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Low latency game streaming technology tears down the barriers to gaming and gives you the control to decide how you play games and where you play them. This technology opens up possibilities for gamers that were never possible before. Our Discord Server has had a Find-Players channel where people meet up and play games together.

There have been several offshoot servers as well where people who meet via Parsec start a regular gaming group together. This inspired us to introduce an easier way to look for players in any game. It brings back the days of inviting a group of people over to your house, plopping down on the couch, and playing games together.

I dont put anyone on my friends list after only one positive interaction with them. I disagree with this. Group finders in WoW really killed all social activity in the game because I couldn't just guildhop without being known as "that guy". I also could not participate in the raiding scene the only worthwhile gameplay in that game when joining guilds just to meet new people.

I no longer have any friends from online games. As a result I play much less multiplayer games and thus my exposure to multiplayer communities is even less. I do think with the effort to appeal to players with only 20 minutes of free time a night games have focused too much on drop in drop out and the social element has suffered for it tremendously. This is great if you're a gamer with no time to game, but pretty shitty for those of us with more time but less social opportunities in other areas.

I have no idea what relation group finder and you being a guild hopper have.

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Being a guild hopper was always looked down upon, group finder has nothing to do with that. If you want to group with people on your server doing so with guilds is the best way to do that. I found joining the casual guilds and spending all my time on alts in those to be the most enjoyable part of the game. Having to swap over to my main to do the mandatory raid every week wasn't actually that pleasant because I didn't really like the people, but they were a necessary evil if I wanted to play challenging content.

I'm sorry to say this, but guild-hopping always got you labeled as "that guy. This is part of why guilds got so big back then and why older games had guild alliances, so you didn't have to worry about hopping around to play with your friends. Guild hopping still gets you that label.

It's very easy to find out whether an app is lying about their guild history and I have declined plenty of apps for being hoppers. My point was that I didn't need to guild hop before that update in order to actually meet the people on my server. Post update, that was the only thing I enjoyed doing, drifting from small guild to small guild on my alts. Well, the fact that you are guild hopping naturally cuts down on your social interaction. It takes time to find a good guild and just like in real life, friendship is an ongoing process.

A lot of people who quit WoW like to bemoan that group finders killed the community, but as someone who still plays and raids Mythic, I would say that it's done the opposite. Sure, LFR and dungeon queues do suffer from the problem you mentioned, but if you consistently pug raids and such you will tend to see the same people over the weeks. Also, Mythic is realm-locked so at the upper bracket of raiding a server community definitely forms.

I wasn't guild hopping. I was a PvE'er, and as such I picked a raiding guild and stuck to it. But in doing so I met so few people on my server. I don't think I met anybody, outside my guild, in any depth other than exchanging items and my occasional lending a hand with low level content. There was a real change between when looking for people required you speak to people on your server and when it required you click a button and be capable of pressing 1 and 2 for awhile as was enough to clear most dungons.

If you PvP'd in classic WoW you got to know not only the people you were playing with, you'd also get to know the people you were playing against. Once they made that cross-realm, you were lucky to recognise one or two people. I'm sure it's like living in a city vs. At some point the population just gets so big that even if you do recognise someone, the social dynamic of chatting with people you recognise just starts to disappear. The group finder for dungeons is not entirely bad raids is an entirely different story , let me go into detail.

You join a matchmaker, but the people in the group you can add to your friends list and talk to them outside of dungeons, or go back together and do things - it's fine with cross-realm. Matchmaking puts players together, but there is no reason for people to bother making friends outside of that. When they introduced matchmaking to dungeons and raids, they had to nerf the absolute shit out of them to be beatable by people who had zero accountability, zero responsibility - practically the lowest common denominator had to be able to beat them.

MATCHMAKING IS A DRAG - Kitty Powers Matchmaker Ep 1

Now I don't have to struggle as a DPS in trade chat or LFG chat to find people to bring me to a dungeon and constantly have to prove my worth to randoms who think I'm trash because I'm a rogue. However the fun part of the dungeons, them being challenging and taking effort is mostly gone and on top of that so is all the social interaction from finding a group of people who may work together well and end up playing together a bunch. You lose a sense of server community as well, since you don't get to sit in trade and hear stories about who ninja'd what or how bad X is 'cause they goofed.

I remember Illidan being a community for better or worse from Vanilla-WotLk.


There was familiar people, and usual shenanigans and what not. Now the only community I actually feel is within active guilds and that makes the game feel a heck of a lot lonelier than it should be, or what it was. Group Finder solved issues, but at the same time, it and mixed server stuff has killed a sense of community that servers had. Back in the day, you wanted a rogue in your group so he could sap things. Pulling a full room was very dangerous, so you'd want saps and traps and sheeps and so on. Choosing who to CC required coordination, which required chatting.

Once you started chatting about CC, it was natural to chat about other things:. Ok, I'll sap this dude here like Buzz Aldrin punched out that moon landing denier dude. Holy crap, that was hilarious. Buzz Aldrin is my hero.

Is matchmaking bringing an end to online gaming communities and clans? : Games

Mine too, he's from New Jersey like me. My cousin lives in Newark Now there's no need to chat so you don't end up forming those same friendships. In addition, you know the odds of ever seeing those people again are low so it's hardly worth the effort. It's also not really worth the effort to be patient or nice because people just take advantage of it and you rarely see them again. Now even trade chat is pretty quiet, and the people interacting in trade chat are mostly in their own garrisons. If you want accessible but challenging you are playing the wrong game, FFXIV doesn't or at least didn't scale their non hardcore raid content to be completed by sacks of bricks not sure what the HW content is like, because even though I've owned that expansion since a week after release I have yet to do anything in it, because Squeenix was like "You need to do a million quests to access any of the new content".

Ex Primals in group finder definitely aren't face roll even to this day. Like standing in bad, and can't be bothered to learn a long but not overly complex attack pattern, have fun getting skull fucked by Titan and pissing everyone else off. Do you like dicking around on Facebook and not paying attention as a healer during encounters, your Ifrit parties will love you as you constantly wipe them with searing wind and your inability to keep up with a rather demanding healer skill check. Their designed for casuals 24 person raids are way more difficult than the equivalent fare in WoW, in that you shit still hits hard, and while every mistake isn't punished with a wipe, it can get pretty tense if you are in a group where most of the players aren't at least making an attempt to carry their own weight.

They added the friends list shortly before I quit for good. I can see how it may have helped, but it wasn't a great fix. Thus, there wasn't a lot of friending going around between servers because the playtimes didn't match up that well. There was also probably an element of "well, there's still no incentive for me to talk so I won't" going on before I left that would have gradually gotten better as the community became more in touch with the battlegroup as a whole.

I didn't much care for the difficulty.

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When I left the only smaller dungeons that were difficult for the intended level were the burning crusade dungeons. I enjoyed them, but had gotten used to 5 man content being a chore rather than a strategy. The dungeons were faceroll easy before the LFG tool was implemented, because the two were part of the same development ethos - make it accessible at all costs - but were otherwise unrelated.

They designed raids to be easy, unless you wanted challenge at which point they started designing them with hard mode in mind. The average player could never face roll TBC heroics because you need good raid gear for that style, and it wasn't handed on a platter like today's game. I miss the group play of DAoC. Loved doing the open world dungeons with parties or heading to one such place to find others and join them. Social games are a thing of the past, I am dubiously hopeful for Crowfall I guess but that is about it.

Remember back in the day where people would watch paint dry together for hours on end and become friends? I find this thread hilarious considering one of the largest complaints about Destiny is that it has no matchmaking for end game activities because Bungie wanted communities to form outside of the game for it I think it's certainly possible to significantly decrease the amount of clans and communities by doing certain things.

Imagine the same with CSGO. One of the big things that has made almost impossible to make communities is not providing enough options to server hosts. Dedicated servers also help in making better communities. Modding and just automatic content synchronization, like CS has done for years, also helps to further personalize your server and provide better environment for members. GO didn't have a server browser, imagine it didn't have a server browser. Why is it that devs refuse to put server browsers into console and now PC games?

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In this case, it's likely because the new Battlefront is targeted as a more "casual" game I almost want to say "movie tie-in", but it looks more polished than that. For games targeted towards a core audience eg. Battlefield 4 you often see server browsers on PC and sometimes even on consoles. My guess is that it's an ease of use thing. Most players don't know what ping is, and even if they did, they might get frustrated if they chose a lobby and it told them that it filled up by the time they tried to join.

Matchmaking will also put them in a fair match against people of their own skill level, so it's less likely that one player will just dominate a match. Also, having the "find match" button allows them to just go on auto pilot until the match starts. I don't think EA cares about making truly excellent games anymore.

Everything they make is just good enough. Many franchises were ruined this way. I think it's more that what we consider a "truly excellent" game is not what sells. Developers, shockingly enough, want their game to sell and to be played. It's not just a money thing entirely either, when you pour thousands of hours into your job, you want it to be appreciated as much as possible. I find I have to actively seek out good players in the games I see, and reach out to them and send them an invite. The main problem I have these days is that the best set of online friends I have was from COD BLOPS II, and unfortunately apart from that game, I never seem to be able to organise us into anything else, everyone likes different things.

I do sort of get your point, but before the likes of Steam, I never made an online friend in a game of TFC or anything because it was just so hard to see people regularly. I don't really have an answer for you, and this may have went off track, but didn't feel it was right not to comment. There is nothing quite like small gaming communities with their own distinct set of rules. Some players will complain about censorship and what not, but all those different gaming communities allowed for people to find a place that they enjoyed playing at.

When you play on a server with good admins who take the time to kick and ban toxic players, it's really nice. I've played CS and TF2 for so many years because of good moderation. When you lose that moderation, you get a toxic environment that some of us don't feel like dealing with. I don't think that matchmaking is the culprit in the decline of the small gaming communities if there is one.

I ran a clan for a few years, and the introduction of matchmaking to TF2 didn't give us any problem. If anything, it increased our server population. Some players would come back and it would help us maintain a regular player base. Not being able to run our own servers would have been the real problem. Our community was nothing without moderation. Returning players stayed with our group because they liked having a friendly place to play at with and no one to yell at them. We dealt with cheaters and griefers promptly on the spot as we always had an admin in game.

Running a small community for gamers is just so much work. Back then, you needed a forum, a web site, a TeamSpeak or other server. Then you needed your gaming servers. You had to recruit players. You had to get money to pay for the servers. These days, anyone can make a group through Steam and have a forum there. I think there's less of a need for a centralized community to hold it all together, and it's probably what is killing the "old way".

I guess you stopped playing TF2, because all the community servers are dead now. The original matchmaking system was abused by a few bad apples with a lot of really shitty servers servers premium cheats, ads, and shitty settings in general that clogged the matchmaking system. Valve gave up trying to filter them and switched Quick Play to only send players to Valve servers. Since most players just use Quick Play, it became impossible to run a community server any more. I had no idea things went that way. Well, look at MMOs and you know the answer. Especially WoW is a prime example here, since it shows how the social component changed over the years while they implemented more and more automatic matchmaking.

I think for many of us older gamers who played online through the '00s, this is the biggest thing missing from new games. I still fucking remember my regular servers from CS 1. At peak times it was basically all regulars and you had to wait a good bit to get a slot. Before Dota 2 we played that shit on WC3 custom games, eventually you came to know certain hosts and players and look to play with them. My WoW raid group literally disbanded when raid finder came out.

Man even in a shitty little RPG called Tibia, the best thing about it was the community feeling, the server divided into 2 sets of guilds constantly warring. I wish someone would go old school and make a game that made it a point to try to recapture that style, maybe it wouldn't be the most financially successful but people would love it. You are right to some degree. I noticed I play competitive games mostl with peeps I already know for a long while.

I am kinda done with competitive games. Is it just because of matchmaking? I doubt its only about matchmaking but it certainly adds an unnecessary element of obstruction. The only thing that keeps me coming back to a game is the community. I played UT04 for years and years because there was a set of servers that I was a regular on and I got to know all the other regulars.

Getting on after work and having a set of people say hey as they all recognize you is just a great feeling. Then all the other regulars slowly get on, chatting starts, and it's a total blast. I really miss it. Nowadays I've noticed that even on dedicated servers there's just so much silence. Sounds alot like playing games to be social vs playing games to play games. I guess the group who only cares about the game is winning.

But I'm not sure if that is so bad. The people wo care more about socializing have always been a vocal minority. MMO's are a good example. The leveltime and solo questing in wow was bemoaned from the begining. Yet those were exactly the features that drew the most players into the game in the first place. I think there was, at least in my opinion, maybe not on PC but there were 3 years on Xbox live when there was no party chat so people were always talking, people might look back and say it was obnoxious but it seems so dead now with everyone in party chat.

While it might not be related to matchmaking, I think everyone being insulated in their own worlds of skype and private chat there is less of a community. You don't remember being on that one server that always had a nice ping for you, and suddenly someone calls you out by name. You don't remember realizing there are a handful of people on the game the same time you are every day, doing the same thing?

There certainly was a golden age. It's why my friends lists used to be full. It's why I haven't made a lasting friendship in an online game in over 8 years, but I still talk to some of those people from the golden age every. That is, there was a golden age for me at least But it all comes down to why you play the game. As it turns out, most people just want to play the game as efficiently as possible and don't really care about making friends with strangers online.

I miss that community a lot and I'd play with them again but most of them have probably moved on or something. This was back when we used X-Fire to communicate because Steam Friends never worked.

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  • I have no idea if any of them still play video games but I'm sure they do, but I don't feel like I'd ever come across a community like that again. I don't play a game long enough to see that making friends is useful frankly. Good MMO though, actually got to max level without going through the emotions of "Fuck this, i'ma go play something else"; first time in any MMO at max level.

    I was spamming LFG messages, because that's what dominated the chat along with the regular stuff like raids, guild ads and trade messages. Thank god for the dungeon finder, because at least those messages are now gone for the most part and the chat can be used for more social things, which isn't happening anyway. Uh yes there was. MechWarrior thrived on having leagues full of clans, houses, mercs, etc. Entire galaxtic economies revolved around the player created groups, who they chose to attack, how they spent their money, and how they performed in battle.

    You were just killed piloting an Atlas? Grats, you just cost your house a million credits now that they have to replace it. In clan smoke jaguar and you are defending a factory against jade falcon?

    Your entire clans weekly income just took a hit. I'd wager that the absolute majority of clans in the old days were people who knew each other in real life. In that regard not much has changed. Just the fact that we don't call ourselves clans anymore. In shooters you were usually free to play on whatever server you wanted as long as you didn't kill an admin.


    Matchmaking (video games)

    If you did, you were obviously cheating and they banned you. However, when there was a real cheater, the kind that just killed the entire team in their spawn in a second, you could never get an admin to help. For almost any Warcraft 3 mod there was a small community where everyone knew each other. Anyone who didn't have at least a dozen hours of experience in said mod was a feeder and needed to be kicked. Maybe, but you can always add people you played with and liked and then invite them to the next game. This could lead to teams or groups being formed this way,.

    I think part of the issue has to do with consoles. Many multiplayer games are being ported from consoles and are primarily published by large console-focused companies like EA, Activision, Ubisoft etc. PC is not the first priority for them and it is probably not worth it for them to invest time into making different features for the pc ports.