Does easier content make for friendlier MMO communities?


A pretty WoW screenshot, being able to fly does give you a good choice for perspectives

It has become a truism in MMOs that behaviour in random pick up groups can be really atrocious. There will be elitist jerks urging everyone to gogogo, pulling extra packs of trash mobs themselves if they think the group isn’t moving fast enough, there will be people acting like idiots purely to annoy the rest of the group, there will be insults, aggression, rage quits,  intolerance towards newbies. It’s like a war out there, put on your kneepads and body armour before venturing into LFG!

It’s also widely held that smaller, more coherent communities tend to be nicer to each other. I’m not so sure this is always true, but guild groups certainly tend to be nicer and more successful because of being willing to work together.

And yet, while I’ve been running at least one heroic a day in WoW, and LFR raids every week too, I just haven’t seen much of the horrible behaviour that gives PUGs such a bad name. The worst I’ve really seen is people leaving the group mid-instance, possibly even mid-pull (which is bad behaviour, yes), and a bit of frustration on raid/party chat which is as often countered by people telling the speaker to chill. It isn’t just that I’m on a more chilled out RP server because LFG/LFR is cross server. Although the world boss groups (Sha of Anger et al) on my server have tended to be particularly chilled out and willing to welcome any warm body who is able to help, even when people are annoyed at being beaten to the pull by Alliance – which happens reasonably often because they outnumber us on the server.

So while it’s not possible to change human nature, I think PUGs have become nicer in MoP than they were in Cataclysm. While this isn’t great for having funny ‘it came from the PUG’ stories to relate in blog posts, it probably does mean that the player base in general is having more fun (where being in aggressive LFGs counts as less fun). The only factors I can put this down to are:

  • People who left because they didn’t like pandas were some of the really annoying folks so the game is nicer without them (I don’t really see why this would be the case but you never know)
  • The instances and LFR are generally easier in MoP and less dependent on every individual performing well. Easier content means that there’s less stress on a group. If people just settle down, chances are they’ll get through it in reasonable time.
  • Less odd trash pulls which need specific tactics (Shado-Pan excepted). If you are looking up instance tactics, they tend to focus on boss fights so making these the main content in instances means there is less for new players to learn.
  • The more hardcore players are still motivated to do regular LFG/ LFR for the tokens, but less gated by inexperienced/ bad players. ie. If you are a decent dps player, chances are you can pull a group through a heroic even if the other two dps get themselves locked out of fights, die in the fires, etc.

I also think Blizzard has done a good job of making the boss fights generally fun, even though the group difficulty is a bit lower. There’s lots of movement, add switching, things to dodge, and all the other stuff that generally switches games up from pure tank and spank fights.

But really, random groups need easier content to make up for the fact that they won’t have as much experience at working together, are less likely to communicate, and are likely to contain players of widely differing skill and experience levels. We’ve seen this in the GW2 dynamic events also – they’re easy, and there’s no group size limits, so any warm body is welcome. I am glad Blizzard have twigged this, because their group content is one of the strong points of WoW and making PUGs more fun for everyone (newbies and hardcore alike) is a huge win for the game.

Bashiok actually says as much on the official forums:

While you may go in with a ((random)) group and all learn something, that a specific mob needs to be CC’d, or a certain boss behavior to avoid a wipe, those lessons are more than likely out the window with the next group you’re matched with ((…)) and most people don’t want to spend every run waiting for everyone else to learn all those same lessons. That can just be a frustrating experience. So instead of trying to force a group of strangers to be so heavily coordinated (maybe even having to jump into voice chat) just to complete the first steps of progression, we reduce the complexity to a point where the random groups that are being put together can most of the time be successful without needing to be hyper-organized or educated on each pull. Instead, that organization is far more important for the organized content where random people aren’t matched together: normal and Heroic raids.

Do you think the WoW community has become more pleasant in PUGs in this expansion?