110771-wildstar-needs-more-incentives-to-group-for-1-50-pve

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I love challenging group PvE and raiding. Its the reason I play MMO games.
 
Wildstar launched with some amazing group PvE and raid content and its the part of the game that stands out above other current titles in the genre. 
 
Why then is this great content behind a massive barrier of solo grinding? Grinding is fine by why SOLO grinding?
 
From lvl 1 up until the silver adventure stage of attunement, grouping simply isn't necessary and for almost all purposes its a waste of time in terms of progression.
 
Unless you  pvp the game really pigeon-holes you into solo questing to level most efficiently and raise factions for attunement.
 
Why such emphasis on solo questing in a mass multiplayer game?
 
The emphasis should be on the multiplayer gameplay which is Wildstar's greatest strength rather then the solo questing which is unanimously considered its greatest weakness.
 
The fastest way to level, get gear, faction and get to the point where your ready to raid should come from grouping.
 
Sure, give me the option to solo quest but when you make it more rewarding to solo then to group, then nobody groups and I have to just grind through the solo quests as a means to an end so that I can get to the parts of the game I really enjoy.
 
I feel if the Xp / faction rewards from normal dungeons, adventures and group quest mobs gave greater XP / loot / faction rewards to the point where they were more rewarding then soloing in terms of time spent, it would create a vastly better experience for the majority of players during the leveling process.
 
I post this as a new topic as I think this is a very common sentiment among players and I'd love to hear other peoples thoughts on this and other ways to encourage grouping for advancement prior to the silver adventure stage of attunement.
 	
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I rather enjoy the normal mode instances pre-50, but I actively seek out group content in every game I play.  I'm not one of those players concerned with how fast or efficiently I'm leveling.  That said, I can understand your concern here.
 
I don't think manipulating XP rates would really help because let's face it - leveling is pretty damn fast in Wildstar.  Giving more XP to people who group just means that they end up outleveling a bunch of the quest content they might want to do.  And if you were to slow down solo experience, people would scream bloody murder.
 
Maybe add more unique things that could be obtained via dungeons?   Better cash payouts?  I dunno, it's a good question.	
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			fix the mentor system; problem mostly solved. 	
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1) If you don't like to "grind a charcter" don't play an MMORPG.  There are FPS' etc. for people that just want to "end game".  So the game is NOT gated behind a 1-50 "solo grind wall".
2) There is no reason to make any group content "that compelling" because the VERY REASON you state as the game being a "solo grind until 50".
3) Some of use like to level characters because we like the RPG element of mmoRPG. :P
4) This argument is old and hackneyed ( nothing new to see here ).  This is not the first and won't be the last that "some one" has this "brilliant" idea. :P	
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			Dungeons have needed an exp boost for awhile, adventures provide better exp still from what I remember of doing vet adventures before I moved on to vet dungeons. Considering the spread of dungeons currently they need to at least give enhanced exp for people above the dungeon's level and that'd fix a lot of it.	
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There does need to be more group content as you level up to give you more opportunity to learn how to interact with other classes in a group setting (let healers start learning how to heal in a more relaxed, less intense atmosphere, let dps classes learn how to toe the line of threat without taking it from the tank, etc), and in some cases let the kids learn how to develop the social skills that their parents didn't teach them.  Stuff like being a jerk has consequences, and how to share and not be selfish/greedy.
 
1-50 mostly feels like a 40-60 hour console game rather than a MMO.  Aside from bounties, which people "group" for and then disband immediately after the kill - or instances which you may end up playing with people from other servers - the first real group content isn't until your mid-late 40s.  Refrigerator Raiders.
 
There needs to be a lot, lot more.	
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1) If you don't like to "grind a charcter" don't play an MMORPG.  There are FPS' etc. for people that just want to "end game".  So the game is NOT gated behind a 1-50 "solo grind wall".
2) There is no reason to make any group content "that compelling" because the VERY REASON you state as the game being a "solo grind until 50".
3) Some of use like to level characters because we like the RPG element of mmoRPG. :P
4) This argument is old and hackneyed ( nothing new to see here ).  This is not the first and won't be the last that "some one" has this "brilliant" idea. :P
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			I think an incentive of 'If you PUG a dungeon, you will be able to complete it' would be enough.	
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			But there's almost no reason to PUG a dungeon. I can craft the rewards.  And I can XP/Hr faster out of a group than in a dungeon. 	
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			I'd don't need incentive for group content.  I just need the disincentive for grouping current content to be gone.  If you're in a group (or not) then you should get full quest credit for each kill.  Not reduced because more than one person hit the mob.	
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I'd don't need incentive for group content.  I just need the disincentive for grouping current content to be gone.  If you're in a group (or not) then you should get full quest credit for each kill.  Not reduced because more than one person hit the mob.
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But, you can kill it in half the time, so shouldn't it give half the XP? It would be a real exploit if XP was the same in or out of a group. Everyone would level in packs.
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			Renown is good enough for me.	
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