The initiate difficulty level is indeed rather easy. Perhaps even to a point where some more hardcore players will think "hell no" this server is no challenge and no fun. Well all I can say is that this PW is designed with a difficulty level in various endgame zones that will chew-you-up and spit-you-out if you try that on your own. Even as a level 40 Reborn with 1500+ hp and various resists/immunties.
Yes, I had an unexpected run-in with some "Anoy Trolls" at level 11 -- and those trolls apparently had over 80 AB and hit me for over 100 damage per swing. Didn't end well.
Incidentally, what is it that would stop you from soloing stuff? I mean, you realistically have a few ways to force a party:
1, limited healing. This could be either a limiting the raw amount of healing available (cleric running out of spells, people running out of potions, etc) or limiting the power of healing (so that even with indefinite potions you can't keep up with the incoming damage indefinitely).
2, overwhelming the player. This could be enemies growing stronger over time, spawning creatures continuously so that a solo player simply can't win in time, stacking an unremovable debuff on the player, etc.
3, regenerating enemies. Could make it so that you simply can't kill enemies solo because they regenerate fast enough to require 2 or more players.
Those would be the main things I'm thinking of off-hand aside from specific scripted things (like a boss that uses an attack the players need to split the damage of between them or something).
I CAN see the idea of making some quest "party completeable" but on the other hand I believe that basically all lowlevel quests - that involves fighting - are in areas where sidequests needs various drops. Thus helping each other finishing the given boss a couple of time simoultaneously also gathers needed drops for other quests, so the time is not "wasted".
Fungi quests (two of them)?
Level 6 goblin quest?
Level 11 tax collector quest?
I'm trying to think of quests that DO meet that criteria and the only one I'm coming up with is the skinner one for the wererats because you can turn in the wererat drops for the bounty. Every other quest I've found so far either doesn't involve combat (like the new library book one) or is itself a "side quest" involving collecting drops.
Besides the starter quest, all quests must be done individually, allthough all needed bosses ( except worldbosses ) respawns but with a longer respawn than the generel encounter-respawn-time ( 10 min ). This was done intentionally for RP reasons, in that people will need to talk together to gather hunting parties for aid, unless they can do whatever themselves, in which case it is not a problem.
How much longer is the "boss" respawn?
I mean, we'll see how those two (possibly three) friends react...but I don't think they're going to be keen on repeating the same entire area(s) three times just to do one quest. And they're not going to want to do it individually either since the whole point is to play as a group.
So I'm guessing you're going to wind up in a situation where the people who play D&D in real life and are more "old school" won't be happy *and* the people who are more "modern" (like me) won't be happy, which doesn't seem like an ideal situation.
But, like I said, we'll see how they react, guessing we'll play again as a group tonight.
No, MM I picked a game and was harassed by other players.
You're only driving home my point. You specifically choose to play on a PvP server with thousands of people where you're an open target to anyone of the opposite faction past the first few zones. Surprise, you got killed and camped. That's what happens on PvP servers, it's specifically designed that way -- people who play there claim to like the feel of constant danger. And that's why I don't like PvP servers, they usually just waste my time. But you're using your bad experience that you set yourself up for to tar and feather the other 90%+ of people on the server who don't camp lowbies along with 100% of people on PvE severs (which is also most people). And that bad experience made you quit in disgust.
I mean, if I went and posted your experience on the WoW forums, I would get a response that said
"If a player gives up for getting camped, screw them. Their loss of $15 and no concern of mine. I'm not going to hand hold some one and kiss their boo boo's all better. If after shelling out money (while there are countless free carebare games out there), they decide that it's too hard to play, tough for them. WoW PvP servers have a strong community to this day, and it's not going anywhere anytime soon."
The irony here is stunning.