Why solo?

From QT3:
I like grouping, but unfortunately due to my real life committments, have to solo in these type of games quite a bit.

If this rumour is true, there is no doubt in my mind that I will not be playing it, despite the fact that I am a huge fan of D&D.

From Chris:
Mythic, you broke what we liked about DF. You broke it, and you probably broke our desire to return to your game. You raised our level of frustration, and didn’t increase the rewards commensurately. Don’t assume everyone is ML10, RR5+, and is in the best possible gear and ideal group–we’re not, and we feel that you broke an unspoken contract with us, that as casual players, people who enjoy your game but don’t need to catass it, have now found a barrier that we can’t cross. And that barrier ends up being the end of the game for us, because it isn’t porous. It requires a particular group to get through, and I’m sorry, but on a server with a peak population of 350 people, we’re not going to be able to assemble that effective group to penetrate that barrier, and we still won’t be achieving our goals (cash for respecs) by spending our evening grouping with strangers.

From FoH:
I’m kind of itching to go back to EQ2, I’d want to start over I think, maybe a Summoner?

Would it be fun? Could I solo? I work nights.

Too often games aren’t played under the perfect conditions the designers assume. This is why the possibility to solo and to have fruitful short play-sessions are becoming increasingly important selling points for a game.

It’s not so much a choice of a playstyle, but often the impossibility to choose. An accessibility problem. A wall that cannot be overcome.

This isn’t just about how PvE and PvP content is created and balanced. But also about how the server infrastructure is handled, the LFG tools and the communal objectives. And more.

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