I'd personally love community boards with "group ads". It's not really a group finder, but instead a "people finder". You'd put in the time you play, your general goals for making a group and your guild/node affiliations. And then others who play at the same time can PM you and you both figure it out from there. In other words, make it easier for being to be more social, rather than making it easier for people to do content w/o being social.
I really love the depth of these thoughts! In a virtual world, i sure would love player housing to have meaning other than where i cook and craft and raise Tookas. We will have common goals associated with the node we live in but not sure if that is all there will be? What are the other activities and how will we discover others to do those things with? It may very well be the only mechanism they expect is guilds. Seems most of the beloved experiences the design team mentions are guild oriented. I'm pretty much done with joining rando guilds to do things. I would like to have time/experiences to learn who i might want to associate with that closely before choosing! Which game was it that had the public quest areas, was it Archeage? It seems we do very much need ways for players of multiple levels to associate together too. Public quests were good for me, but level based.
Love the idea of freeholds having more meaning. I agree about random guild stuff. I also don't think they should rely on guilds to provide opportunities for many non members to meet and do things. Warhammer online has a great public quest system.
I feel that group organization will be by your guild or friends. A good guild will offer activities for new players, mentoring them until they have a grasp of the game.
I suppose it really just comes down to what kind of game do you want to make and what kind of player base(and therefore how large of a player base) do you want? I like MMOs, I like playing them. But I simply don't have the time for an MMO that requires me to live a second online life to enjoy. If the game requires a coordinated group of people to fully enjoy, and the game doesn't help me find those people in some way, then it's simply a game I don't have the time to play - and so I won't.
I'd personally love community boards with "group ads". It's not really a group finder, but instead a "people finder". You'd put in the time you play, your general goals for making a group and your guild/node affiliations. And then others who play at the same time can PM you and you both figure it out from there.
In other words, make it easier for being to be more social, rather than making it easier for people to do content w/o being social.
That would be a very welcome experience
I really love the depth of these thoughts! In a virtual world, i sure would love player housing to have meaning other than where i cook and craft and raise Tookas. We will have common goals associated with the node we live in but not sure if that is all there will be?
What are the other activities and how will we discover others to do those things with? It may very well be the only mechanism they expect is guilds. Seems most of the beloved experiences the design team mentions are guild oriented. I'm pretty much done with joining rando guilds to do things. I would like to have time/experiences to learn who i might want to associate with that closely before choosing!
Which game was it that had the public quest areas, was it Archeage? It seems we do very much need ways for players of multiple levels to associate together too. Public quests were good for me, but level based.
Love the idea of freeholds having more meaning. I agree about random guild stuff. I also don't think they should rely on guilds to provide opportunities for many non members to meet and do things. Warhammer online has a great public quest system.
I feel that group organization will be by your guild or friends. A good guild will offer activities for new players, mentoring them until they have a grasp of the game.
I would hope that is possible but I'm not sure what they benefit of the guild would be to engage non members
I suppose it really just comes down to what kind of game do you want to make and what kind of player base(and therefore how large of a player base) do you want? I like MMOs, I like playing them. But I simply don't have the time for an MMO that requires me to live a second online life to enjoy. If the game requires a coordinated group of people to fully enjoy, and the game doesn't help me find those people in some way, then it's simply a game I don't have the time to play - and so I won't.