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Old 09-25-2006, 11:06 PM   #1 (permalink)
Capsule
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The solo man?

This thread is to discuss your thoughts on 'High level' end guilds from other games, such as EQ WoW EQ2, transferring over to Vanguard and basically overtaking the game. Im assuming a newbie just joining, not having prior mmo guild experiance would have a tough time getting in, so he has to settle for a 'Low level' guild and possibly miss out on items, zones, quests until he can reach that point.

The path for the solo player should not have to be relentless and tedious. Im sure that not many people would do that and many will join guilds, but i wonder if there will be no instanced zones how everyone will work out the battle for mobs. Im sure everything will be crowded the first few months, and from experiance in EQ2, if you couldnt get a grp for your quest, well then u were screwed.

How important is grouping or being in a guild? i for one mostly dont do anything without a grp or my guild, but there are those times when i got like 1-2 hours to play and would just like to maybe solo a quest or a mob and not come out with some trash loot or experiance that didnt get me anywhere. thoughts please....
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Old 09-26-2006, 11:25 AM   #2 (permalink)
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Re: The solo man?

Quote:
Originally Posted by Capsule
How important is grouping or being in a guild? i for one mostly dont do anything without a grp or my guild
Do you mean in Vanguard? According to Sigil, there will be enough solo content to solo to max level. However, if you take this route, you'll miss out on the good items and skills that you can find through grouping content.

I rather like this philosophy. After all, if you just want to solo, why are you playing a multi-player game? On the other side, you don't always have time to devote to the group, so you can advance that way as well.

Quote:
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some trash loot or experiance that didnt get me anywhere.
I'm not sure what you mean here. Loot for an easy solo kill shouldn't be as good as the loot in dungeons. However, if you're leveling up primarily through solo encounters, that "trash" loot could very well be an upgrade for you.

As far as trash experience, I don't believe it exists. Any advancement is better than no advancement.

The bigger issue should be whether or not you have fun. Did you enjoy fighting those mobs? If so, then what's the issue?
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Old 09-27-2006, 12:57 AM   #3 (permalink)
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Re: The solo man?

I can say Solo content does help out quite a bit for people. Not everyone is a social man and not everyone wants to group sometimes.

I like doing quests by myself sometimes, or just grinding on monsters. Exploring is another hobby, just when i'm grouped I'd rather think of what the other people want, rather then my own. So solo content is a wise and always thought after event.

EQ2 didn't do that so well, but looks like they finally fixing that somewhat.
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Old 09-27-2006, 11:59 PM   #4 (permalink)
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Re: The solo man?

I prefer to group, even needing to group, but if I can not solo I go nuts.

As far as the importance of guilds we can't really say because every game is different and most of us have not played Vanguard at all, none of us have played it's final form. Further, these games are very different 6 months after release than at release.

This is my guess based on a year of experience playing a game were you can not solo a mob close to your level most of the time. Pick up groups, groups composed of whatever strangers are available and willing, are fine for exp will get you to max level. Raiding and difficult boss fights are right out, hunting down specific items you want is difficult, and it can be difficult to get strangers interested in helping you with a quest. Still, a small 5-10 person guild should be sufficient support for a game with 60% group and 20% solo content. Just don't expect to have everything or be on the bleeding edge of content.
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Old 09-28-2006, 05:03 AM   #5 (permalink)
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Re: The solo man?

I like to get into a good guild. That forms my social requirements, Guild chat provides group invites and I can solo if I want.

As to solo play, providing mobs are not chained together as they were in EQ2. There is great pleasure in stalking mobs then pulling them away from their mates to kill them. There does seem a rule that the bigger the group the less tactical the approach (raids are different no tactics = Wipe out!). I spent hours in careful solo play having just as much fun as in a group.
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Old 10-01-2006, 02:45 AM   #6 (permalink)
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Re: The solo man?

Quote:
Originally Posted by Capsule
How important is grouping or being in a guild?
I think they are the two pillars that comprise the foundation of MMORPGs. Without them there would be no reason to even have the genre in the first place.

I also want to see guilds be more than just a chat channel. EQ2 took the first steps towards that by allowing your guild to have a level of its own but I want to see even more guild mechanics. I want guild houses and guild vaults and guild cities and guild banners and tabbards and even guild regions. I want the guild system to provide content of its own that fits right into the adventure and diplomacy spheres. For example you need your entire guild to work on improving the guilds reputation so you are allowed to travel through a certain area that is normally impassable.
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Old 10-02-2006, 12:43 PM   #7 (permalink)
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Re: The solo man?

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Originally Posted by Pirotess
I want guild houses and guild vaults and guild cities and guild banners and tabbards and even guild regions. I want the guild system to provide content of its own that fits right into the adventure and diplomacy spheres. For example you need your entire guild to work on improving the guilds reputation so you are allowed to travel through a certain area that is normally impassable.

OMG, pleeeeeese give me this!!!!!
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