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I think a large majority of the time inter group conflicts like mentioned in this post arise because you have 2 different types of players that are forced to play together and NEITHER of the two groups want to adjust to the others play style. |
Fwiw, in a mission/quest I'm not interested in trying to "to sit around and chit chat" either... that's what towns are for. But I would like to be able to read NPC text, stop at collectors, pick up dropped loot, look in chests, read signs and markers, allow my energy to recharge and watch the cinematic cutscenes without being hassled or pressured about it.
Tonight one pushy guy in a major hurry decided that the group didn't need the bonus (though it was advertised that we were doing it) because he just wanted to "get to the <expletive> town!" and then threatened anyone who didn't skip the cutscenes in a very abusive manner... so everyone skipped them just to avoid the grief.
That kinda shit gets really tiring, and I don't appreciate having to put up with or be the grief bucket for those playing a game that "forces them to play something they don't want to play." They should just stop playing then.
I have a high level Death Magic N/Mo, and in the vast majority of groups I've joined, by the time I've raised a corpse or two my party is usually off the compass with me catching up to clean up the mess they've made and heal them. That's a choice to leave me behind out of impatience, not a game design flaw or necessity. I've been in groups that didn't rush, and they appreciated the army of minions following close behind and we had a lot fun.