Counter-productive.
If you don't have a "follow" function, it probably makes boxing too tedious for 50% of the people right off the bat. Also, games like Warcraft, Rift, Wildstar, and GW2 were simply not fun to box because there was too much going on at all times. Pantheon probably isn't going to be that spastic, but the more button mashing and situational the abilities, the harder it is to box effectively. Even with a slower, camp oriented game, if VR wishes to make boxing not enticing, they can easily do so through clever battle tactics and the need to continually reposition. The underlying issue though is that if you are making a group oriented game and the playerbase is actively trying to circumvent that to make it a single player experience, then your game is already dying. It's VR's job to design this thing right so that boxing is both not appealing and not needed.
Kilsin said:In One Word - Describe how you feel about multi-boxing? #MMORPG #CommunityMatters
I see it as the antithesis of the touted Pantheon social ethos. In no way will it nurture community, probably the complete opposite.
It is essentially another (and more expensive) P2W. Also, in PvP, it's a mindset where they want to beat you but not on even terms.
I know VR won't do anything about it from a financial standpoint it makes sense for them to allow it. VR when you do allow it make it hard to do. I promise you when players start to see more and more multi-boxers (like in EQ, Vanguard) they will leave.
Oh, one word. Errr don't?
8)
Alone
Multiboxing means I'm teamed with fewer people and the multiboxer is too busy to be social. I might as well play a single player game.
The times i had to multi box was during EQ raids when we were lacking clerics. It was really a damaging experience for me but it would sometimes get the job done.
Having two accounts ( or more ) is one thing and its fine, multi boxing is killing the experience thouhg imho
one word : funkiller