what do you guys think is the best Group PVE in an MMO of today ?
Not EQ or Wow
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FFXI has always been one of the better group PVE MMOs if you can deal with the terrible UI. Not sure I would start a new character at this point though.
Can't think of any modern MMO that is group PVE centric.
Last edited by Aleatha; 03-19-2015 at 01:43 AM.
Pantheon. It's united 100k players against an overcon mob.
By "group PVE", do you mean group dungeon runs or something else?
Outside WOW FFXIV is probably the best by consensus even though I don't have any personal experience with it. After that it's probably Rift I think?
I'd have to agree with FFXIV. SE has plenty of "PvE only" experience with FFXI and figured out (mostly) what they did right and what they did wrong over a decade.
Given that's the only pure PvE game to survive since launching in the WoW Dynasty era (same year) and it's still charging a sub with no "B2P/F2P" bullshit, they learned a lot and they put it in FFXIV.
Last edited by Jackdaddio; 03-19-2015 at 02:46 AM.
I assumed by group pve he means a mmo where you can progress in the endgame with only a group, aka not a raiding endgame mmo. For that definition, I'd say something like guild wars 2 or neverwinter.
FFXIV is pretty awesome. I love that I can use my 360 controller, and jump into instant group challenges. Very satisfying group content, but it is limited in depth sometimes. the controller support and lack of abilities at one time can do that but its understandable given the nature of the game.
I would also say FFXIV, some great group encounters in there and damn near everything feels epic in that unique Final Fantasy-flavored way.
EQ followed by Wow.
What group PvE still exists in EQ? When I played that last most of the group content was actually soloable by many classes.
Never even considered playing Final Fantasy because I don't care for the whole anime/Pokemon art style. What makes the PVE group gameplay in FF so special? In EQ1 the group gameplay was special because as a bard there were so many things I could to help the group, especially when the SHTF. WoW had well scripted boss encounters for their group dungeons. No other MMO I've played has ever come close to matching either one of those games in those areas.
It seems you never even looked at the game because it's a final fantasy art style.
FF14 essentially plays like a slowed down early WoW.
In my opinion, FFXIV is by far the most beautiful MMO out at this time. The soundtrack is incredible as well.
There's grouping in today's MMO?
I'm pinning this one on Early rift raids - World 4th Perfect greenscale baby
FF14's graphics are damn amazing. The only asiany looking models are the characters really. Most of the environments just look like your standard fantasy genre stuff. It's a gorgeous game, but quite inferior to warcraft (mostly because it's an exact copy of warcraft with not as engaging or smooth combat).
RE: EQ, the last time I played live, probably a year ago, the game was dead as fuck. I think I found 2 groups in 2 months going LFG every single evening. Awful and not worth wasting your time.
The OP's question is so vague that we can make it about anything.
Best MMO for grouping all the time? (that isn't EQ or WoW)
- There aren't any?
Best MMO for small group content? (that isn't EQ or WoW)
- Depends on if you expect to get thousands of hours out of it or just enjoy it for a month or two and move on, because there are a lot of games out there with casual group content that are fun for a time. Very broad and subjective category, here.
Best MMO for large group content? (that isn't EQ or WoW)
- Uh, Rift raids are okay.
(the answer is WoW)
DDO has some decent grouping although often ruined by the OP-ed characters. They really nerfed content in that game this past year.
Is an emulated eq server that does what you want acceptable? Like Shards of Dalaya?
FF14 is great if you can get past the terrible anime-ness of it. the acorn heads get old fast. the group mechanics are pretty decent though.
I think FFXI did a great job. The only downside was there was literally no way to solo unless you were a beastmaster, and even then you were limited.
Vanguard did an absolutely great job mixing the two. You could solo many things, but benefited heavily from grouping as well. The game was built around group content.
DDO has/had some awesome sometimes devastatingly hilarious(usually when trap is broken instead of disarmed) dungeon crawls, vanguard had the most exciting despite the flaws, GW2/WoW/FF Realm reborn is a three way tie.
I don't list EQ because if you want to do any progression you had to have a group/guild and that was the whole game.
I'm still fond of DDO myself.
It's not an MMO but if you're going to have a persistent character/items and count 4 as a group, Mass Effect 3's MP was fantastic.
Want to play the next big MMO with us? check out Black Desert Online
In no particular order:
GW2: No trinity and everyone wants to speed run them.
Wildstar: ridiculously difficult and no one wanted to run them
WoW WoD expansion: heroic dungeons dumbed down beyond recognition comparded to vanilla/TBC era
Neverwinter: never got the chance to play the veteran versions of the dungeons in that game. When I played at launch there were very little tactics used and everything was a speedrun AOE fest.
SWTOR: I enjoyed running the dungeons in this game but there weren't many of them and it quickly got boring running the same ones over and over.
TESO: veteran dungeons in TESO meet the challenging and fun criteria but they suffer from some bad design decisions by ZOS. EXP gain was nerfed hard so leveling up in dungeons is not possible. The first time you run them they give you a skill point but after that there was no reason to run them anymore because loot itemization sucked and you couldn't get upgrades. They added in Undaunted daily pledges which help entice players to keep running them but after you complete your daily it goes back to no incentive to run any more of them that day.
FF14: never played it so can't comment
Rift: had fun running those dungeons but the population was dying away fast the last time I played a couple of years ago. I was a DPS class and the queue times were so long by the time mine finally popped it would be time for me to log out for the night.
If I had a magic wand I could wave, the ideal MMO would have vanilla/TBC WoW's instanced dungeons with boss AI scripts, EQ1's trinity model that required good teamwork and smart gameplay, with mobs that required CCing(mez root snare), mobs that would flee at low health and potentially aggro other trash, and significantly rare loot drops from bosses that encouraged players to repeat running the dungeons.
Im beginning to think the new generation of gamers don't really care much about the PVE dungeon crawl experience, the devs know this, so they don't bother with designing quality dungeons anymore for the old school crowd.
My Favorite dungeon crawling stuff to fit Rescorla's description has been in all the roguelike games. Maps in Path of Exile - Procedurally generated dungeons where the layouts aren't the same and the mobs are increasingly more difficult.
trying to recall group content i've liked recently....
rift at launch was decent. eq2 TSO era was pretty fun, though you had to enjoy plastic graphics and playing a pipe organ.
Though none of them (save for eq emulators) encourage you to sneak deep into dungeons to camp things, or give decent itemization. everything just gives more tokens to buy your set armor with or whatever.
Right now rift is at least still putting out new content. Current wave of raids has 1 10 man and 2 20 man dungeons, the next tier is coming soon as well along with a new zone. They are even adding a new calling to the current warrior / rogue / cleric / mage mix.
I thought EQ2 had a nice mix of instanced and non-instanced dungeons, at least early on. I have no idea the state of the dungeons there today.
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