DDO actually punishes players for grouping. At least, at heroic levels solo is easier AND faster for many quests.
It feels wrong that solo is easier and faster and better exp.
For example, yesterday i did Splinterskull chain (
http://ddowiki.com/page/Assault_on_Splinterskull), judging by ship buff timer it took around 35-40 minutes. Most parts of chain were just required kills (if they were required) and invis-running. Note: i didnt try to go as fast as i could, i did at my pace without effort to speed up or something.
Now why would i open group for players for this chain? I get punished by game (from PoV of efficiency) for doing this. Firstly, i will have to wait before people join (and if you are only 1 person in grp, this will take longer) - option being me starting without waiting but then a lot players wouldnt join at all since most want full chain.
Even so, OK some players join:
1) i will have to wait them before they get to quest - usualy some running in needed to quest entrance thru tangleroot gorge area
2) some will take time to buff up and re-stock
3) when they join chances are they wont have invis and we will have to either deal with DA or to kill mobs, much slowing quest completion
4) chances that some die (-10%), i dont care for this but some do
5) mobs gets buffed up, it wouldnt be problem since i skip most of them anyway but since (see 3) now we will have to kill them - it will slower quest
6) you will probably have to explain some how to get to quest and when they get to you, after you waiting, suddenly they are f2p players and cant join
7) and possibly someone will DC's/afk/pike
From PoV "i dont care for exp, just want to have some fun" grouping is good idea, but for efficiency game outright punishes for grouping.
Solution: remove dungeon scaling, allow teleport to quest if someone is inside it, give bonus xp for bigger party size, give -10% only to those who died in quest not whole group.