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Originally Posted by =HT=Ingram
No I am agreeing they have their place. but so many of them make them be a 100% replacement for players of any kind... More and more because of heroes players will not even talk to another player in game. This kinda defeats the purpose of a MMO style game does it not? thats all I'm saying.
I agree Heroes are good and have their purpose, but when they become the SOLE companion throughout the game. that needs to be discouraged, not encouraged.. I think thats part of the reason in GW2 a companion will not count as a party member, and your limited to 1 such companion for each player at a time... SO party of 8 becomes a party of 16 with companions. but that means a good 8 players are playing with you at least...
And if there are more missions like harvest temple (EXPECTED) there could be missions that pair you with other parties(16vs16 or 32vsInstance) to either work with or fight against for the resource or Mission Goal. Thats a good thing... It promotes real community participation and true MMO style gameplay.
this concept also nerfs the solo farmers.. because if a mission allows you to work as a team or decide to fight against the others, and all the sudden a solo guy comes in, the other party can easily shut them out of the area and tell them to get a team to play with, Join with them, or die... Thus solos will be DISCOURAGED from going it alone... Its actually rather logical to go this route. it preserves the community as a whole.
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Dont get me wrong. I'd like to play with other people as well (okay maybe just friends and guildies) but as I said before, it's not Heroes that killed off multiplaying it was GW's instance design and the fact that it's missions are revolved around an entire team of either people or NPCS or both.
In most persistant MMOs, there is no need for henchman because most areas can be run through by a single person. The mob sizes are small enough and far apart enough that you can go solo. Not to mention the fact that there's usually other people who arent even in your party fighting the same mobs as well, so it's almost like theyre in your group.
In persistant world MMOs, you can also pick up people on the way. And they can leave whenever they want. No need to build up a team before you go into the wilderness and no need to be stuck with that same team.
As for the missions, usually they are scaled for how many people are in the party (ala City of Heroes) If you are solo, the mission spawns a small number of mobs. If you are in a full team, the mission spawns an entire army. In GW, the instances and missions are always the same, made for an entire team.
So GW was doomed from the very start to be less multiplayer friendly. But guess what? In GW2, people STILL can play by themselves. The difference is, that you can play alone but still have people around you.
But forcing people to team up before you can advance in the game is very bad game design. You can encourage human interaction in far better ways and that's why GW2 has been remade into a persistant world. Heroes did NOT kill off human interaction. The crappy community and GW's instance design did.