Since the game release people in forums are bitching about the core concept that the devs were very clear about since the very beginning - the game is meant to be played in online mode with 4 vs 1 player. Offline is for training and testing.
If you don't like the Raiders of the broken planet then go play God of war 4 or any other game that is "better" or "makes more sense" or "is more fair".
P.S.
to compare Rotb to God of war is same as to compare FIFA to Little Big Planet. Two absolutely different games with nothing in common.
You're not understanding the issue here. The game is effectively targeting two demographics, PvEers and PvPers. Traditionally games that are JUST PvP don't have PvE elements, and games that are JUST PvE, obviously, don't have PvP elements. So when they target their key demographics the buyers aren't supersized or irritated. Traditionally if a game has both PvP and PvE, and if either of these elements are of any worth, the developers choose to seperate them, or give the players the option to partake of either side back and forth at THEIR discression. And naturally so, PvP can be jarring and frustrating for a traditional PvEers (one of their target demographics) and so can only be tolerated in small doses, if at all. This is the wisest choice.
The issue with RotBP is unique because they target both demographics, PvEers and PvPers. Now historically this crowd is like oil and water, there are some people who are both, but these are the exception not the rule. What's happening, regardless of whether MSE or you like it or not, is that PvEers are being drawn to the game, and then tilting and flaming it in reviews. So the fact that they force PvP is pragmatically harmful for the games future, because no matter what anyone lies, Pveers will be drawn to the game, and when they feel the full might of forced PvP they will of course rail against that which they hate the most. This is an unavoidable consequence of forced PvP in a game that attracts PvEers, it doesn't matter whether any of us like it or not no more than it matters that a tornado takes the roof off our house, it's going to happen.
My solution in order to save the game, protect PvPers and PvEers is to seperate the two game modes, perhaps passively though BeerTheBrads "Opt in for priority" system. Why? Because I actually like the PvE aspect, as I was a target demographic for the game, and find the characters very engaging, the mechanics extremely fun, the abilities interesting and the multi-player mission aspect extremely enjoyable, outside the "kick, kick, gun" mook fatality finisher combo. But, PvP fucks it all up.
Why would I compare it to God of War? I'm not saying they're the same type of game. I drew the comparison because of the game philosophy behind the two games, not the games themselves, necessarily. God of War has no micro-transactions and DLC or online play but is massively successful in an age where developers are worshiping at the altar of micro-transactions and online only game. Where this ties into RotBP is that it won't ruin their game to make a better off-line experience other than a dead useless campaign mode where you have 3 mooks per mission and run around all by yourself with absolutely no progression, ongoing progression that is. They can give us some reduced progression offline so that when we are tilted and frustrated with the asshole that just invaded our enjoyable experience we can go offline to still progress and stay playing their game, rather than completely stop playing the game and give it a scathing review piled onto the rest of them, and worst of all, leave the game altogether. It's ok to have a rewarding experience with offline campaign mode. It's not gonna destroy the game, GoW showed this wouldn't be the case.
EDIT: As for playing GoW, I'm a 40 year old parent and am a PC player because I cannot afford $500 for one game. Until they're off to college I won't be as free financially. But that doesn't mean I can't appreciate the game from a distance. And I happen to like THIS game, thank you very much.