Again, you're comparing your personal experience with a thought that you notice people gripe about. The first reasoning was so that people cooperated and the "wee woo" res spam. Now its the solo jrpg.
Bottom line here, this part of the content is your cup of tea and I respect that. But that cup of tea is also gonna burn people coming behind, who don't play like you, who maybe even don't like to play what you do. Dismissing them or gating them behind this just because "its probably not for them" would be a loss on any camp. This is how current risk vs reward is not helping the longevity of it.
This penalty is not about going solo, its about the reward structure tipped too much on one side because they want people to take time on this because there is no depth behind it. I like Eureka, and I appreciate the "wee woo" theme, but it won't last. Keeping something challenging also involves knowing that people will phase out, and those that stay behind should be able to keep it relevant or get there to retain it relevant.
Many people in the instance want the reward and not the experience. And I get that this kind of penalty is a way to keep the lazy people behind. But again, that doesn't help towards the longevity of this content.



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