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Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
I feel like the community is going to be the biggest part of a game like this and if the community gets bored and leaves the game kinda loses it’s purpose too.
[/quote]
You have have a middle ground as long as you make it so that there is no mindless game play and content is not a short 2 week thing people see. With the game focused on open world PVP having their game play will kill the game because like you have now you have PVEers bitching they want a PVE server that will defeat the whole purpose of the game.
I brought this up in a discussion on our guild forum and ill quote myself in a post i made.....because it fits this discussion and i dont feel like retyping it.
My quote:
In this new day and age, its not just another mmo trying to revolutionize itself as the new platform of all mmo's. Its the players that have changed over the past several years and speeds of their entitlement going into overdrive thats the issue. Remember how long it used to take to get a character to level cap? Remember how long it used to take to gear a character? These achievements take just a few weeks now in just about every mmo out there. Thats the part that needs to be changed while at the same time finding that delicate balance between speed and continued engagement to the game.
End quote.
So as you see im in agreement with keeping this game a bit more difficult than the norm.....but without chasing off the folks that may not be accustomed to that type game play. Balance will be very important.
Recent MMOs difficulty level seems to entropy over time. Anybody have a take on that and can offer a reasonable solution?
Love to hear from Dygz again here. I'm betting he can put my words more eloquently again!
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/difficulty-hardmode/page/2/#post-16868" rel="nofollow">Dygz wrote:</a></div>
AoC doesn’t really need a hardmode because quite a bit of the challenge will come from diplomatic/political relationships with other players.
</blockquote>
^This
The most dynamic thing in any MMO I’ve played has always been the interaction between players. Bosses come and go, quests get completed, the dungeon will respawn and the same adventures happen over and over. That stagnation becomes commonplace as individuals attempt to get that one sweet drop from the boss.
There can be those things in AoC, that seems fine. What would truly be interesting is the reliance of players on each other. The alchemist that doesn’t have the combat skill to gather his own regents to create his illustrious and high priced potions. He could use his money from those high priced potions to fund those with fighting skills to gather more regents for him. He could use those funds to hire a farmer to grow them for him. The adventurers and farmers could use the money they gained from the alchemist to buy stronger weapons, or a bigger plow. A plow the farmer can’t make on his own, but a blacksmith could. That blacksmith knowns a guy in a nearby village with the iron he needs because that player in the other town has a good enough mining skill to gather those metals. Those metals are heavy though, and need to be transported by caravan… better hire some guards too, bandit and rogue players can’t mine, but they will steal your steel. Well now those bandits are flagged, and the adventurers go on a hunt for them and the missing metal. They kill the bandits and recover the metal and the blacksmith is able to make his weapons for the adventurers as well as the plow for that farmer. The alchemist gets his regents and creates his potions, granting the adventurers with a few as well.
Alchemist profits, Farmer profits, Adventurers profit, Blacksmith profits, Miner profits, Caravaneer profits, Caravan Guards profits, Thieves… well they almost profit in this scenario.
All this dynamic takes place in the world where there are still mobs, quests, dungeons, bosses, nodes, metropoli, villages, loot, rare mobs, raids, and the most notorious of all… other players.
[/quote]
Sorry. Had to clap that one. Well said sir!
Recent MMOs difficulty level seems to entropy over time. Anybody have a take on that and can offer a reasonable solution?
Love to hear from Dygz again here. I’m betting he can put my words more eloquently again!
[/quote]
For me you use attribute/skill point as a form of currency for progression.
You use them to fine tune your attributes.
You use them to unlock any skills in your preferred order to suit you preferred playstyle.
That means as long as there is a vast array of skills to unlock and level up, you always have endless learning and levelling and adventuring to do.
That means as soon as you have enough skills to fill you toolbar, you are also competitive.
No adventuring no attribute/skill points.
Thus you are on an infinite journey of adventure, learning and discovery.
All the time experimenting with your build. Trying to perfect it. Throwing away old skills you didn't like and trying new ones.
Then there is a multitude of 'tuned' 'targeted' gear to find. Not all powerful but situational.
Maybe even biome specific gear that must be used at the right time in the right place by the right people.
Highly focused and specific sets that may or may not work with your current preferred style.
Do you find another set, or do you find, swap out, trainup and try alternative skills ?
I see content as the journey on a path of eternal personal development and change.
An endless adventure of personal discovery to try and perfect yourself in your own style.
Carve your own identity among a realm of a million others.
That means dungeons are a shared journey that a group people decide to travel together....not a compulsory job caught in a time loop.
That's the way I see it anyway.
Difficulty is relative to both the build and the player ability.
I think the main point is to work with each other to survive.
The bigger the adversary, the harder the task.
Some of my fellow jounreyors will be worse than me, that's fine.
Some of my fellow jounreyors will be better than me, that's fine.
What matters is having fun together and sharing the moment.
We have lost that.
The main reason for me for adversary is that it builds true comradery. Not something where you only party with people because their your friends that your trying to power level, but something out of necessity to grow and advance in the game. You find friends through hardship and build trust over countless hours of adventuring. When you build a guild, there's loyalty.
Games that are too easy feel like solo games. You feel disconnected from the community, no one wants to party together. Everyone would rather solo/duo content than split loot with members. What's the point in a MMO game if you solo everything late game?
The main reason for me for adversary is that it builds true comradery. Not something where you only party with people because their your friends that your trying to power level, but something out of necessity to grow and advance in the game. You find friends through hardship and build trust over countless hours of adventuring. When you build a guild, there’s loyalty.
Games that are too easy feel like solo games. You feel disconnected from the community, no one wants to party together. Everyone would rather solo/duo content than split loot with members. What’s the point in a MMO game if you solo everything late game?
[/quote]
Why would you want to group if you were constantly picked on ?
Modern players have no respect for each other.
Solo players is not the problem.
The reason they prefer to play solo is.
I brought this up in a discussion on our guild forum and ill quote myself in a post i made…..because it fits this discussion and i dont feel like retyping it.
My quote:
In this new day and age, its not just another mmo trying to revolutionize itself as the new platform of all mmo’s. Its the players that have changed over the past several years and speeds of their entitlement going into overdrive thats the issue. Remember how long it used to take to get a character to level cap? Remember how long it used to take to gear a character? These achievements take just a few weeks now in just about every mmo out there. Thats the part that needs to be changed while at the same time finding that delicate balance between speed and continued engagement to the game.
End quote.
So as you see im in agreement with keeping this game a bit more difficult than the norm…..but without chasing off the folks that may not be accustomed to that type game play. Balance will be very important.
[/quote]
I agree and you cannot keep subscriptions up without having the need to do other things than just raiding. This is why Themepark MMORPGs are not doing well right now. Because people rush to end game and then raid and do other things. After a while they dont want to have a sub just to raid a few days a week. We need to break this mold and the only way is to have tough slower content the entire way through. Players need to accept a longer view of the game and not a short term rush anymore.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/difficulty-hardmode/page/3/#post-17129" rel="nofollow">Shirikuryu wrote:</a></div>
I wish for this game to be hard too. Hard enough that you are forced to find a party to hunt and do quest (in an efficient manner). Otherwise if you decide to solo, it will be very difficult and you will have to either spend alot of time or spend alot on potions (which would be costly and make the questing inefficient).
The main reason for me for adversary is that it builds true comradery. Not something where you only party with people because their your friends that your trying to power level, but something out of necessity to grow and advance in the game. You find friends through hardship and build trust over countless hours of adventuring. When you build a guild, there’s loyalty.
Games that are too easy feel like solo games. You feel disconnected from the community, no one wants to party together. Everyone would rather solo/duo content than split loot with members. What’s the point in a MMO game if you solo everything late game?
</blockquote>
Why would you want to group if you were constantly picked on ?
Modern players have no respect for each other.
Solo players is not the problem.
The reason they prefer to play solo is.
[/quote]
Rune,
The developers already said they dont want a Massive Single Player game. The REASON why players today treat each other like dog shit is because you have tools like LFD/LFR and it allows for players to be ass holes because they will never see you again. The days before instant gratification tools people who were asshats on your server were known. That does not mean you never came by them BUT if you paid attention to the community you would know who were asshats and you avoided them. But today everyone is an asshat because they dont need you because a tool groups them with people and they will never see you again.
If you needed me as a crafter do you think I would treat you like an asshat like today's players do or do you think I would treat you with respect? I would be respecting you, I would be talking with you. I would because I need you to buy my stuff that I made or I would have wasted my time for nothing just because I want to treat you badly. Also you would likely treat me better because I am the one making the gear for you and someone you will need to come to for more gear later and repairs. Today that does not happen, you have 15 minute dungeon runs with players you will never see again. That is why Grouping is a massive issue today.
That is why they have no respect for one another and I can tell you, most will come here see that they will get no where with that attitude and either A) adept and get use to respecting other players even with people that disagree with. B) Go back to playing WOW and keep being AssHats Both are viable options and most people who support this game want players that will respect each other for the most part and B for WOW players to stay in WOW.
Soooo +1
Soooo +1
[/quote]
LFD\LFR is exactly why I dont play WOW anymore. The community has been toxic since these tools came on the scene. Honestly I wouldnt be playing FFXIV right now if it was not for my group of friends that we run dungeons together and do not need the Duty Finder. If it was not for them I would be playing single player games because these tools created the asshat community and I have no problem using that term because it is really bad now a days because these tools.
Helzbelz says that the PvP code is intricately intertwined throughout the codebase such that it would take the devs about 20 months to create a sever with PvP combat shut off. If that's the case, then that no PvE server is pretty much a done deal.
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I'm an actor/singer/dancer.
I got turned on to D&D back in high school by other members of our Shakespeare Troupe.
I had already been an avid fantasy and sci-fi reader for over a decade, so playing out fantasy adventures with my friends was a blast.
I play RPGs because I want to feel like I'm living out the adventures of a fantasy novel. Preferably with a happy ending. With the heroes surviving to adventure through a trilogy of stories...or more.
I love acting through the roleplay. I'm not really interested in the game aspects that provide challenge. I'm not interested in deciphering puzzles. I just want to move through the story as if I'm acting out scripted play.
When I moved to LA after college, I knew I wanted to have video games as my day job. I was hoping to learn enough about game design to design an online game for Vampire the Masquerade. I ended up as a producer rather than a designer, but by chance I did actually end up working on the Vampire video games.
While working Activision, one of my pals, Jens Anderson (Spytle) told me I had to play EverQuest (even though I'd been avoiding UO like the plague because all everyone at work talked about was ganking each other). I was instantly hooked.
It truly felt like I was in 3D Tolkien novel.
Yeah, I was pissed when a group of my fellow halflings ganked a dark elf who'd braved the wilds of enemy territory to brings us newbies free loot! "Stop! He's our friend!" "Shut up! This is a race war server! We're RPing. All dark elves are KOS!"
One of my favorite moments was when I was healing a group of adventures medding just inside the city gates. I felt so proud having completed my charity of the day, helping my fellow players. I turned around to head back out to adveture and bumped into some knobby knees. "Oh! Who is this??!!??" I thought as I panned up, up, up... It was a fricking Minotaur!! And he one-shotted me flat.
Aparently, he'd been chasing after that band of adveturers I'd just healed. They had trained him to the city gates. LMAO
There were lots of annoying time sinks and crytic quests that were just too challenging to interest me. but, i had tons of fun exploring the world and playing new races and classes. Even at the relatively low levels. Corpse runs sucked. I was often working during European time so, I didn't have a lot of time to play with my friends - which was fine. I loved soloing.
Took me several more years, when I was playing WoW with co-workers for me to catch a hint of why I mostly solo.
First and foremost, I am an Explorer... and I'm a carebear. I just want to explore as much as possible. I don't really care about kiling or uber loot. I want to look unique. And if that means my character only upgrades leg armor when kilts are available, I am fine to spend many levels with subpar gear. In that sense, I make my own hardmode. Acting out the personality quirks of my character is more important that being efficient at combat. But, most of my co-workers were obsessed with being as efficient as possible about cleaning out the mobs of a zone and moving on to the next challenge. It was all about the game; they couldn't care less about acting out their characters. And they certainly weren't interested in dealing with negative quirks, rather it was all about maximizing the perks. Also... since I'm an explorer, I really don't have the patience to camp for hours while waiting for a raid to form or a boss to pop.
What caused me to quit playing EQ, EQ2 and WoW? Whenever I'd hit a hell level where there was nothing to do except bang on the same blue or green mob as the meager xp trickled in drop by drop. To tedious for me to wait for the next ding. I'm done.
And then I'd revisit some other MMO, like AO. And return to EQ2 or WoW whenever the gameplay got nerfed enough for me to hit a few more levels. But, I would still frequently find myself thinking, "OK, I've finished all the quests for my level. What else is there left for me to do? I want to do something other than beat on these single mobs."
I finally leveled to max with Cataclysm - my favorite expansion, where I truly felt like a Druid after healing Hyjal from its blazing agony. Although, I also cringed in abject horror through the most diabolic quest ever contrived as I was forced to steamroll over 250 screaming goblins. Sometimes backing up over them to make sure they were squished! *ick*
I pre-ordered Pandaria, but it's still on my shelf unopened. I realized that I was kinda done playing through the World of Warcraft for 3 months and then waiting for 12-18 months for new content. I wanted to ever quest...through new content.
But what we get is endless endgame. Dailies and raids are like being forced to read the last chapter of the same book every night for 12 months. How is that fun??? There is no compelling reward for that. Especially not, "Yay! I can look exactly like everyone else in my class!" *facepalm*
The problem with MMORPGs is not racing to endgame. We race through a great novel. We binge watch a great Netflix show.
If an MMORPG as a story that hooks me, yeah, I'm gonna race through the story.
No, the problem with MMORPGs is that there is an endgame rather than an ever quest.
So, we have to find ways to have to have ever quests. New quests; not repeatable quests.
And I'm sorry, but know players are not "content" for me to bang on. Players should be friends I want to hang with; not people I want to kill. I'm a hippy, peacenik carebear.
After playing NWO right after finishing the beta for the 1st module, I realized I was probably done playing MMORPGs.
No longer interested in WoW expansions or NWO expansions. There would have to be a WoW 2.0. That has revolutionary design beyond what an expansion could provide.
And has I did a cursory search for EQ, stumbled upon the announcement for EQNext. Which outlined what I'd been thinking I needed without really knowing what I needed.
Procedurally generated content... and Storybricks style AI.
I backed Ashes of Creation because it's the closest design to EQNext that I've seen in the past year.
Procedurally generated content and the nodes acting somewhat like Storybricks. Building contstruction and destruction
Also, the design is chock full of PvP conflict. To me, it's the PvP conflict that keeps the drama flowing.
Not whether the players actually kill other players.
As I said earlier in this thread, I think, the city politics should also create dynamic change.
We can't really race through the content of AoC if it truly takes months for a Metropolis to be built.
If we spend months getting a fast travel network built, we're not going to quit playing after using it for just a week.
Plus there will be 4 other Metropolises to visit. Assuming they get completed around the same time as our home city.
If they haven't been completed, I expect I will want to help complete them. And at the same time I'll probably want to make sure my home city is not destroyed since i already invested months building it.
And then I'm going to want to participate in some sieges... which can take weeks just to set up, let alone complete them.
I'm a casual carebear. I'm not looking for a hardmode. I'm looking for casual fun/hardcore time.
I think AoC will provide me with more than 12 months of fun right out the gate - if the devs are able to release the features in the game design.
If I blow up a bridge, that impacts the world without getting an automatic reset a couple hours later.
That is the revolutionary change building construction and destruction; not PvP combat.
The PvP combat is just a byproduct, in my view. it's not essential. Churning through the PvP conflict drives story drama.
But, I'm find no thrill in PvP combat, so that's not my thing.
If PvP combat is what you need for hardmode... OK.
For me the fun will come from the stories that flow from progressing the nodes. Building cities and blowing stuff up occasionally. Exploring the cultures and abilities of our characters. Experimenting with the benefits provided by our Artisan goods, etc. The procedurally generated quests and the quests we players can devise, like, "Hey let's go blow up that bridge" or "Let's see if we can disable the fast travel..."
That's what will keep me playing for months and possibly years.
Sorry, I know y'all already wore out from my last diatribe, but...
Traditionally, I mostly solo.
With the advent of social media, I group way more often. I typically don't respond to calls for help from strangers.
Especially, not from strangers who try to group with me from a distance. I'm all about the RP, so if you're wanting to group with me in game, you at least have to introduce yourself. Preferably in character.
But, I'll usually drop what I'm doing to respond to calls from help from my social media friends.
In years past that was via twitter and skype. More recently it's been via discord and twitch.
[quote]The main reason for me for adversary is that it builds true comradery. Not something where you only party with people because their your friends that your trying to power level, but something out of necessity to grow and advance in the game. You find friends through hardship and build trust over countless hours of adventuring. When you build a guild, there’s loyalty.[/quote]
For me, grouping...especially with strangers...foments animosity and rage ; not camaraderie.
People with different playstyles who group together are not likely to form close bonds or loyalty.
My bartle score is Explorer 87%; Socializer 73%; Achiever 47%; Killer 0%.
Most people have much more interest in killing stuff than I do. We can imagine that to be even more true in a game where PvP combat is supposedly core gameplay.
For me, community and loyalty is built via social media and then I group with the people I hang out with.
Simply because we like hanging out together; not because we're forced to hang out together.
[quote]Games that are too easy feel like solo games. You feel disconnected from the community, no one wants to party together. Everyone would rather solo/duo content than split loot with members. What’s the point in a MMO game if you solo everything late game.[/quote]
lmao. Well, as you might be able to tell by my time on these forums, I am almost never disconnected from the MMORPG community.
I constantly have conversations running through skype and discord for several MMORPGs. In addition to streaming podcasts and watching others stream. That's even more the case if I'm actually playing an MMORPG. Even if I'm playing solo, I'll be in constant communication with other players... and frequently that means that we will travel in game to socialize with each other for a while, even if we don't group to complete a quest. People who are Killer/Achievers seem to think that the only reasons to socialize in an MMORPG is to kill stuff or trade. Socializers and explorers love to meet up in game just to talk or party or check out new house decorations or new pets or new costumes. The point of a multiplayer online RPG is to have fun playing the role of your character with other players. You can do that without grouping in order to complete a quest.
That being said, while there should be stuff to do in the game that we can solo - of course there should also be stuff to do that requires a group. I should be able to stealth my way through a castle solo, doing recon and disarming traps... that is the role of a rogue. If there is a quest to kill everyone in a castle, that should require a group. Not because it's "hard", but because it should take a group to defeat a large group of people.
Also, if I'm going to try to stealth my way through a Thieves Guild, it would be cool for that to require a group of rogues. We should expect any traps there will be more challenging than commonly found and would likely require several well trained rogues to safely disarm them all.
Personally, I've been waiting for an MMORPG to come along that requires two or more mages or bards working together to open magically sealed doors. Not because it's "too hard" to solo, but rather because it's not solo content.
And we should have other types of obstacles that require a combo of classes to overcome the challenge... that is more than simply killing the boss.
MMORPGs are way too focused on killing stuff.
Of course, my Barte score has a Kill rating of 0% so no surprise I would think that.
(And, yeah, we gotta have hardcore content for the hardcore players, naturally.)
(Great post)
For me, grouping...especially with strangers...foments animosity and rage ; not camaraderie.
People with different playstyles who group together are not likely to form close bonds or loyalty.
My bartle score is Explorer 87%; Socializer 73%; Achiever 47%; Killer 0%.
Most people have much more interest in killing stuff than I do. We can imagine that to be even more true in a game where PvP combat is supposedly core gameplay.
For me, community and loyalty is built via social media and then I group with the people I hang out with.
Simply because we like hanging out together; not because we're forced to hang out together.
[quote]Games that are too easy feel like solo games. You feel disconnected from the community, no one wants to party together. Everyone would rather solo/duo content than split loot with members. What’s the point in a MMO game if you solo everything late game.[/quote]
lmao. Well, as you might be able to tell by my time on these forums, I am almost never disconnected from the MMORPG community.
I constantly have conversations running through skype and discord for several MMORPGs. In addition to streaming podcasts and watching others stream. That's even more the case if I'm actually playing an MMORPG. Even if I'm playing solo, I'll be in constant communication with other players... and frequently that means that we will travel in game to socialize with each other for a while, even if we don't group to complete a quest. People who are Killer/Achievers seem to think that the only reasons to socialize in an MMORPG is to kill stuff or trade. Socializers and explorers love to meet up in game just to talk or party or check out new house decorations or new pets or new costumes. The point of a multiplayer online RPG is to have fun playing the role of your character with other players. You can do that without grouping in order to complete a quest.
That being said, while there should be stuff to do in the game that we can solo - of course there should also be stuff to do that requires a group. I should be able to stealth my way through a castle solo, doing recon and disarming traps... that is the role of a rogue. If there is a quest to kill everyone in a castle, that should require a group. Not because it's "hard", but because it should take a group to defeat a large group of people.
Also, if I'm going to try to stealth my way through a Thieves Guild, it would be cool for that to require a group of rogues. We should expect any traps there will be more challenging than commonly found and would likely require several well trained rogues to safely disarm them all.
Personally, I've been waiting for an MMORPG to come along that requires two or more mages or bards working together to open magically sealed doors. Not because it's "too hard" to solo, but rather because it's not solo content.
And we should have other types of obstacles that require a combo of classes to overcome the challenge... that is more than simply killing the boss.
MMORPGs are way too focused on killing stuff.
Of course, my Barte score has a Kill rating of 0% so no surprise I would think that.
(And, yeah, we gotta have hardcore content for the hardcore players, naturally.)
This is cool, never even heard of this test. So I went ahead and took it!
73% socializer, 53% explorer, 40% achiever, 33% killer was my results.
Sounds about right to me. I'm not too into PvP but I do like groups and seeing new areas, quests, and content in general. I suppose that's why I wander away from WoW after I've cleared up the content and go play other games. I love your guys feedback on this btw you're a group of amazing, thought provoking folks here.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/difficulty-hardmode/page/3/#post-17135" rel="nofollow">Rune_Relic wrote:</a></div>
<blockquote>
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/difficulty-hardmode/page/3/#post-17129" rel="nofollow">Shirikuryu wrote:</a></div>
I wish for this game to be hard too. Hard enough that you are forced to find a party to hunt and do quest (in an efficient manner). Otherwise if you decide to solo, it will be very difficult and you will have to either spend alot of time or spend alot on potions (which would be costly and make the questing inefficient).
The main reason for me for adversary is that it builds true comradery. Not something where you only party with people because their your friends that your trying to power level, but something out of necessity to grow and advance in the game. You find friends through hardship and build trust over countless hours of adventuring. When you build a guild, there’s loyalty.
Games that are too easy feel like solo games. You feel disconnected from the community, no one wants to party together. Everyone would rather solo/duo content than split loot with members. What’s the point in a MMO game if you solo everything late game?
</blockquote>
Why would you want to group if you were constantly picked on ?
Modern players have no respect for each other.
Solo players is not the problem.
The reason they prefer to play solo is.
</blockquote>
Rune,
The developers already said they dont want a Massive Single Player game. The REASON why players today treat each other like dog shit is because you have tools like LFD/LFR and it allows for players to be ass holes because they will never see you again. The days before instant gratification tools people who were asshats on your server were known. That does not mean you never came by them BUT if you paid attention to the community you would know who were asshats and you avoided them. But today everyone is an asshat because they dont need you because a tool groups them with people and they will never see you again.
If you needed me as a crafter do you think I would treat you like an asshat like today’s players do or do you think I would treat you with respect? I would be respecting you, I would be talking with you. I would because I need you to buy my stuff that I made or I would have wasted my time for nothing just because I want to treat you badly. Also you would likely treat me better because I am the one making the gear for you and someone you will need to come to for more gear later and repairs. Today that does not happen, you have 15 minute dungeon runs with players you will never see again. That is why Grouping is a massive issue today.
That is why they have no respect for one another and I can tell you, most will come here see that they will get no where with that attitude and either A) adept and get use to respecting other players even with people that disagree with. B) Go back to playing WOW and keep being AssHats Both are viable options and most people who support this game want players that will respect each other for the most part and B for WOW players to stay in WOW.
[/quote]
I am not asking for a massive single player game.
I am asking for a game where there is content that requires singles players upto 100% of the server.
What Steven is offering is exactly this.
4 man groups, 20 man groups, solo....makes no difference.
That is not community.
Community is the whole server cooperating in their own unique way.