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UPLINK ANALYSIS: HEALTHY COMMUNITIES

Posted: Thu Apr 04, 2013 1:36 pm
by Nionya
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Re: UPLINK ANALYSIS: HEALTHY COMMUNITIES

Posted: Fri Apr 05, 2013 1:26 am
by Shadix
The link doesn't seem to be working :cry: but I did read that article.

I actually really like the xserver group finder. Being in a huge guild of similar level people definitely makes PUG's a rare situation, but it still happens. When I get on I want fast action and fun times, not a wait.

A lot of the complaints about xserver group finder stems from a lack of community building which I think W* is addressing nicely. But for those times when the problem is a ninja looter or incompetent party member, devs really needs to put the power into the groups (players) hands. In the same way a "vote kick" can remove members that aren't working out I think a "revoke loot", voted on by all group members, could help with ninja looters.

I'm hoping, though, that the W* community will be more mature than some other MMO's out there so that bad PUG experiences will be rare.

Re: UPLINK ANALYSIS: HEALTHY COMMUNITIES

Posted: Fri Apr 05, 2013 9:04 am
by Lotharen
Its interesting that they listen to their players, or in this case future players. Having the option for xserver dungeons or not is a great idea. I'm liking their direction more and more.

Re: UPLINK ANALYSIS: HEALTHY COMMUNITIES

Posted: Fri Apr 05, 2013 9:09 am
by Xryus
http://www.wildstar-online.com/en/news/ ... nities.php

Didn't work for me as well, but I did find it.

I still remember the days of being in Ironforge for sometimes hours trying to put together a group for a dungeon, or group quest. Too many nights of that actually switched me from my hunter to a warrior tank. The upside was when you did find good people to run with your friends list filled up quickly.

Xserver grouping is all about convenience. Being in Grievance I'm less concerned about finding someone to group with, but it still can happen. I'm glad they will give us a choice. I will probably always give it a shot at first, but if it's taking too long, or I don't have the time I'll switch it.

Re: UPLINK ANALYSIS: HEALTHY COMMUNITIES

Posted: Fri Apr 05, 2013 9:11 am
by Nionya
Xryus wrote:http://www.wildstar-online.com/en/news/ ... nities.php

Didn't work for me as well, but I did find it.

I still remember the days of being in Ironforge for sometimes hours trying to put together a group for a dungeon, or group quest. Too many nights of that actually switched me from my hunter to a warrior tank. The upside was when you did find good people to run with your friends list filled up quickly.

Xserver grouping is all about convenience. Being in Grievance I'm less concerned about finding someone to group with, but it still can happen. I'm glad they will give us a choice. I will probably always give it a shot at first, but if it's taking too long, or I don't have the time I'll switch it.
Thanks for fixing that! :)

Gaming to me is about the people I play with. It's not even about the game so much. Sure, I need to enjoy the game, but if I have a group of people I love to hang out with, I will keep playing. WoW for instance. You know X, I idle..I run around in circles...I look for people to help, avoid LFR and dailies.. haha! I keep logging in when I have time because I care for the people I play with. Simple as that!

:)

Re: UPLINK ANALYSIS: HEALTHY COMMUNITIES

Posted: Fri Apr 05, 2013 9:27 am
by Xryus
Nionya wrote:
Thanks for fixing that! :)

Gaming to me is about the people I play with. It's not even about the game so much. Sure, I need to enjoy the game, but if I have a group of people I love to hang out with, I will keep playing. WoW for instance. You know X, I idle..I run around in circles...I look for people to help, avoid LFR and dailies.. haha! I keep logging in when I have time because I care for the people I play with. Simple as that!

:)
I'm the same way when it come to games. I would have left the first MMO I played and maybe the genre as a whole if it wasn't for a great group of people I met on the server. I think new games draw us in because of the excitement the people around us generate. Some games not as much as others, but when I read how excited you guys get for a game it makes me excited because you are.

Re: UPLINK ANALYSIS: HEALTHY COMMUNITIES

Posted: Fri Apr 05, 2013 9:35 am
by Nionya
Xryus wrote:
Nionya wrote:
Thanks for fixing that! :)

Gaming to me is about the people I play with. It's not even about the game so much. Sure, I need to enjoy the game, but if I have a group of people I love to hang out with, I will keep playing. WoW for instance. You know X, I idle..I run around in circles...I look for people to help, avoid LFR and dailies.. haha! I keep logging in when I have time because I care for the people I play with. Simple as that!

:)
I'm the same way when it come to games. I would have left the first MMO I played and maybe the genre as a whole if it wasn't for a great group of people I met on the server. I think new games draw us in because of the excitement the people around us generate. Some games not as much as others, but when I read how excited you guys get for a game it makes me excited because you are.
And I am more excited because you are excited that we are excited! See how that works? :)

Re: UPLINK ANALYSIS: HEALTHY COMMUNITIES

Posted: Fri Apr 05, 2013 11:48 am
by Beriothien
Nionya wrote:And I am more excited because you are excited that we are excited! See how that works? :)
Hehe! That is true, though!

I like the diversity that the game will provide. It will only help more people come to the game and find something they like to do which could help the people they play with. :-)

Re: UPLINK ANALYSIS: HEALTHY COMMUNITIES

Posted: Fri Apr 05, 2013 6:12 pm
by Críostóir
I think the option to restrict the LFR tool to your own server (again, a voluntary choice to do so) is kind of cool.

I didn't like waiting around outside of an instance in vanilla WoW, for example, praying that someone would come along. But, at the same time, I often times hated the absolute anti-social groups that were formed across realms later in WoW. Those were the ones were people got into the groups, rushed through the instance, grabbed their loot and disbanded as quickly as possibly - often without saying so much as a single word (exceptions being, "pull" or "go go go").