Credible_Joe wrote: »
Credible_Joe wrote: »
Credible_Joe wrote: »
Major_Toughness wrote: »Never seen a MASS MULTIPLAYER ONLINE community so upset that they have to play with other players.
Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
DenverRalphy wrote: »I personally like it.ESO_player123 wrote: »Are these plates like in Direfrost or like in front of Z'Baza where one player can activate the fight provided they started the dungeon solo? If it's like in Direfrost then I'm utterly disappointed. I complete dungeons with a companion to listen to the story, do the side bosses (where possible without other players) and to get the lorebooks. This became one of the favorite activities for me not long ago. I thought the developers new better and understood that the players want the story. Well, I'm not going to bother with this then.
It will require at least two human players. The lead encounter designer even made a crack that basically said "dungeons aren't intended to be soloed". Which really didn't go over well with a veray vocal number of players in the chat stream.
Personally I'm all in favor of forced group content. ESO has suffered too long from forced solo design. There are a couple/few other instances of it in the game, but not enough IMHO. The "play how you want" battlecry is often abused and misused.
Credible_Joe wrote: »Major_Toughness wrote: »Never seen a MASS MULTIPLAYER ONLINE community so upset that they have to play with other players.
If every hard group check was removed from every group dungeon, we'd still be heavily incentivized to group up just for additional drops, both set piece and motif pages.
This hostile design is completely unnecessary and just excludes solo players from the content.
Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
I rather be flayed alive than to PUG in ESO, so besides playing with my regular group I prefer to solo - no fake tanks, no speed running. Introducing that dumb mechanics as a group up force is just not smart - only generates frustration.
Maybe I sell my "for 50k I stand on a plate" services in zone chat - thats real MMORPG interaction
dumb design - I agree.
Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
That's because it's really a hybrid game, which is why is why ZOS says they prefer to call it an online mmo.
As I presume you know but I say for the sake of discussion, it was originally designed to be the ultimate mmo for core and hardcore gamers, but then Skyrim happened halfway through development and changed everything. IMO, most revenue over the years has been from selling chapters and dlc to Skyrim fans who play it as a single player game.
Even much of the mmo audience in the game started this way. I don't encounter many traditional mmo fans in eso.
That's why the crazy schism exists, especially in the sense the game has relatively deep, complex systems that are rendered irrelevant by the ease of the game 99.9% of the time.
But with that said, even back in Everquest solo players would challenge themselves to complete group content. It's better not to have artificial barriers to prevent this. I'm sure they're responding to feedback for "more puzzles" but every single puzzle they add in eso is so simplistic it can't credibly be called one with arguably one or two exceptions.
Major_Toughness wrote: »An "online mmo" is still... an mmo.
Major_Toughness wrote: »If you can solo you can fake tank, which means you can PUG without any issues.
I'm not sure why players would be frustrated to play content the way it is designed?
Major_Toughness wrote: »Credible_Joe wrote: »Major_Toughness wrote: »Never seen a MASS MULTIPLAYER ONLINE community so upset that they have to play with other players.
If every hard group check was removed from every group dungeon, we'd still be heavily incentivized to group up just for additional drops, both set piece and motif pages.
This hostile design is completely unnecessary and just excludes solo players from the content.
Group Dungeons were never designed to be soloed, that is a by-product of power creep and player choice.Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
I rather be flayed alive than to PUG in ESO, so besides playing with my regular group I prefer to solo - no fake tanks, no speed running. Introducing that dumb mechanics as a group up force is just not smart - only generates frustration.
Maybe I sell my "for 50k I stand on a plate" services in zone chat - thats real MMORPG interaction
dumb design - I agree.
If you can solo you can fake tank, which means you can PUG without any issues.
I'm not sure why players would be frustrated to play content the way it is designed?Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
That's because it's really a hybrid game, which is why is why ZOS says they prefer to call it an online mmo.
As I presume you know but I say for the sake of discussion, it was originally designed to be the ultimate mmo for core and hardcore gamers, but then Skyrim happened halfway through development and changed everything. IMO, most revenue over the years has been from selling chapters and dlc to Skyrim fans who play it as a single player game.
Even much of the mmo audience in the game started this way. I don't encounter many traditional mmo fans in eso.
That's why the crazy schism exists, especially in the sense the game has relatively deep, complex systems that are rendered irrelevant by the ease of the game 99.9% of the time.
But with that said, even back in Everquest solo players would challenge themselves to complete group content. It's better not to have artificial barriers to prevent this. I'm sure they're responding to feedback for "more puzzles" but every single puzzle they add in eso is so simplistic it can't credibly be called one with arguably one or two exceptions.
An "online mmo" is still... an mmo.
It is also irrelevant that the game is trivial and can be soloed, that is not the design for group dungeons.
ESO_player123 wrote: »Are these plates like in Direfrost or like in front of Z'Baza where one player can activate the fight provided they started the dungeon solo? If it's like in Direfrost then I'm utterly disappointed. I complete dungeons with a companion to listen to the story, do the side bosses (where possible without other players) and to get the lorebooks. This became one of the favorite activities for me not long ago. I thought the developers new better and understood that the players want the story. Well, I'm not going to bother with this then.
Credible_Joe wrote: »Major_Toughness wrote: »Credible_Joe wrote: »Major_Toughness wrote: »Never seen a MASS MULTIPLAYER ONLINE community so upset that they have to play with other players.
If every hard group check was removed from every group dungeon, we'd still be heavily incentivized to group up just for additional drops, both set piece and motif pages.
This hostile design is completely unnecessary and just excludes solo players from the content.
Group Dungeons were never designed to be soloed, that is a by-product of power creep and player choice.Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
I rather be flayed alive than to PUG in ESO, so besides playing with my regular group I prefer to solo - no fake tanks, no speed running. Introducing that dumb mechanics as a group up force is just not smart - only generates frustration.
Maybe I sell my "for 50k I stand on a plate" services in zone chat - thats real MMORPG interaction
dumb design - I agree.
If you can solo you can fake tank, which means you can PUG without any issues.
I'm not sure why players would be frustrated to play content the way it is designed?Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
That's because it's really a hybrid game, which is why is why ZOS says they prefer to call it an online mmo.
As I presume you know but I say for the sake of discussion, it was originally designed to be the ultimate mmo for core and hardcore gamers, but then Skyrim happened halfway through development and changed everything. IMO, most revenue over the years has been from selling chapters and dlc to Skyrim fans who play it as a single player game.
Even much of the mmo audience in the game started this way. I don't encounter many traditional mmo fans in eso.
That's why the crazy schism exists, especially in the sense the game has relatively deep, complex systems that are rendered irrelevant by the ease of the game 99.9% of the time.
But with that said, even back in Everquest solo players would challenge themselves to complete group content. It's better not to have artificial barriers to prevent this. I'm sure they're responding to feedback for "more puzzles" but every single puzzle they add in eso is so simplistic it can't credibly be called one with arguably one or two exceptions.
An "online mmo" is still... an mmo.
It is also irrelevant that the game is trivial and can be soloed, that is not the design for group dungeons.
The word 'group' isn't the gatcha you think it is. Whether or not the design is intended for a group, holding a big red stop sign for any demographic of players is a bad experience for the excluded players.
There are better ways to incentivize group play. The point of this topic isn't that all content should be designed around solo play; it's that a hard check that just stops solo players from participating does not bring engagement or joy to anyone-- it JUST excludes players from engaging with this content, and is a bad time.
Net negative experience. The people it isn't for aren't affected, the people it is for feel dejected and excluded.
DenverRalphy wrote: »I personally like it.
It will require at least two human players. The lead encounter designer even made a crack that basically said "dungeons aren't intended to be soloed". Which really didn't go over well with a veray vocal number of players in the chat stream.
Personally I'm all in favor of forced group content. ESO has suffered too long from forced solo design. There are a couple/few other instances of it in the game, but not enough IMHO. The "play how you want" battlecry is often abused and misused.
Credible_Joe wrote: »In the first dungeon showcased, right in the entrance, there is a Direfrost Pressure Plate check that prevents solo players from even starting the dungeon.
This is hostile design that disrespects player agency and signals an extremely negative "play the way we want you to" message to players with NPC companions, who want to challenge themselves, or simply want to enjoy the narrative of the dungeon without the pressure of randos in pickup groups or having to organize a guild event.
The community has consistently signaled that these hard group checks are not popular; ESPECIALLY with the introduction of NPC companions who should be able to perform these functions, but can't. I can't imagine where the sudden desire to constrain our gameplay came from; it's completely contrary to the rest of the signaling from the studio telling us we can play how we want.
Major_Toughness wrote: »Credible_Joe wrote: »Major_Toughness wrote: »Credible_Joe wrote: »Major_Toughness wrote: »Never seen a MASS MULTIPLAYER ONLINE community so upset that they have to play with other players.
If every hard group check was removed from every group dungeon, we'd still be heavily incentivized to group up just for additional drops, both set piece and motif pages.
This hostile design is completely unnecessary and just excludes solo players from the content.
Group Dungeons were never designed to be soloed, that is a by-product of power creep and player choice.Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
I rather be flayed alive than to PUG in ESO, so besides playing with my regular group I prefer to solo - no fake tanks, no speed running. Introducing that dumb mechanics as a group up force is just not smart - only generates frustration.
Maybe I sell my "for 50k I stand on a plate" services in zone chat - thats real MMORPG interaction
dumb design - I agree.
If you can solo you can fake tank, which means you can PUG without any issues.
I'm not sure why players would be frustrated to play content the way it is designed?Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
That's because it's really a hybrid game, which is why is why ZOS says they prefer to call it an online mmo.
As I presume you know but I say for the sake of discussion, it was originally designed to be the ultimate mmo for core and hardcore gamers, but then Skyrim happened halfway through development and changed everything. IMO, most revenue over the years has been from selling chapters and dlc to Skyrim fans who play it as a single player game.
Even much of the mmo audience in the game started this way. I don't encounter many traditional mmo fans in eso.
That's why the crazy schism exists, especially in the sense the game has relatively deep, complex systems that are rendered irrelevant by the ease of the game 99.9% of the time.
But with that said, even back in Everquest solo players would challenge themselves to complete group content. It's better not to have artificial barriers to prevent this. I'm sure they're responding to feedback for "more puzzles" but every single puzzle they add in eso is so simplistic it can't credibly be called one with arguably one or two exceptions.
An "online mmo" is still... an mmo.
It is also irrelevant that the game is trivial and can be soloed, that is not the design for group dungeons.
The word 'group' isn't the gatcha you think it is. Whether or not the design is intended for a group, holding a big red stop sign for any demographic of players is a bad experience for the excluded players.
There are better ways to incentivize group play. The point of this topic isn't that all content should be designed around solo play; it's that a hard check that just stops solo players from participating does not bring engagement or joy to anyone-- it JUST excludes players from engaging with this content, and is a bad time.
Net negative experience. The people it isn't for aren't affected, the people it is for feel dejected and excluded.
There are plenty of Trial mechanics which require multiple players and therefore cannot be soloed.
I can't remember seeing people in uproar about those, it is the exact same design, implementation, and outcome.
If you chose to impose restrictions on yourself, which are not in line with the design of the game, which means you are "excluded" from content because, again, you are choosing to not play the game as intended then you don't really have a leg to stand on.
DenverRalphy wrote: »I personally like it.
It will require at least two human players. The lead encounter designer even made a crack that basically said "dungeons aren't intended to be soloed". Which really didn't go over well with a veray vocal number of players in the chat stream.
Personally I'm all in favor of forced group content. ESO has suffered too long from forced solo design. There are a couple/few other instances of it in the game, but not enough IMHO. The "play how you want" battlecry is often abused and misused.
The way to "force it" is by making the encounters difficult, not by a silly trivial check to make sure there are 4 awake players. If group content is easy enough to be completed solo, that's on the devs -- and to some degree the playerbase.
I can guess why we're seeing this check implemented. It's because the increase in power from subclassing has basically turned many normal dungeons into large delves for players with optimal builds. The combat is a joke.
Credible_Joe wrote: »Major_Toughness wrote: »Never seen a MASS MULTIPLAYER ONLINE community so upset that they have to play with other players.
If every hard group check was removed from every group dungeon, we'd still be heavily incentivized to group up just for additional drops, both set piece and motif pages.
This hostile design is completely unnecessary and just excludes solo players from the content.
Credible_Joe wrote: »Pressure plates that serve no purpose except to exclude solo players; or even groups smaller than what the designers want at any given point are just straight up not enjoyable for anyone.
NoticeMeArkay wrote: »Credible_Joe wrote: »Major_Toughness wrote: »Never seen a MASS MULTIPLAYER ONLINE community so upset that they have to play with other players.
If every hard group check was removed from every group dungeon, we'd still be heavily incentivized to group up just for additional drops, both set piece and motif pages.
This hostile design is completely unnecessary and just excludes solo players from the content.
Any chance that this check simply serves as means to protect players from other people who abuse the dungeon queue to speed ahead once inside, making it impossible for other players to enjoy the dungeon and progress the quest alongside it properly?
DenverRalphy wrote: »
I disagree. The way to force it is to ensure John Q Speedrunner doesn't just run off pell-mell into the dungeon leaving everyone else behind. If they have to check themselves and work as a group, it promotes group play and not "me first" play.
Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
cyclonus11 wrote: »Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
MMO does not mean FORCED GROUP.