Responding to my gloom about MMO designs that make “Massively Multiplayer” mean “solo or be griefed (more),” Axiom comments:
You might want to check out Guild Wars 2, which is nearing the end of development and is slated for Closed Beta in November or December.
The game was designed from the ground up to eliminate a lot of the ways that typical MMOs fail to encourage cooperation and rather foster anti-social behavior.
Some of the ways they have addressed this are:
1. No mob tapping or kill stealing. Everyone, grouped or not, who does a minimal percent of damage to a mob (5% to 10%) gets full XP and their own individual loot, both at the same level as if they had defeated the mob alone.
2. Rather than traditional quests, the PVE content is mostly in the form of Dynamic Event chains that branch and cascade through out each game zone. Events scale up with more players, offering more challenge and reward. At the completion of the event, in addition to mob xp and loot, everyone gains a reward based on their level of participation vs. predetermined thresholds, adjusted for the number of participants. The rewards are issued whether players succeed or fail the event and you aren’t competing with others for a finite number of reward slots.
3. The game does away with the “holy trinity†of class roles; tank, dps, heals. Continue reading Comments of the Week: Guild Wars 2 in Summary