this is a social game not a anti social game
I’d say that having bunch of strangers group together to complete a part of content – which, if all know the path well enough, often requires next to no real communication between them – and then go their separate ways never to meet again is about as social as morning ride on the bus. Effectively, each of them is going “solo” – doing their own thing, relying on and supporting the party as required, but the only thing that keeps them together is common goal. I wouldn’t call that a truly “social” activity, but to everyone his own.
You took that quote of mine completely out of context.
Kind of true, sorry if it looked like personal nitpicking. I chose that part because I think this is the way many “elite” dungeon runners feel: that the important part is to maximize time/reward ratio, and anyone who doesn’t want/doesn’t know how to do this is “wasting everyone’s time” in effect. All I wanted to say is that there are more ways to look at this.
Everyone has their own definitions, but it takes a warped person to enjoy a team wipe and waiting longer to finish something wouldn’t you agree?
To an extent, yes. Smooth run with nice people is the optimum, but I’d rather have a “bad” run with good natured team than a smooth one with rude and aggressive one. Believe it or not, there can be fun in trial and error, even if it takes a lot of time; for me, having to deal with aggressive jerks who need to take every opportunity to demonstrate their (real or imagined) superiority ruins the fun much more than simple incompetence. People make mistakes, people learn from mistakes, it’s just a game, nothing to get worked up about. On the other hand, it’s just a game, I play for fun and relaxation, I don’t need to put up with slew of abuse just because I messed up somewhere – or because someone thinks I did.
All this said, my personal experience with dungeon groups is actually mostly positive, majority of parties I joined were either nice or neutral (in the “chat is dead until everyone’s saying BB” way). The current system works, which doesn’t mean it cannot be improved. I think this game struck a perfect balance in open world play, as it can be enjoyed solo or in group depending on situation and preference, and neither option is clearly better than the other. Way to go, Anet.
As for dungeons, personally I’d be in favor of introducing both scaling for solo/small groups and “Hard Mode” for people seeking extra challenge and best rewards. I think many negative experiences people have now come from different expectations clashing within one team.