This one will be short, but in Mighty Kitchen of Mighty Snakefist there is a what cooking? A wall-o-tex! And mostly positive, though Snakefist was the only (non ranting) critic of thing which were wrong.
Fate is shared, everyone needs to pay.
Why, exactly? There were discussions about coop component and how it should stand vs. 'lone wolf' type of player (last one seen as mostly negative, as we recollect) or vs. PvP...
Well, Wise Snakefist was exactly that - 'lone wolf' during 12 years of very intensive D2 game play - never traded a thing with human being; playing MP exclusively in LAN; took years to actually connect to bnet (not everyone had broadband at 2000, some had 56k modems); rarely played coop on bnet because... kids were annoying; went on PvP only like 10 time, each time because... kids were annoying.
Mighty Snakefist, MMO (co-op) in WH40k?
But, what reasoning lies between terrible restriction (double or more) on Fate cost for Tarots? Possibly something for finished game, something that even Snakefist, in the Power of His Knowledge, doesn't know yet?
(some devs may remember that there's a way... with dead chickens... to determine that - no use to hide it)
Why, oh why did this happened in ALPHA? Aren't we SUPPOSED to provide experiences and bugs, some of which (remember - Van Helsing; remember - Steam reviews, regarding coop especially) were the least tested and most criticized parts of the game?
Now, what's motivation for a 'lone-wolf', whether he's wanted as an archetype player or not, to change his lonely ways and (supposedly) prolong the game shelflife (though REAL lone wolf never quits, anyway) - all without coop bonuses and rewards? SLIM!
Mighty Snakefist, His Conclusion
The Fate decision should be reverted during Alpha stage. The most acceptable concurrent payment Snakefist would (personally) pay to START playing coop is between 25-33%.
Teaming up isn't easy, and it's not like requirements are met at the whim - me and people I'm playing with live in quite different timezones, have responsibilities etc. Add the 'everyone finished chores, to be play 1-2 Tarot / day' and... It's really really difficult.
Tarots give most output on coop games, because they are *worthy* the troubles - for example, people play less normal coops - and it's because normal coop doesn't have almost nothing to offer in return. Especially is daily conditions doesn't apply to all players. What Snakefist can do in coop, he can do that himself, mostly. No motivation for 5h wait there.
Even with all the goodwill and dedication to coop, this really isn't the same - can play with random players met on the net, but doesn't need to. D2 had MP loot/exp bonuses, Inquisitor doesn't (which is fine!) - but Tarot was there to fill in. Now there's nothing...