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>>Half the problem is the way quests are dished out. They are on very
>>individual bases but require you to find a group but there is no
>>obvious way too. Ie you get a quest while running around Qeynos
harbour
>>to kill things in the sea but there is no one spot to go and met
other
>>people on the same quests. You can send out ooc or shouts but you
just
>>find the other half of problem is people are all out doing there own
>>thing and no ones interested. Set the LFG flag and you will probably
>>only get invites from people grinding away on gnolls or crows.
>Start your own group, then. Use the search tool to find some
LFG-people
>fitting your needs, send them a tell and ask if they want to help
finish
>this here quest you have.
Like I said in my experience people aren't interested. It was hard
enough finding a group for AQ4, one of the more popular quests. For
other lesser quests you often have no chance of finding people. And yes
I was often do the recruiting.
In my experience people only group to grind away certain creatures and
aren't interested in doing specific quests.
>IMO, this is the pivotal idea of EQ2. You get to meet people and make
>friends helping each other achieve various goals. This not just
something
>you can choose to do. In a sense, it's what the game is all about.
I agree but that doesn't mean you should penalise people you want to
solo. I've played online games that have both. Grouping is always
better because it safer and quicker. EQ2 the only game I played that
draws a line down the middle between group and solo content. But the
line is unfairly biased towards groups.
>However, if SOE listened to all you solo-whiners ;-) and made soloing
just
>as rewarding as grouping, it would become much more difficult to find
the
>people you need when you need them. Norrath would become a colder
place,
>because most people would just keep to themselves, myself included.
And if SOE don't listen to what its subscribers they will leave for
games that do, ie WOW. Enough people seem to be scream for soloable
content leads me to believe SOE have this issue very wrong.
>You just need to reward grouping - or penalize soloing, if you will.
>Otherwise, a very basic idea of the game is jeopardized. Those grey
mobs you
>see are the designers' way of punishing you for not completing a group
quest
>when it was suitable for you. Take your punishment like a man, or
stick to.
>The soloable quests, of which there are plenty. It's impossible to do
all
>quests in the game with one character anyway; you'll always level too
fast
>for that.
There are not as many soloable quests as groups ones and when you get
one its impossible to tell which is which. Plus you can get mixtures,
ie start out killing easily creatures but the last bit sends you up
against a named or mob which you have no chance doing.
Or how about unavoidable class quest that make tell you to kill
creatures you can't solo but because you hit a level cap you can't
level past and come back to then they are grey!
And what's there to stop a group doing solo quest? The game doesn't
stop a group killing red/solo creatures and getting exp and item but
stops solo players killing group mobs. Seems very biased an unfair to
me.
>Don't think that I don't know how you feel. It's in my nature to keep
to
>myself, and I solo a lot more than I group. However, because there's
so much
>in EQ2 that I cannot do on my own, I have to join up with others now
and
>then, and I have to admit that this is when the game shows its full
>potential. Sure, there has been nightmare groups that I wish I had
never
>met, but the best moments always come while grouping.
You have totally misunderstood me here. I would rather be in a group
then soloing. It safer and quicker but I don't often have much time
during the week. I can only play maybe an hour at a time and if you
spend the first half and hour finding a group that doesn't leave much
time to do anything.