Showing Posts For holdenagincourt.8140:
I think A-net forget the facts that over 50% of world boss train consisted of AFK 1111 spammer
To be fair, that amount of effort is commensurate to the reward one receives >99% of the time.
People respond to incentives and do more when there is a reward for it. The defense stages of Tequatl demonstrate this. Just buffing bosses to be more tedious for the same reward will only degrade the population of players who will bother to do them.
I would really like this. I think the better way to describe what I’m looking for is “intended to be played solo as a story instance” rather than “soloable” as used in the OP, which implies the bare fact of something being possible, and which in turn invites other people to blurt out that they can solo the dungeon in story mode and therefore no change is necessary.
As a new player, Destiny’s Edge’s constant importance and relevance feel random and poorly explained by the personal story. The device for the group’s narrative development, story dungeons, are a bizarre hybrid of personal story storytelling (which normally features fairly easy combat) and extremely challenging combat, far above anything the open world would have prepared me for. In my opinion, this disparity should be reconciled in favor of better integration with the personal story and its storytelling.