Re: Stop all the solo quest walls.
Originally Posted by
Vastin
What MadeOfLions said.
When we place you in a guaranteed solo instance, we can make a whole different set of assumptions about how the space is going to be traversed than when we are making it for 2 or more players.
That, and to be blunt we don't always want you to be able to trivialize the difficulty of content by zerging an instance as a group. In some cases we don't mind that - in others we do.
On landscape that must always be the assumption, but in instances we're sometimes intentionally setting a bar that requires more than just effort - skill and preparedness can be a factor as well.
Generally speaking, players stop learning and improving without occasionally facing adversity that must be overcome. On a similar tack, adventure should not always be entirely convenient or one gradually ceases to gain any fulfillment from it.
But still, it is more about what MadeOfLions said originally - when we can guarantee that a single player is the center of attention for a time, then the story telling tools available to us become much more powerful.
Excellent. There is a place in this game for group-only stuff, solo-only stuff and the 90% of content that is in between. Some people. No doubt a lot are the habitual duos who are so used to easy-mode landscape content they struggle with solo content, but I really don't know what the rest have a problem with.
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