this solo monk try to kill a monster 2 or 3 times. He failed over and over in hopes of getting better attack rolls or something. So finally we came in and said ok we are taking out the group and "playing through" like in a golf course because he was holding up gameplay for all of us.

We wiped "his" boss and he was angry as hell at us:). My thought was he should go play an offline game 1 player. Elder scrolls is a good game...

And there lies the problem with non-instanced dungeons, while it may be exciting to get a rare spawn monster, in many cases it is just a exercise in frustration and quibbling over this or that being "my" monster.

But in any case I want to come up with a new EQ2 etiquette rule for groups/soloers that can't drop a boss. Don't fail to drop a boss, then feign death or res back and expect it to be there. If you fail its because you are an inadequate solo dufus or an inadequate group:). You can't call a boss as yours and expect everyone else to respect that in shared dungens.

There lies the problem in non-instances stupid fights over stupid mobs...



Edited, Dec 30th 2006 1:17am by cfletcher
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