Legendary upgrade, 20km torpedoes. Horrible damage, stellar winrate. I told you I’ll break the meta!
Sandrian wrote a post about the need to play solo sometimes. That’s not particularly new, everyone has time when he doesn’t want to chat with “friends” or even real friends, just play.
What makes the post very interesting is the list of “solo” activities. Most of them are group content. Dungeons and island expeditions. Just not with “friends” but with randoms who might say hi/bye, might not, but there is no meaningful communication. But they are still players, they are still people.
I’m the least social person who has a blog, but I always went with “friends” to dungeons, to avoid the randoms who damage less than the healer. So – unless Sandrian is in a retard-guild that somehow manages to be worse than LFD filth – the price of playing that way is longer dungeon time.
But socializing has a price that often outmatch the price of incompetence. “Friends” tend to tell jokes, stories even in chat and if voice chat is involved, anything without an iron-fisted raid leader is unbearable.
This is something that MMO designers should keep in focus: that players want to play with other people, but without the cost of chatting with them. Because the other guy is not at all fun to listen to. So designing automatically grouping content with stratifying players (preventing morons play with good players) can be some form of holy grail, something that explains the WoW success. Games should be designed especially to separate “friends” if they are not on similar skill level, to let players play without them without having to personally reject them. “Sorry, you are not attuned to this instance” sounds much better than “I just don’t want to play with you because you are insufferable on voice chat”.