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Reader Comments (51)

Posted: Feb 24th 2011 8:08AM BGExorcist said

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I can only say that beta 6 and 7 in Rift were my most anti-social MMO experience I had so far. But people do marked me as a troll (objective in this case - so many fanatics I'm still scared to preorder) in chat and remembered me 2 days later in beta 7, so I left my mark I guess :))

Posted: Feb 24th 2011 8:09AM BGExorcist said

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@BGExorcist
Forgot to mention that, as we all know, they will implement DF tool after launch.
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Posted: Feb 24th 2011 8:10AM xBludx said

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On the whole, I like it. Yes -- I understand the lack of group cohesion, etc. But I do meet good groups sometimes and then we just keep running together for a while. I always make a point to say hi to people whenever I start a pug to feel out that group. Sometimes they don't say anything. Sometimes they respond and it turns into one of those fun groups you can stick with for a bit.

But I'm the casual player, so it works for me. I know it must have been fun in the old days when players on the server got to know each other and stick together. But that is still an option. You can do it that way with your guild if you want. The auto finder is just another option for today's world.

It's just the way it is and it's okay.

Posted: Feb 24th 2011 8:15AM Bongo123 said

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I think its bloody great, sure you get the occasional arsehole but on the whole most people are there to get through the fight and im fine with that considering how long it took to find groups to run low end dungeons before dungeon finder

Posted: Feb 24th 2011 8:17AM (Unverified) said

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Absolutely not. Because you'll often never encounter these individuals ever again except by chance, players with a bad attitude don't need to worry about a bad reputation and can act however they want (often to the detriment of the other group members). Worse still, when you find a good player, you know you'll never have a chance to play with them again unless one of you switches servers.

An example; while rolling up a Warrior in WoW, I queued up for random dungeons and met up with another warrior who, like me, could tank or DPS. We spent something like 6 hours re-queuing together and leveled from the mid 20s to our mid 30s. Eventually we kind of got a feel for each other's playstyle and could tear through a dungeon swapping tanking roles between packs and just generally having a blast. Great personality and everything. And I'll never bump into the guy again.

This, of course, is also a complaint against isolated servers. Imagine if you could play with who you wanted, when you wanted. Whenever you bumped into a new player outside the game you wanted to play with, it wouldn't force one person to decide whether they want to abandon one group of friends or another. Without coughing up $25.

Posted: Feb 24th 2011 10:04AM Kozuu said

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@(Unverified) I feel exactly the same about this statement! Seriously, being isolated to one server with a character you work so hard on is ridiculous. Sure, it's hard to do such a big transfer of data across so many servers and ect. but at the same time, I know that my group friends and I are quitting WoW because of how three of us switched servers to be with either a brother or a significant other. It's not their fault to play with ones they love, yet we're still punished by it.

TL;DR Why are we still being locked to servers?
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Posted: Feb 24th 2011 4:57PM Irem said

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Exactly how I feel about it. They're very convenient for getting the content done quickly, but I found that they killed what fun I was having in them in WoW. It felt sort of like an admission that the dungeons are there to be grinded through and so, okay, here's a feature that will allow you to get it over with as quickly as possible.
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Posted: Feb 24th 2011 5:51PM (Unverified) said

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@Kozuu

Considering the social aspects are really the only defining characteristic that separates MMOs from other genres, the inability to play with the people you wish to play with is inexcusable. But as long as games like WoW are on top and they can get away charging people $25 for transfers, we won't see this structure change except in a few, marvelous cases (Hello, Guild Wars 2).
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Posted: Feb 24th 2011 5:55PM (Unverified) said

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@Irem

I agree 100%, it really diminishes the value of content that, considering how quickly a player can level in WoW (not to mention the multiple methods by which they can level), is already extremely diminished.

It's really quite a shame that dungeons are being treated as throwaway content, considering Dungeons are my favorite part of most MMOs.
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Posted: Feb 24th 2011 8:21AM Nenene said

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It's convenient, but there's a limit to how convenient things should be.

I'd rather not.

Posted: Feb 24th 2011 8:31AM Sephirah said

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No. I like dungeon finders but not cross server ones.

Posted: Feb 24th 2011 12:21PM Dril said

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@Sephirah

This man is almost right (I tolerate dungeon finders, I don't *like* them, but I don't hate them either.)
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Posted: Feb 24th 2011 8:35AM MrsAngelD said

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Dungeon finders are great..except that their not great when they are cross server. Meeting cool people only to never see them again bites. Also running into jerks who don't care because they will never see you again sucks.

Posted: Feb 24th 2011 8:42AM Dracones said

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The biggest issue with it is lack of consequences for how you act, both good and bad. The game really needs a karma system where you can dole out karma to good players or bad players on a limited basis. And then allow people to put karma preferences on their dungeon joins.

But I also tend to think that isolated servers are a relic themselves.

Posted: Feb 24th 2011 8:59AM real65rcncom said

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"The dungeon finder doesn't earn universal high marks, however, and PLAYERS WHO USE PUGs TO RECRUIT FOR THEIR GUILDS (or those who simply like to make new friends) are often put off by the disposable (and largely silent) nature of many dungeon finder groups."
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If dungeon finders made PUGging impossible, then I'd say I have a problem with it. But as it stands, it's just another tool and a way for people to play the game more easily without waiting hours because they can't get a group and that's good overall.

Players can queue and do other things in-game while they wait so it helps someone use their gaming time better.

There is nothing worse than having to sit/hang around in a town or hang in a specific zone (or worse, having to sit OUTSIDE a dungeon door like some homeless citizen) just hoping on hope that someone comes along and invites you, for fear you'll miss the shout of a passing party.

People who like to use PUGs to recruit for their guilds can still do it the old fashioned way; ask them to apply to your guild's site and then invite them IN-GAME to play.

The argument that this somehow ruins guilds recruiting pool is pretty laughable.

Posted: Feb 24th 2011 9:00AM (Unverified) said

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To the people that want things done with little or no patience...the LFD/LFG system(s) are perfect, especially when they're cross server. However, for the players and have a little patience and absolutely believe in game communities as a whole...the LFD/LFG system should only exist on a server-only basis, and not cross server. It's all well and good to want to get something done, and what WoW has done is taken the staple activities that most previous Casual players had to have patience for and drop it on a dinner plate for fast consumption. However, this has had many, many negative effects on MMO communities as a whole.

Cross-server = No. Sure, it's fast...but it's not worth it when it becomes the 'only' way to progress and people lose their civility and manners in exchange for quicker queue times.

Posted: Feb 24th 2011 9:06AM Scin said

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They should add a rating system so that people who work well with others are grouped more than those who need on everything and don't listen to the party. If someone with a bad rating is queued for your dungeon it could prompt you asking if you would like to group with them or wait for someone with a better rating. Or anything along those lines so the randomness and I'll never see you again attitude goes away.

Posted: Feb 24th 2011 9:20AM exe973 said

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@Scin
Yeah, but those folks who are just getting on their feet and are learning/earning gear for their toon would get rated down by the same impatient folks who kick fresh 80's from the group. A rating system would just get abused.
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Posted: Feb 24th 2011 9:13AM (Unverified) said

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I don't mind it. In fact, I kinda like it.

You queue in a dungeon and you don't know what you are going to get (in terms of classes/roles). Once you have a group, you then deal with what your group consists of. This is what ruined Cata heroics for me. People would just want only certain classes doing certain things... when there were ways to down certain trash pulls... It has nothing to do with the classes/roles, it has to do with people not wanting to know their class.

What I would like to see.. preferably in Rift because ATM I'm totally done with WoW (at least for a few months or longer).. is be able to "Prefer" a player you meet. You get to ignore players and you will never queue with that person again. Why not make a like system, so if by any chance you are queuing up for a dungeon and so are the people you "Prefer"... chances are you'll get put into a group with them. After a good month of running dungeons and hoping many good, viable players pass through.. your "Prefer" list can get pretty large.

There's no way to get rid of bad players who ruin the experience, but all we can do is try to aim for a way to play with good players!

Posted: Feb 24th 2011 9:18AM Silverangel said

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Like them. Anonymity is relaxing because judgment is stressful. I'd prefer playing with a relaxed group of casuals, goof-offs, and jerks than elitists, and it's better than soloing every night because you can't find a dungeon you want at the right level.

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