katriell wrote:Ahh, the smell of ignorance in the morning.
Yes, this is Ryzom. There are more reasons to be part of a particular guild than simply "these people happen to have the same alignments as I do". Friends, management/leadership differences, recruitment style, roleplaying, quality of members, miscellaneous policies, et cetera. You're implying all of these factors are immaterial and also that guilds should recruit everything that appears to have a pulse.
Eh... I over-generalized. You're right. You do have to compromise in smaller groups if you want the same accomplishments as larger groups.
But you glossed over all my other points. Do you want it so that anyone can do the same task regardless of the size of their guild? I think that's part of the social dynamic that people should get used to in games as well as real life. I like how joining a guild in an MMORPG teaches you a little bit about real life social dynamics in some ways. If you're a secluded nerd like me, you could probably do with stuff like that.
I don't want a great equalizer that makes it so I don't have to try in order to succeed. That's unfulfilling.
zarozina wrote:Both of which are now pretty much obsolete in PR as things stand. There are no safe routes. The painstakingly learned paths through the Roots (yes, learning those IS a skill, recognised by anyone who has ever been trekked through PR by someone who knows them); the safe spots where you can rest up a minute and get your breath back. Now basically all defunct. All that experience and patience and DP froim exploring no longer worth the years it took ...
... it was an example of "informal skills", not an example of "what PR is all about".
Yeah, a different informal skill for a different area.
If all that investment is worthless, you're playing the wrong genre of game. Value in MMORPGs is all completely subjective. Anyone can just decide that everything is suddenly worthless, or everything is suddenly invaluable.
Translation: "Anyone who doesn't play the game the way I like to play it doesn't deserve to play"
Hmmm. I love you.
Thank you for putting words in my mouth.
It has less to do with my opinion and more to do with financial reasons. YOU DON'T RUN AN MMORPG for people to play solo! IT COSTS MONEY.
On top of that, playing alone on a game that's highly addictive is going to lead to more serious problems than less-addictive games that were designed to be played alone. MMORPGs are more addictive because they need to keep people playing month after month unlike an offline game.
This attitude that there is a playerbase that they are OBLIGATED to serve solo play to is incorrect. If they can do it easily without messing things up, then perhaps it's worth it to quell some complaining, but if they PANDER to it, they may change play behavior and make the model less viable.