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  1. #17
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    Join Date
    May 2022
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    172
    Quote Originally Posted by IdowhatIwant View Post
    I just think it sounds very illogical to play a game who's genre contains the word multiplayer in it, and expect, demand, or want an entire single player experience or for the developers to cater to a single player experience. It would be like playing a FPS game, with the expectation and demand that there will not be any weapons used to shoot things.
    If said FPS game ends up increasingly having more and more people who prefer to play with melee only weapons instead of guns maybe it is time to start asking yourself why it attracts more of such players and less gun focused players, cuz something is going on there.

    Unless of course you want to ignore reality to follow some old outdated strict word definition their school/parents taught them.

    Like I said, many of us enjoy mmorpgs with a solo mindset for many reasons, one of the most important being "numbers go up" meaning max gear is wanted because that is a way for "numbers go up" and that is fun, seeing yourself do better than others is fun, that requires others to exist, but does not require me to interact with them.

    Quote Originally Posted by Moonsprite View Post
    I don’t want them to take away my raids, trials, relic groups because solo players feel forced to group
    And this is where the solution is extremely simple yet players make it hard.
    Give solo players a gradual difficulty solo designed deep dungeon where at the near max floors you get savage tomes and unique titles or anything similar really.

    The solution is very simple, it gives everyone a path to max gear, yet players, typically raiders complain about how that devalues their speshiul raid gear or that they ll be forced to do the deep dungeon too which makes the easy solution suddenly hard.
    Now they could make the savage tomes drop only once per week so you either get it from raid or the deep dungeon but never both, but this doesnt stop the raiders crying about how their gear is not as special anymore cuz "dirty solo players" can get it too which is a player created problem.
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    Last edited by Ralphe2449; 05-09-2022 at 12:27 PM.
    The tryhard elitist is the person who is going to finish their 5 pieces on this created to be beaten """"challenge"""" and then complaint that the baby, slower or less dexterous person are a problem which not only is toxic but indirectly implies that doing this basic created to be beaten task faster is an """achievement""" of """great skill""" which helps to falsely boost the elitist's self worth as that is their true motive, if challenge was truly their desire they would relish in the chance to do more than the rest.
    The healthy person on the other hand will either let people finish their part or assist them for their self worth does not depend on solving basic puzzles created to be beaten, aka as a video game.