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Originally Posted by theVariable
Solution is simple. Party size should no longer affect your drops. Your drop rates should stay static, whether you solo or go with a group of 8. You take away the reason to solo, and then there's no benefit to do so. Except for bragging rights. Which is how it should be.
Of course, an increased drop rate should go along with that 
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We have a winner. When ANET introduced unlocking, they made clear that playing this game efficiently is BETTER then not playing it that way. You disagree? People who powergame get a TANGIBLE advantage over others. UAX. Worthless in pve, but invaluable in pvp.
Too bad that up until pvpx faction farming (300k faction for the weekend was the best, i hear), solo play was superior for everything except sight seeing ... well and rushing. Why do you get more rewards (xp/time, gold/time, unlock/time) when you DONT party with other humans (or even bots)??? This is a team game, so why make teamwork undesirable? You need a guild team to reach the efficiency of henchmen for most missions, and if you look at it, ignoring them will yield better results. You only need to make it to Ring of Fire, hell, ascension is enough to solo UW (back when it was easy)...
Why is it that every single style of play exept Roleplaying the story is more efficient when you do it alone? Efficient as in tangible benefit for a competitive game with a ladder, and possibly tournaments with monetary rewards later on?
The response of ANET: attempts to make solo play worse. well its no longer 100 times as efficient (riverside) but only 10 times as good (griffon / trolls for xp and gold). I have no idea wether UW solo was better then riverside xp/goldwise. I doubt a guild team running UW can outxp my lowly farmer by a margin that is reasonable for the time and effort it takes to get 8 elite players.
Ironman mode in GW: doing everything with PUGs.