Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
And why do you believe this happens?
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.
How can something be designed for groups, when people can easily solo it?
Its like putting 2 pressure plates at the entrance of a delve and start calling it group content
Major_Toughness wrote: »Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
And why do you believe this happens?
ZoS catering to solo players made them entitled.
Major_Toughness wrote: »Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
And why do you believe this happens?
ZoS catering to solo players made them entitled.
Or maybe it’s because multiplayer in this game feels more like gatekeeping and bullying than cooperation!
If you're not using a "metabuild", if you're not a "pro", or if you're not playing perfectly, you're basically not welcome in harder content.
And I’m specifically talking about harder content, because normal and even veteran difficulty is a joke.
Instead of support or encouragement, you get mocked for your build, your playstyle, or even just trying to enjoy the game your own way.
Do you get it now?
Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
colossalvoids wrote: »Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
One thing doesn't have much to do with the other. I'm doing them with my group for the trifectas and solo them on my free time if feel like it. This design decisions are excluding solo players from potentially getting interested in the content all together instead of giving them a tease with soloing, no matter how hard or tricky it is.
Thinking it teaches people to group up is the same as thinking ganks or ball groups are teaching new pvpers to group up. It's just a design flaw.
Freelancer_ESO wrote: »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.
It's possible that the mechanics later in the dungeon do actually need two players and thus having players hit a brick wall early may be more appealing than getting to the very end then getting stuck.
Personally, I'd rather be able to solo it so I can go at my own pace but...
Major_Toughness wrote: »colossalvoids wrote: »Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
One thing doesn't have much to do with the other. I'm doing them with my group for the trifectas and solo them on my free time if feel like it. This design decisions are excluding solo players from potentially getting interested in the content all together instead of giving them a tease with soloing, no matter how hard or tricky it is.
Thinking it teaches people to group up is the same as thinking ganks or ball groups are teaching new pvpers to group up. It's just a design flaw.
I'm not going to lie if you are telling me if someone is presented with the fact you need to group up to do this, and that doesn't teach them, that they need to group up, I think they have bigger problems than video games.
Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
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.
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.
your ignoring a critical fact.
its a business that hopes to make money, not just a game. that requires players, concessions, compromises. you see ESO does not live in a vacuum, there are MANY other games like ESO that might do things better, or alot better.
but some of us like ESO, we hope to see it improve.
so the response of "LOL you expect to much! your playing wrong! nobody is forcing you to play! . . but still keep playing and paying the money so the game can exist for the few of us playing correctly."
no, i dont think i will.
i think i might. . .go somewhere else ^_^
WhiteCoatSyndrome wrote: »
So if there end up being any game-breaking bugs further in the Dungeon, thank ZOS’s pressure plates at the entrance.
Major_Toughness wrote: »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.
your ignoring a critical fact.
its a business that hopes to make money, not just a game. that requires players, concessions, compromises. you see ESO does not live in a vacuum, there are MANY other games like ESO that might do things better, or alot better.
but some of us like ESO, we hope to see it improve.
so the response of "LOL you expect to much! your playing wrong! nobody is forcing you to play! . . but still keep playing and paying the money so the game can exist for the few of us playing correctly."
no, i dont think i will.
i think i might. . .go somewhere else ^_^
Because you have to play the game as intended? That's wild. You probably shouldn't be playing if you dislike the game and genre that much.
there is a difference between grouping if you would like amongst a massive community to play with, vs being forced to group against your will. how many people would go to public parks if they knew they HAD to group with some stranger to go for a walk, that's stupid.
SeaGtGruff wrote: »Is there a group check after the pressure plates, or can the first dungeon be soloed once you get past the two pressure plates?
Credible_Joe wrote: »Major_Toughness wrote: »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.
your ignoring a critical fact.
its a business that hopes to make money, not just a game. that requires players, concessions, compromises. you see ESO does not live in a vacuum, there are MANY other games like ESO that might do things better, or alot better.
but some of us like ESO, we hope to see it improve.
so the response of "LOL you expect to much! your playing wrong! nobody is forcing you to play! . . but still keep playing and paying the money so the game can exist for the few of us playing correctly."
no, i dont think i will.
i think i might. . .go somewhere else ^_^
Because you have to play the game as intended? That's wild. You probably shouldn't be playing if you dislike the game and genre that much.
This is exactly what I'm talking about in regards to hostile design and hostile gameplay environment. In a live service game, 'take it or leave it' isn't a healthy attitude for fostering long term growth.
Thanks for bumping my thread with consistent, aggressive signaling of exactly the point I'm criticizing. Great to know we're playing your game wrong and we should just leave.
Major_Toughness wrote: »Credible_Joe wrote: »Major_Toughness wrote: »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.
your ignoring a critical fact.
its a business that hopes to make money, not just a game. that requires players, concessions, compromises. you see ESO does not live in a vacuum, there are MANY other games like ESO that might do things better, or alot better.
but some of us like ESO, we hope to see it improve.
so the response of "LOL you expect to much! your playing wrong! nobody is forcing you to play! . . but still keep playing and paying the money so the game can exist for the few of us playing correctly."
no, i dont think i will.
i think i might. . .go somewhere else ^_^
Because you have to play the game as intended? That's wild. You probably shouldn't be playing if you dislike the game and genre that much.
This is exactly what I'm talking about in regards to hostile design and hostile gameplay environment. In a live service game, 'take it or leave it' isn't a healthy attitude for fostering long term growth.
Thanks for bumping my thread with consistent, aggressive signaling of exactly the point I'm criticizing. Great to know we're playing your game wrong and we should just leave.
If you are that bothered by group dungeons being designed for groups, I can't help you.
The fact people are complaining about group content being designed for groups is wild, and goes to show how unhealthy the state of the game is, and how far it has strayed from it's design.
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.
While I get where you are coming from... There are times where people just don't have the energy to be social.. or maybe they just want to do stuff on their own.
Example.. I want to run DSA because I need a weapon from there. This is something I can solo... but it takes much longer. I'd rather just solo it and do it on my terms... (I can afk for a few if needed) and not have to go through the stress of finding a group.
Making it so its literally impossible to even try something solo is a terrible design. If you truly don't want a solo to be able to do it just ramp up the difficulty but to make it so solos literally cant even enter.
Shame on ZoS. I'd like to know the "why" this decision was made. Maybe there is some context that is missing that would help this conversation a bit.
Major_Mangle wrote: »Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
While I get where you are coming from... There are times where people just don't have the energy to be social.. or maybe they just want to do stuff on their own.
Example.. I want to run DSA because I need a weapon from there. This is something I can solo... but it takes much longer. I'd rather just solo it and do it on my terms... (I can afk for a few if needed) and not have to go through the stress of finding a group.
Making it so its literally impossible to even try something solo is a terrible design. If you truly don't want a solo to be able to do it just ramp up the difficulty but to make it so solos literally cant even enter.
Shame on ZoS. I'd like to know the "why" this decision was made. Maybe there is some context that is missing that would help this conversation a bit.
I´ll comment on the bolded part mainly:
It´s not bad design if the intended way of doing that particular dungeon is as a group. As I wrote in my earlier comment on this thread, good/bad design has nothing to do with players liking it or not, that´s irrelevant.
Major_Mangle wrote: »Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
While I get where you are coming from... There are times where people just don't have the energy to be social.. or maybe they just want to do stuff on their own.
Example.. I want to run DSA because I need a weapon from there. This is something I can solo... but it takes much longer. I'd rather just solo it and do it on my terms... (I can afk for a few if needed) and not have to go through the stress of finding a group.
Making it so its literally impossible to even try something solo is a terrible design. If you truly don't want a solo to be able to do it just ramp up the difficulty but to make it so solos literally cant even enter.
Shame on ZoS. I'd like to know the "why" this decision was made. Maybe there is some context that is missing that would help this conversation a bit.
I´ll comment on the bolded part mainly:
It´s not bad design if the intended way of doing that particular dungeon is as a group. As I wrote in my earlier comment on this thread, good/bad design has nothing to do with players liking it or not, that´s irrelevant.
But your argument falls apart in this exact dungeon instance where the gating mechanic is at the start and only requires two people to active it. So, duos are fine for a 4 man, but solo isn't because of an arbitrary blocker. It further falls apart when, by their very nature, companions are meant to be stand ins for group members. So a solo player with a companion, technically a group, cannot even start the dungeon because of the arbitrary gating mechanic.
Major_Mangle wrote: »Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
While I get where you are coming from... There are times where people just don't have the energy to be social.. or maybe they just want to do stuff on their own.
Example.. I want to run DSA because I need a weapon from there. This is something I can solo... but it takes much longer. I'd rather just solo it and do it on my terms... (I can afk for a few if needed) and not have to go through the stress of finding a group.
Making it so its literally impossible to even try something solo is a terrible design. If you truly don't want a solo to be able to do it just ramp up the difficulty but to make it so solos literally cant even enter.
Shame on ZoS. I'd like to know the "why" this decision was made. Maybe there is some context that is missing that would help this conversation a bit.
I´ll comment on the bolded part mainly:
It´s not bad design if the intended way of doing that particular dungeon is as a group. As I wrote in my earlier comment on this thread, good/bad design has nothing to do with players liking it or not, that´s irrelevant.
Major_Mangle wrote: »Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
While I get where you are coming from... There are times where people just don't have the energy to be social.. or maybe they just want to do stuff on their own.
Example.. I want to run DSA because I need a weapon from there. This is something I can solo... but it takes much longer. I'd rather just solo it and do it on my terms... (I can afk for a few if needed) and not have to go through the stress of finding a group.
Making it so its literally impossible to even try something solo is a terrible design. If you truly don't want a solo to be able to do it just ramp up the difficulty but to make it so solos literally cant even enter.
Shame on ZoS. I'd like to know the "why" this decision was made. Maybe there is some context that is missing that would help this conversation a bit.
I´ll comment on the bolded part mainly:
It´s not bad design if the intended way of doing that particular dungeon is as a group. As I wrote in my earlier comment on this thread, good/bad design has nothing to do with players liking it or not, that´s irrelevant.
Good/bad game design has everything to do with what players like and don't like.
Is it "good game design" if I use all the best practices in the gaming industry but the game I make no one "likes" there for no one plays? It's the best game design based on game development best practices surely it will be the #1 game on Steam right?
Major_Mangle wrote: »Major_Mangle wrote: »Major_Toughness wrote: »Never seen a MASSIVELY MULTIPLAYER ONLINE community so upset that they have to play with other players.
While I get where you are coming from... There are times where people just don't have the energy to be social.. or maybe they just want to do stuff on their own.
Example.. I want to run DSA because I need a weapon from there. This is something I can solo... but it takes much longer. I'd rather just solo it and do it on my terms... (I can afk for a few if needed) and not have to go through the stress of finding a group.
Making it so its literally impossible to even try something solo is a terrible design. If you truly don't want a solo to be able to do it just ramp up the difficulty but to make it so solos literally cant even enter.
Shame on ZoS. I'd like to know the "why" this decision was made. Maybe there is some context that is missing that would help this conversation a bit.
I´ll comment on the bolded part mainly:
It´s not bad design if the intended way of doing that particular dungeon is as a group. As I wrote in my earlier comment on this thread, good/bad design has nothing to do with players liking it or not, that´s irrelevant.
But your argument falls apart in this exact dungeon instance where the gating mechanic is at the start and only requires two people to active it. So, duos are fine for a 4 man, but solo isn't because of an arbitrary blocker. It further falls apart when, by their very nature, companions are meant to be stand ins for group members. So a solo player with a companion, technically a group, cannot even start the dungeon because of the arbitrary gating mechanic.
While we don´t know the mechanics of that dungeon since they didn´t wanna spoil too much in the showcase, I´ll will assume that the pressure plates and traps will have mechanics that require players to coordinate and stand on them at the same time in order to execute said mechanics (they did say those traps will play a large part of the dungeon). So the initial pressure plates at the entrance of the dungeon I will assume is most likely acting as a small hint to the players that enters the dungeon what is to be expected. So no, my argument doesn´t fall a part in that sense.