New idea for a condition (Loneliness)
Well, there are some of us who, out of inclination or necessity, do an awful lot of solo mapping, achievement-hunting and farming. I am one of those.
So while I applaud your intent to increase socialization in the game, an always-on-when-soloing “bleed” would not be workable for me and others like me when we choose to solo.
I would even go so far as to say that I would play the game less if this were to be implemented.
What if there were two separate conditions, one with a bonus for teamplay / malus for solo-play, and one that works the other way around?
I am very much a team player, would those conditions, applied only in very specific situations, would help create a dense athmosphere and encourage players to leave their comfort zone and experience other playstyles…
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
What if there were two separate conditions, one with a bonus for teamplay / malus for solo-play, and one that works the other way around?
Um….
In that case both conditions would be useless because we are ALWAYS either soloing or involved in grouping/proximity with other players… those are the only two possibilites.
So regardless which one we were doing, we would have offsetting conditions- one a “boon over time” for whichever we were doing (solo or grouped) and the other a DoT that offsets the buff.
So if the mathematics were, say, 100 HP per tick with one second ticks, every second the boon would give us Regen of 100 HP, and the DoT would take 100 HP away… resulting in absolutely zero net effect.
I’m sorry, but I don’t see the point of that.
I’m not a teamplayer and I will never be one.
I don’t like following blobs and going with friends feels like babysitting.
How about a new boon!
Loneliness – Grants increased stats per enemy who is nearby when alone. This would enforce teamplay to those who are about to group kitten that lonely human female elementalist uplevel a dark evening in autumn going home after being with her friends or getting vista points.
Or that poor young thief permastealthing to survive getting trolled by a group of 4 or so.
(edited by Ghostwolf.9863)
Yeah, forcing teamplay on people who prefer to spend a lot of their time soloing is a no-no from me.
What if there were two separate conditions, one with a bonus for teamplay / malus for solo-play, and one that works the other way around?
Um….
In that case both conditions would be useless because we are ALWAYS either soloing or involved in grouping/proximity with other players… those are the only two possibilites.
So regardless which one we were doing, we would have offsetting conditions- one a “boon over time” for whichever we were doing (solo or grouped) and the other a DoT that offsets the buff.
So if the mathematics were, say, 100 HP per tick with one second ticks, every second the boon would give us Regen of 100 HP, and the DoT would take 100 HP away… resulting in absolutely zero net effect.
I’m sorry, but I don’t see the point of that.
Duh, I didn’t mean at the same time :P
Example:
You enter a really creepy environment, such as, I don’t know, the Krait tower. The atmosphere and/or Krait magic make you feel very lonely, and you get a demoralising debuff. Only comes into effect if you go alone. (lower endurance)
The next living story chapter is one focusing on the Norn. There’s this survival challenge. You go in a team, nothing happens. You brave it on your own, you get a confidence boost! (higher endurance)
I could make up more situations where either a bonus or a malus would affect either a solo player or a team.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
It seems like the function of promoting team play is already served by the mechanic “just put a lot of mobs / elite mobs / champion mobs in a place.”
As for encouraging people to solo…Why? This is speaking as someone who solos most of the time, but why would you want to discourage people from playing together? It might have some flavor sense (as in the Norn/confidence situation Pixelpumpkin wrote about,) but is that worth telling players, “No, you probably shouldn’t bring your friends for this one?”
So much of the game is designed around encouraging you to play with friends that a condition to discourage it doesn’t seem to fit.
GW2 does not need another reason for people to stack.