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22. Re: Guild Wars 2 Golden Rules Jul 5, 2012, 01:21 NKD
eunichron wrote on Jul 4, 2012, 23:39:
I love that I can walk up to an event and take part in it with no competition, and even walk away from it with a couple new people to talk to and run around with.

The problem I have with that is this: It eliminates reason for grief, drama, and competition, but it also eliminates reason for real cooperation. A bunch of people standing around doing their own thing while the game mechanics sort it out is not cooperation. Its just a bunch of people standing around. There's no real need for communication, leadership, or even much in the way of skill. My time in the beta was just basically watching a bunch of people run around attacking random mobs until the event ended. You could be a complete idiot and still get credit for it. There wasn't even an area-wide chat or anything. Which brings me to your next point...

Though, I am also with Cutter in that I think their staunch anti-"trinity" class design decision may be their Achilles heel. Even if they don't want to relegate players to a single class role choice, there are steps they could take for those players that want to play a tank or healer feel more valuable to the game. If they want class roles to be open ended, more player choice is not a bad thing.

This is the other problem. In a team, people have their roles and responsibilities. Successful teamwork requires a certain level of coordination. You can't just have a bunch of DPS guys zerging until shit dies just because some whiners on the forums don't like waiting a bit for support players. That's not teamwork. It's, once again, just a bunch of people standing around.

The desocialization of MMOs is a bane to the genre. You should have to be able to interact with other human beings on a conversational level and understand basic concepts of teamwork and role delegation before you can fully experience the game.
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