anzenketh, on 07 July 2012 - 03:37 AM, said:
What systems would you recommend they implement to allow you to seamlessly enter with random people?
Furthermore what is the purpose of a actual group that is formed into a party?
I can think of two which may benefit different players:
1) A mentor/master and apprentice system. Players at a certain level can volunteer to team up with new players of the same class to teach them the game or just help them out in the beginning. GW2 does a fair job of guiding new players, but all the different mechanics can still be confusing for people transitioning from other games or people who are new to MMOs altogether. Basically the mentor/master gets paid by their race's respective government at a regular rate for however long they team up with the new player. To prevent people from exploiting this, the master/apprentice system would end upon the apprentice reaching level 20 or after the apprentice's /age
goes past a certain amount of hours in-game. The apprentice could terminate at any time if (s)he doesn't find the mentor/master helpful or friendly which encourages volunteers to do their best in taking the system seriously. Two accounts would not be able to have a master/apprentice agreement more than once to prevent further exploitation.
2) Escort/Tour guide system. Similar to the above idea, two players could enter an agreement whereby the escort, or tour guide, will be rewarded karma
for exploring and discovering new points of interest in a zone. The incentive to "hire" an escort/tour guide instead of a random person in General chat is the player knows that the other player is getting rewarded for his/her time and is therefore more likely to do the task efficiently. To prevent escorts/tour guides from wasting time just to accumulate more karma, they would be rewarded per square unit explored so the team would always be looking for new stuff to explore. Of course this arrangement would end at any time should either party becomes dissatisfied. The arrangement would eventually end up worthless to the escort after the other player has already explored most of the zones (since the escort is rewarded only as new areas are uncovered, not by time committed). This would encourage social interaction because it would be a long and lonely tour without any chatting (unless both players prefer it that way in which it would still be mutually beneficial).
Flashman, on 07 July 2012 - 03:55 AM, said:
It's comparing apples to oranges, clearly.
Playing together socially and creating substantial relationships are two radically different things.
No wonder there are two sides opposing each other over this; they are arguing different things.
Perhaps the heart of the conflict was lost in my attempt to summarize, but it's difficult to be comprehensive when the discussion went on for several pages. I can only tell you that when the discussion started it was about the same issue and then went on different tangents from there.
Edited by Frakov, 07 July 2012 - 04:33 AM.