Now you’ve really gone off the reservoir. So adhering to logic isn’t a thing you’re used to, eh? Alright, I’ll break it down for you.
- In games, exploits are unintended advantages, strictly speaking. Best example of that is counting cards in blackjack. This means that something available by intentional design is not an exploit.
- The way it’s designed falls under the umbrella term called social design. It’s designed in a way to encourage grouping up with friends, and also to get to know more people to bolster your forces in a similar way to how you don’t tackle raids alone but need other people for it so you’re pushed into talking to other people for such things. It’s the same reason 2D platform games sometimes sends you back to the start when you die, it’s meant to serve as a subconscious motivational tool to avoid going through the punitive aspect of it by getting better, like getting people you can perform better teamwork with than with randoms.
- You’re saying “95%” of your games are vs. premades so this obviously shows it’s working as intended in the social design. Which makes YOU the minority and should just learn to socialize so you’ll reap the same benefits, or simply stay away from PvP if you don’t like the reduced rewards you get for losing. Don’t turn this into retail’s asocial aRPG garbage more than it already is.
Crybaby.
(You guys sure like using 95% as a hyperbole for some weird reason. You, the OP of this thread, and also that Nikion dude.)