Major_Toughness wrote: »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.
You are not forced.
You choose to restrict yourself, therefore you can not do content which breaks your own (not the games) restrictions.
I'm a bit of two minds on this. Or at least on the idea of forced group content in dungeons.
On the one hand I can see that as a game dev you would like to use the options of group content to make challenges that require groups, for more intricate and interesting experiences...
But on the other hand I do enjoy soloing dungeons, and this seems to add nothing interesting beyond a hard check to see if you are in a group.
It's not even in combat. Before we even discuss the reasons this shouldn't be here. (excluding part of the playerbase that enjoys the challenge of soloing dungeons.)
Maybe we should ask why this should be here? Because I can not see any added value in standing on two pressure plates after killing some enemies.
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.
CameraBeardThePirate wrote: »I mean, before we go and rage out about it (not saying I disagree with the sentiment BTW, I love soloing dungeons), maybe let's wait to see if it works like some of the newer pressure plates? Someone already said this, but for the Z'Baza fight in Coral Aerie, a solo player can still activate the pressure plate door - the amount of pressure plates required changes with the amount of people in the dungeon.
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.
I'm not surprised. I've noticed that the game seems to be moving towards more group play. This is just another example of that. A bit tone deaf, given the calls for doing dungeons with companions, or a story mode, and threads asking for changes in the dungeons that aren't already soloable to make them soloable.
Credible_Joe wrote: »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.
ESO_player123 wrote: »CameraBeardThePirate wrote: »I mean, before we go and rage out about it (not saying I disagree with the sentiment BTW, I love soloing dungeons), maybe let's wait to see if it works like some of the newer pressure plates? Someone already said this, but for the Z'Baza fight in Coral Aerie, a solo player can still activate the pressure plate door - the amount of pressure plates required changes with the amount of people in the dungeon.
Post #9 answers that question: it requires at least 2 actual players. So, not like Z'Baza.
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.
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.
Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
CameraBeardThePirate wrote: »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.
If you want to be pedantic about it, it's called a GROUP Dungeon for a reason.
CameraBeardThePirate wrote: »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.
If you want to be pedantic about it, it's called a GROUP Dungeon for a reason.
This point was quite assertively made by Finn during the stream when this matter was raised; I deliberately use 'assertive' in lieu of 'condescending' because there could be a language/culture barrier here.
I am not a native English speaker and I haven't spent any meaningful length of time in the US so the nuances of the spoken language might be lost to me.
The VOD is up in:
<snipped for brevity>
For full context start watching around the 15 minute mark; Finn comments on the subject around the 18 minute mark but listening to it without full context is not something I'd recommend because it makes it even easier to mischaracterize his words.
DenverRalphy wrote: »CameraBeardThePirate wrote: »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.
If you want to be pedantic about it, it's called a GROUP Dungeon for a reason.
This point was quite assertively made by Finn during the stream when this matter was raised; I deliberately use 'assertive' in lieu of 'condescending' because there could be a language/culture barrier here.
I am not a native English speaker and I haven't spent any meaningful length of time in the US so the nuances of the spoken language might be lost to me.
The VOD is up in:
<snipped for brevity>
For full context start watching around the 15 minute mark; Finn comments on the subject around the 18 minute mark but listening to it without full context is not something I'd recommend because it makes it even easier to mischaracterize his words.
My impression is that it wasn't condescending, but not quite assertive either. It was more that he could see what Gina and Jessica were building up to before they could even get the words out, you could see the "oh good god, I know where this is going" look on his face, and as a result he presented his response in a manner that left no question that the subject was not open for debate. I guess it was more... "matter of fact" than assertive.
At least, that was how I read it.
Major_Mangle wrote: »People saying it´s bad design that you can´t solo a group dungeon have no idea what "good/bad design" actually means. You liking or disliking something has absolutely nothing to do with it being good/bad design. What matters is the developers intention when creating something. I´ll explain:
If you design content with the intention of it being done as a group, and players find ways to do it without a group, that is PER DEFINITION a bad design simply because your intended design didn´t reach/fulfill the goal you had in mind, players may like it sure, but that doesn´t mean it´s well designed. The same thing can be said about the opposite. Take animation cancelling for example. Was it something that was intended when ZOS designed the combat system? No it wasn´t, so per definition it was a bad design, but people liked it so it was kept in the game anyway.
Anyway, the amount of solo content in the game vastly overshadows group content so complaining that there is a dungeon that requires at least 2 people is some major cope.