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Group dynamics concern

bardmedicine11bardmedicine11 Member Posts: 201 Arc User
edited May 2013 in General Discussion (PC)
I am liking the game so far. It's simple, but fun and they did a nice job with the setting.

My concern is groups. I have seen no need for teamwork at all during groups with the first few group encounters (up to the lvl 26 dungeon). It is just a handful of people soloing near each other. This was the reason I gave up on CO, and I'm worried about it here. Does this continue? Or do higher level dungeons require a group to actually act like a team?
Post edited by bardmedicine11 on

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  • bardmedicine11bardmedicine11 Member Posts: 201 Arc User
    edited May 2013
    So far I've done 5 dungeons and about 8 skirmishes and the only death (and the only time near death) was caused by geography. None of these teams worked together and tried to act as a team.
  • caleshhcaleshh Member Posts: 61
    edited May 2013
    Pickup teams are as you say...kinda sad. I have a few friends i team with on a regular basis....we act like a team, but for the most its as you describe
  • ralandarralandar Member Posts: 15 Arc User
    edited May 2013
    I agree with your observations, but I would also like to point out that this tends to be the case in most MMOs at low level. Is it because of the zerg mentality, the lack of defining class skills, or a smaller amount of class knowledge? Who knows. To be quite honest, I have to think all the way back to the early days of Everquest to remember low-level grouping that absolutely REQUIRED people to know their roles and execute to utter perfection in order to avoid wiping the party. And even then I fondly remember one Wizard named Jatku whom we fondly nicknamed "the melee Wizard" because he just couldn't seem to grasp the concept of his class.

    Those were the days.
  • ahkronnemesisahkronnemesis Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    The solution for this is the same as any mmo. Get in a guild with good player or find some friends to play with.
    P.U.G.s in this game (as in most games) rush towards the end not caring much about what other people are doing.
    [Campaign] Into the Heart of Time (NWS-DLSK763NH) by @ahkronnemesis
    Chapter I - The Cult of Kairos (NW-DJFINX9KB)
    Chapter II - The Halls of Mortality (NW-DOE3ZC671)
    Chapter III - Paradox ( Soon )
  • darkwingz88darkwingz88 Member Posts: 0 Arc User
    edited May 2013
    This changes after 40.
  • stratxzzstratxzz Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 56
    edited May 2013
    I have been 60 for about a week now and I will let you know Team Work is 100% required and it makes everything a lot easier.

    You can run the first Epic dungeon ( Cloak Tower ) without teamwork and still manage to get everything done. You can also run the second epic dungeon ( Craigmire Crypts ) without teamwork, but you might not have fun on the last boss.

    As soon as you meet a boss in epic Lair of the Mad Dragon, the game changes. At least that is what I have noticed.
    Strat@stratxzz on the Dragon Shard

    Strat - Great Weapon Fighter - Level 60 ( Retired for now )
    Strattwo - Control Wizard - Level 60
    Stratx - Devoted Cleric - Level 60
    Stratt - Trickster Rogue - Level 18

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  • bardmedicine11bardmedicine11 Member Posts: 201 Arc User
    edited May 2013
    I understand that having a good guild (I hope I do) will make for better groups. My concern is if they will be necessary. Having a good group (to me) isn't very satisfying my a group of 5 morons soloing near each other could accomplish the same thing (as I've witnessed so far).

    It's a shame they decided to make the early dungeons so easy then...

    As for class defining abilities, by 26 I have plenty of those. Those as a Guardian, none of them seem to do anything in a group since I can't get any agro.
  • tekarutekaru Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    I'm sort of concerned about this as well, but from the opposite direction. I'm assuming that later dungeons/skirmishes DO require team work, and I'll wonder how likely I'll get into a group of players that know what to do.

    When I see posts like "why can't my GWF tank?" I get worried. lol
  • bardmedicine11bardmedicine11 Member Posts: 201 Arc User
    edited May 2013
    Agree that the corollary concern. I'm not saying the difficulty shouldn't increase. It should. However, if the first 4 group events require no ability, then players get into bad habits.
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