Re: Stop all the solo quest walls.
I think the takeaway from all this is that just as many players find "forced soloing" annoying as find "forced grouping" annoying. It wouldn't bother me personally if there were a lot of "forced soloing," since that's my preferred mode anyway; but it's not good for the health of the game.
Ever since 2004 I've believed the following: "solo" chains should be solo from beginning to end; "group" chains should be group from beginning to end; and linchpin content like the epic quest line should be equally accessible to both playstyles (i.e., there shouldn't be any "forced" episodes). Forcing either playstyle to "just try it the other way" just doesn't work in practice. People who prefer to solo do so for a reason; people who prefer to group also do so for a reason. Both are important.
I understand there may be some technical limitations involved. I'd say that the disruption caused to either playstyle makes it worth the effort to remove the technical limitations. Inspired Greatness was an elegant solution that removed "forced grouping." Now we need an equally elegant solution that removes "forced soloing."
Dwarf Guardian, Hobbit Hunter 65; Elf Rune-keeper 55; Elf Hunter 49; others 7 to 36.
Two of each class; 3+ of each of the ones I like; 8 x KSM and counting....
[SIZE="0"]Asheron's Call'99, Dark Age of Camp-a-lot'01, Everquest II'04, Vanguard'07, (M)Age of Conan'08, Lord of the Rings Online'09, Rift'11.[/SIZE]