Its a bad precedent to allow people to multilog. One day its a guy using a healer instead of using the healing spells everyone can use, the next its gold farmers with hundreds of accounts set up to mine resources/gather 24/7 and sell gold to people who want an easy win. Look at runescape, 70% of players online at any time are bots.
Level 30 is the max at the moment, you can't just assume everything will be easy at later levels. This is beta, if we say its too easy it probably will get changed, maybe its easy on purpose so testers can get through as much content as possible. You can't also assume there will be no one around to group with in the live game.
I just think its ridiculous that your trying to justify a form of cheating outlawed in 99.9% of mmos.
Your "99.9%" [not at all a] "statistic" statement is grossly exaggerated in more than one way. And, of course, gross exaggerations do little to persuade in a debate on any topic. Last act of the desperate, in many cases I believe.
This thread has already established there are games out there which find multi-play, healbots, and/or buffbots to be acceptable. You can't argue that World of Warcraft doesn't allow it. You can't argue that Dark Age of Camelot doesn't allow it. These are two major MMOs, and there are many others out there that feel the same way in the free-to-play/pay-to-win market such as Runes of Magic.
To fake statistics and blame a guy that wants his own pocket healer for someone else abusing the system to farm loot, powerlevel characters, or do any number of typically less-than-ethical-to-the-majority things is reprehensible.
And since you've been confused by this thread, I will state it (again), this time in no unclear terms: I want players grouping with players for every turn, or at the very least-- very regularly. I will gladly sacrifice the ability to follow other players by any non-manual means if it means "cheaters" are going to be stopped too.
I never assumed "everything will be easy at later levels". I stated a nigh-on-factual opinion based on years and years of experience in countless MMOs of every make and model that virtually all online games these days do not require grouping for the majority of the game's content. World of Warcraft-- 1 to 90 with no groups is ridiculously easy; Dark Age of Camelot-- 1 to 50 with no groups is possible, though considered boring and tedious; Aion; RIFT; Tera; Guild Wars 2; the EverQuest series; SWToR; LotRO; DDO; Warhammer Online... All of these major MMO names have that same "feature" in common-- the level cap is relatively easily achieveable with no groups being regularly "required" to get to there. And the list goes on. Players simply follow the major quest lines, do a few side or daily quests, and voila-- instant level-capped character. Even pending games like Defiance and Neverwinter have shown themselves to be "no groups needed". (I have been active in both of those beta tests as well.) In my opinion, this "fact" makes the assumption that Eldevin, The Elder Scrolls Online, ArcheAge, and every other MMO to come will be the same way even more plausible.
But let's look directly at Eldevin-- how many level 30 characters (in such a very short amount of time; a scant few days passed after everyone was level 1 again and we started seeing level 30s) are there which have never had to group with another player outside of a dungeon?
The players are what make games too easy. They "demand" minimaps, and quest location markers, and easier monsters to kill. They "demand" better loot, and then don't want to share that loot with anyone else. (Anyone with a serious amount of MMO experience can attest to that "fact" too-- how many times have experienced gamers seen an end-game raid or dungeon group is forming and the person forming the group "claims" a specific piece of loot or "a choice" of the loot that is dropped at the end of the raid or dungeon?)
And to get the loot held by tougher monsters, players will go to extremes (botting, multi-play) to get what they want without having to sacrifice their time, without having to face the potential of lost loot rolls in the typical "Need-vs-Greed-vs-Loot Ninja" drama that unfolds in most games. Laziness and greed are prevailing factors in MMOs; it's undeniable. And unfortunately, and as much as it pains me to say it, Eldevin is not likely to be any different.
Beta communities, of course, are generally a completely different animal. They don't care about giving away stuff that took them hours upon hours to find. Most beta players are not in the beta to make rich characters. They know none of that stuff is permanent anyway. But that giving attitude is likely to change when a game goes live; unless someone that needs something is an established friend (either from a guild formed in the beta, or just from the beta itself).
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