muridious wrote: » I think a MMO has to be developed in such a way that it encourages players to help each other. The more reasons the developers give players for interacting with each other, the more likely this is to occur. for that reason I think features like group finders shouldn't be a thing. Players could also be encouraged to search for parties or groups, for instance through hard content, bonus rewards, etc... etc...
wanderingmist wrote: » muridious wrote: » I think a MMO has to be developed in such a way that it encourages players to help each other. The more reasons the developers give players for interacting with each other, the more likely this is to occur. for that reason I think features like group finders shouldn't be a thing. Players could also be encouraged to search for parties or groups, for instance through hard content, bonus rewards, etc... etc... This is by far the hardest thing to do. In my experience players are more likely to just abandon the group rather than help someone who is struggling, even when just a couple of words can make a big difference and cause the group to succeed.
dygz wrote: » Depends on how badly that boss is debilitating the servers, how many servers are struggling - and for how long.
Ferryman wrote: » dygz wrote: » Depends on how badly that boss is debilitating the servers, how many servers are struggling - and for how long. I was thinking that too. Maybe developers should not run straight away help for players and nerf the content. They should give players a little bit more time to handle the situation by themselfs, but if it really turns to be isuberable obstacle then ofc the content might be just too hard and needs some actions.
Damokles wrote: » We saw, what happens to games that pander too much to their players (WoW for an example). Players have to put some training in to actually become good in my opinion. If they are not good enough to raid, then they either have to put some sweat into it or let it be and do something else, AoC gives them many different things to do. (This does not mean, that specific bosses should not be patched, if they are just not killable after a number of months xD)
arzosah wrote: » Players should always be encouraged to improve themselves to rise to the challenge. When it comes to a seemingly unkillable boss it is still the responsibility of the developers to know why the players are unable to kill the boss. If the players are missing a mechanic or are under geared for the encounter the devs shouldn't get involved and allow the players to figure it out on their own, online forums and discords are a great place for many players from different servers and guild to come together and discuss strategy and determine what they're missing. However if they can kill the boss because of poor design or a bug then the developers need to step in and correct the flaw that is preventing the boss from being killed.
wanderingmist wrote: » arzosah wrote: » Players should always be encouraged to improve themselves to rise to the challenge. When it comes to a seemingly unkillable boss it is still the responsibility of the developers to know why the players are unable to kill the boss. If the players are missing a mechanic or are under geared for the encounter the devs shouldn't get involved and allow the players to figure it out on their own, online forums and discords are a great place for many players from different servers and guild to come together and discuss strategy and determine what they're missing. However if they can kill the boss because of poor design or a bug then the developers need to step in and correct the flaw that is preventing the boss from being killed. Naturally, if a boss is unkillable due to a bug then that should be a priority for fixing. And yes we have seen bosses in the past that were mathematically impossible to kill and had to be nerfed. These are quite rare situations though, and more often than not bosses a nerfed even though they have been killed already by the players. It's not just about raiding though. Any content can be nerfed or altered to help struggling players. For example, when TERA was first released in 2011, players apparently complained that the leveling was too hard. The developers responded by introducing Avatar weapons in 2013, which were super powered weapons that allow a player to 3-shot any mob their own level. I was honestly shocked when I encountered these weapons for the first time and so asked on the forums if this was normal and if it was going to be like this for the entire leveling process. I was told yes to both questions, and I uninstalled the game that day.
amuria wrote: » Usually people play games they enjoy, this enjoyment very often comes from achieving something. Though it is a very difficult balance helping a player in his advancement is crucial, so he continues playing and doesn’t get frustrated. Staying in the middle of too difficult and too easy is called “flow”. “Flow” describes the moment when you just have gamed 4 hours, but it felt like 30 minutes. The issue with helping players is that they would feel less enjoyment if the game helped them, usually they want to do it themselves. Another issue is the sense of accomplishment if every player can reach a goal because your game helped him, other players will most likely feel dejected when others easily achieve their achievements. Personally, I would aim for an invisible guiding hand as a helper. Instead of making the actual encounter easier make sure the player actually has the tools for the encounter. This would be a quest chain which leads up to the big dungeon slowly increasing difficulty but also reward the gear to be able to do the dungeon. The player learns the required mechanics step by step. In the end the boss combines these mechanics and the farmed gear of your quest makes sure you player didn’t just run into a level 30 raid with starting gear.
wanderingmist wrote: » Ensuring that a player has good enough gear to do a piece of content is relatively easy. It's far harder to make sure a player has the skill to do that content. Part of the problem is most mmorpgs are designed around your character always getting stronger (either with levels or gear) and overcoming challenges regardless of what the player does. This creates a mindset in some players that all they have to do is play for a longer period of time to get either better gear or a higher character level in order to overcome the challenge. If a dungeon or raid encounter is designed so that players can overgear it, that encourages players not to improve their skills, but just to get more gear.