There was debate over balance between solo and co-op experience in game, going back to early access time. And I was on both sides of the fence, as my thinking evolved - was trying to see the difference between what suits me and what is really good for the game in terms of creating sustainable player base and experience catering to larger audience.
Originally devs designed a lot of systems as achievable mostly by co-operation (portal costs a primal example), and difficult for a solo experience. The jewel of the crown of co-op gameplay was supposed to be the titans system.
But there was a lot of pressure to allow more to be achieved through solo experience.
Eventually a kind of balance has been established where a solo player can actually do everything that a group of players can, given enough time is dedicated.
So, when the full release happened a lot of potentially group activities were already doable solo. Guild system with its buffs was another attempt to create a more co-op experience - a community oriented layer in game-play. But again, even that is doable by a solo player, even if not an easy task for a more casual player.
Boundless has history of trying to find the right balance and a recipe for that âperfectâ MMO experience.
Things have been changing a lot over the years and there might be more twists in future with the new owners.
What a ride!