No. I’m happy to hear counterarguments. It’s just that you haven’t really engaged with the substance of the argument. For the most part you have just offered things that don’t really related to what I’m talking about and getting mad that someone has some criticisms of the game you like.
To be very specific, the topic is:
- If this is supposed to be a multiplayer game, why does the multiplayer experience suck?
- I provide examples of what I mean by that. When you group with players for things like lair bosses or have to play alongside people in the open world, things die too fast and there is too much clutter on the screen. Plus because the content is so trivial, players in these groups don’t really engage socially.
- If it is going to be a bad experience, why does the game encourage or force people into it through incentives and a shared open world?
- If they do want the multiplayer to be a central part of the experience, they should take steps to address the problems I’ve mentioned.
- It’s worth discussing how the design of ARPGs kind of leads to this problem.
The closest you’ve come to making any argument related to this topic is saying that you enjoy doing high level Pits in groups as they provide enough challenge to demand coordination. That’s fine and an interesting point of discussion, but a single endgame multiplayer activity being good doesn’t make the rest of it good.
The rest of what you’ve had to say is
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“People group because it lets them progress faster.” Which… isn’t really talking about whether or not the gameplay is fun.
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“It’s a multiplayer game! If you don’t want it to be a multiplayer game just don’t play! Stop complaining!” Which is just a dismissal of the discussion all together.
If you have something interesting to say about the topic that’s actually being discussed I’m all ears.