Way to miss the point. Take a low EGO character of yours (~500-1000) with a full group of friends of similar EGO rating and go to one of the conflict sites where you get rushed by large waves of allied mobs at the end but have another friend who is EGO 5500 stand just inside the conflict site and not lift a finger to help your group to get some actual perspective on the matter.
Also, since you've brought it up, an MMO is meant to allow and encourage you to play with others. It encourages co-op play by offering better incentives for playing co-op, not by taking harsh punitive measures for soloing content. Any good MMO allows viable options for soloing although often for lesser rewards. It's the foundation of contemporary MMO's and good game design to ensure a player will engage the game even when friends aren't around or have left the game while a player looks for new friends in the game. It ensures game longevity. Any good game developer knows this.
A good MMO also doesn't allow for the kind of exploitation of flaws in the game design that are causing the kind of issues brought up in this thread, and the reason why it exists competely contradicts your claim that it's meant to be played with others in an actual group of friends (as you claim). If it were otherwise conflict sites wouldn't allow ungrouped players to share credit in the accomplishment of goals at the conflict site.
In addition, there are scaling issues that still need to be adjusted in the game. A high EGO player teamed with low EGO players is overscaled to Threat Level 10 at conflict sites regardless of whether the players know each other or not. This is the problem in general with dynamic scaling in the outside world and it's not just an issue for the low EGO players.



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But ya, they get no score for it other then maybe the rep points if it's a rep mission. Thing is it has gotten to the point that often I have no choice but to run and hide or just leave. I'm fed up with being macho and losing my score.

