Nope, the logic of this game is to bring story- and mmo- players together in one place. That's why you can get same rewards for doing different parts of game. Good example are skill points (one of biggest incentives for any player). You can get them for playing story (i.e. main quest), for exploring the map (sky shards), group play (dungeon quests) and PVP (ie leveling your rank in cyrodil). Notice, that this is same reward for four completely different playstyles. Devs didnt do that by mistake or to *** off story-players: it s to encourage you to try different aspects of game (and hopefuly making you like it) thus making you play longer.Mannix1958 wrote: »For myself, no way would I support a story mode that gives anything more than just experiencing the story & lore.
Your logic then should apply to ALL content that can be soloed. Anything you can do in the game by yourself should not give any loot besides experience.
/script JumpToHouse("@Paramedicus")↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑
That's true. But if I would be choosing then i would prefer killing the last boss as a prerequisite to simulating doing a quest before actually doing it. That way the prerequisite is still present but you are not doing the same thing twice.So if they make a story mode, they can also make the quest repeatable in the process.
HidesFromSun wrote: »For anyone saying no because ESO is an MMO, i'm just gunno leave this quote and link here..
“We don’t even use the term MMO with The Elder Scrolls Online anymore, because really it’s not,” game director Matt Firor says. “MMO was a term coined in 1997 with Ultima Online, EverQuest, and Dark Age of Camelot – we are not that game.”
https://www.pcgamesn.com/the-elder-scrolls-online-tamriel-unlimited/the-elder-scrolls-online-MMORPG
I'm pretty sure it is, otherwise devs wouldn't put them everywhere. For seasoned player who knows how to get them easly not so much maybe, but for new player, who experiments with his build.. Also notice, that you can start leveling every skill line from 1st day of playing (thats lot!), so skill points are gold.In a bigger picture 24 skill points out of 431 (or 360 if you exclude PvP) is not a big incentive.
/script JumpToHouse("@Paramedicus")↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑
Paramedicus wrote: »Yes, because it s clear for me that ZOS made that skill point a big incentive for grouping. You don't get skill points for doing dvelves and you don't get them even for finishing public dungeons. For public dungs you get point only for bosses that require a group. So i don't evny other ppl getting their skill points, but i understand why ZOS put them there as reward. Just looking at bigger picture.FLuFFyxMuFFiN wrote: »You're really that worried about someone getting a skill point? Wild
Anyway, @AlnilamE idea could fix this:Hence my suggestion of Story Mode being unlocked by completing the dungeon quest in a group first. You get your skill point the way it was intended, and if you feel you missed anything from the story, you can come back as many times as you like and replay it.
well, imo you are talking from perspective of seasoned player, and im talking about new players (so, nope, group bosses in public dungs arent solo-able or at least arent meant to be).FLuFFyxMuFFiN wrote: »Those group bosses can easily be soloed and don't require any premade groups. The skill point isn't the incentive for doing the dungeon. The monster mask and gear sets are, which most people, who are arguing for a story mode, agree that they should be excluded from the loot tables. When a new dungeon comes out I don't say "Oh yay another skill point I can earn". My main point is that people can earn enough skill points in game without even touching group content to have a good build and have points left over.
IDK what to say. Seems to me that those people are not playing TES game, where making your specific build with limited amount of skill points was always big part of game? Maybe they think that TES is some point-and-click adventure game, so points are useless for them? Different people play this game - can't argue with that.FLuFFyxMuFFiN wrote: »A lot of those people don't even care about their builds anyway and just wanna experience the story so who is to say they shouldn't be able to.
/script JumpToHouse("@Paramedicus")↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑
BejaProphet wrote: »Poll Results as of 230 Votes
74% of players in this poll either want a story mode or want the option for others. With the majority of those in the actively wanting it. 57% wanted it, an additional 17% wanted them to have it.
I recognize that we are limited in our data, and this could be discounting a thousand people who didn’t care enough to click on the thread. But 230 votes is a pretty decent number as far as these go. I don’t think any of us would have guessed that. I find it hard to believe that even the people advocating story mode could have realized they were in such a majority view.
This poll has been very eye opening to me and I want to thank all who voted. I hope this thread is helpful to the developers as well. And for my part I hope the developers make the game something that both groups love, because to be honest, I love both aspects of the game. I love the hard sweaty content. I also love stripping my hud bare, going into first person and immersing myself in single player content as I slink through the shadows of a delve and meticulously ambush my enemies as I immerse myself in whatever story it offers.
Catering to both play styles will only make the game better.
2. Some players that came for the single player, have stayed for the multiplayer, if dungeons had story mode, those players wouldnt stay, and eso would lose customers.
2. i and many others enjoy both single and multiplayer. they are fundamentally different experiences though. solo play is about exploring and enjoying the story and environment at your own pace. multiplayer is about working together as a team to overcome a challenge. nobody is asking for group mode to be removed, only for story mode to be added. eso wouldn't lose any players.
I think the argument, which to a certain extent I agree with, is that if story mode existed, ESO players who had no initial interest in dungeons wouldn't have ever tried a dungeon, had they not been forced to try it to experience the story, thus greatly reducing the amount of content available for those players, with the result that they leave the game sooner.
ESO is structured to encourage everyone to try everything (much to the chagrin of PvP or PvE-only centric players), and while that's not everyone's cup of tea I do believe that it works. It's worked on me, haha.
So no, if a story mode were added now, veteran players who enjoy multi-player would not suddenly leave ESO in droves. However players new to ESO, and especially players new to ESO and MMOs in general, might never dip their toes in a dungeon if they came for the story and could access all of it without even to having step foot in a normal. And that may not be a good thing....
Czekoludek wrote: »BejaProphet wrote: »Poll Results as of 230 Votes
74% of players in this poll either want a story mode or want the option for others. With the majority of those in the actively wanting it. 57% wanted it, an additional 17% wanted them to have it.
I recognize that we are limited in our data, and this could be discounting a thousand people who didn’t care enough to click on the thread. But 230 votes is a pretty decent number as far as these go. I don’t think any of us would have guessed that. I find it hard to believe that even the people advocating story mode could have realized they were in such a majority view.
This poll has been very eye opening to me and I want to thank all who voted. I hope this thread is helpful to the developers as well. And for my part I hope the developers make the game something that both groups love, because to be honest, I love both aspects of the game. I love the hard sweaty content. I also love stripping my hud bare, going into first person and immersing myself in single player content as I slink through the shadows of a delve and meticulously ambush my enemies as I immerse myself in whatever story it offers.
Catering to both play styles will only make the game better.
Also today we see a massive influx of ppl who opens multiple threads about solo dungeons. Coincidence? As many before me spoke, SWTOR and many others did it and it had a negative influence on social aspect of these games
Here’s what I want
...
- I would really appreciate a ‘I’d like story mode’ in the group finder, so I could be more certain of doing the dungeon that way if I chose
...
4 players doing story mode = 4 instanced dungeons. No story mode = 1 instance with 4 people in. So If whole player base decided to do only story mode dungeons, it would mean 4x bigger load on servers globally.For the folks who think instancing a story mode will put extra load on the servers are overlooking the fact that all Group Dungeons are instanced to the group going in. Loading up weaker mobs and bosses and reduced loot tables is no different than loading the stock dungeon.
There are no downsides to Story Mode Dungeons.
/script JumpToHouse("@Paramedicus")↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑
Czekoludek wrote: »Also today we see a massive influx of ppl who opens multiple threads about solo dungeons. Coincidence? As many before me spoke, SWTOR and many others did it and it had a negative influence on social aspect of these games
Paramedicus wrote: »4 players doing story mode = 4 instanced dungeons. No story mode = 1 instance with 4 people in. So If whole player base decided to do only story mode dungeons, it would mean 4x bigger load on servers globally.For the folks who think instancing a story mode will put extra load on the servers are overlooking the fact that all Group Dungeons are instanced to the group going in. Loading up weaker mobs and bosses and reduced loot tables is no different than loading the stock dungeon.
There are no downsides to Story Mode Dungeons.
So im not sure if i get you right about no downside.
Nope, i acknowledged that whole population want to play story mode only (and those voting NO are just bored waiting for maint to end, so they troll forums). : PSo is this admitting that 4x the population want story mode as opposed to those that don’t?
/script JumpToHouse("@Paramedicus")↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑
Mannix1958 wrote: »For myself, no way would I support a story mode that gives anything more than just experiencing the story & lore.
Your logic then should apply to ALL content that can be soloed. Anything you can do in the game by yourself should not give any loot besides experience.
Paramedicus wrote: »4 players doing story mode = 4 instanced dungeons. No story mode = 1 instance with 4 people in. So If whole player base decided to do only story mode dungeons, it would mean 4x bigger load on servers globally.For the folks who think instancing a story mode will put extra load on the servers are overlooking the fact that all Group Dungeons are instanced to the group going in. Loading up weaker mobs and bosses and reduced loot tables is no different than loading the stock dungeon.
There are no downsides to Story Mode Dungeons.
So im not sure if i get you right about no downside.