My experience says it started back with the One Tamriel change over. I lost three gaming friends at that time. They left and never returned. The complaint was that groups pushed for the change and Bethesda didn't care how the solo players felt.spartaxoxo wrote: »Could it be that this concept that ESO does not support its solo players festered long enough that it has found a path to the surface so those players are talking about it?
The majority of the content for the past several years has been solo content? Do you have any specific examples of why solo players may have felt this way? Is it moreso maybe the lack of casual content rather than group size? For example, they cut the Q4 DLC and replaced it with IA a couple years back? IA is designed to be solo content too but it's not particularly casual solo.Could it be that ZOS irritated the wound when they said that they want to encourage grouping. When someone says they encourage something, that usually means they prefer it. (Seriously, Night Market should have been billed as an alternative form of a dungeon. People would not be upset about a dungeon requiring grouping.)
It's not an alternative form of a dungeon but it was billed as replacing the dungeon content for this year. Hence the confusion why this event would be where it would explode. As people are essentially upset that the "dungeon" content for this year requires a group.
spartaxoxo wrote: »It's amazing to me how a singular update not catered to solo players during the quarter that has literally never catered to solo players has suddenly become ZOS abandoning solo players. And it's not any one person, it's a sentiment being expressed many places. I have no idea where this is coming from but quarter 1 has literally not been solo content for like 10 years.
It really shows the power of ideas when they spread through groups.
Anyway for anyone worried about this, remember much of the rest of the year will be solo friendly content. And that quarter 1 has always been dungeons. I hope the sage's vault is as fun as it sounds on paper.
Could you be overly focused on this one event?
Could you?
There are thousands of hours of solo quests in this game and most events are meant for soloing. I think the rest of this year which are questlines and solo-dungeons are for solo players. Once in a while group and PvP players are thrown an event and the PvP events get complaints too.
I could be, but I am not.
Do you realize that there is very little content that a grouped player cannot access?
That PvP is unbalanced because of enhanced group dungeon rewards?
You have access to groups, you just don't want to. So don't. But that is your choice and MMOs can't design only content for solo players if they want to maintain interest. ESO has never ONLY had content for solo players and that's how it should be.
My experience says it started back with the One Tamriel change over. I lost three gaming friends at that time. They left and never returned. The complaint was that groups pushed for the change and Bethesda didn't care how the solo players felt.spartaxoxo wrote: »Could it be that this concept that ESO does not support its solo players festered long enough that it has found a path to the surface so those players are talking about it?
The majority of the content for the past several years has been solo content? Do you have any specific examples of why solo players may have felt this way? Is it moreso maybe the lack of casual content rather than group size? For example, they cut the Q4 DLC and replaced it with IA a couple years back? IA is designed to be solo content too but it's not particularly casual solo.Could it be that ZOS irritated the wound when they said that they want to encourage grouping. When someone says they encourage something, that usually means they prefer it. (Seriously, Night Market should have been billed as an alternative form of a dungeon. People would not be upset about a dungeon requiring grouping.)
It's not an alternative form of a dungeon but it was billed as replacing the dungeon content for this year. Hence the confusion why this event would be where it would explode. As people are essentially upset that the "dungeon" content for this year requires a group.
Later, (a few years later) I was conversing with a person who was attempting to complete the main story line but didn't have the armor to survive. The complaint was that people who group get more experience because they group and get better gear that seemed to rule how the devs create new content.
Over the next several years
. . . complaints regarded a limit on how many players get rewarded when working a WB and how groups always get first count.
. . . certain yearly events support guilds and/or groups leaving solo players to do content that is not enjoyed or miss out on a reward.
. . . Why are parts of the house locked behind group dungeon play? (I believe this references a building in Elsweyr. Something about a power plate that opens a house extension.)
. . . why is the gear from dungeons not available in solo content somewhere?
The Night Market is an alt dungeon. A group dungeon. It may not be of the type you are used to, but it answers all the descriptive qualities including having an entrance point. ZOS did say they were considering adding a group warning like in vet dungeons so there is that as well.
There needs to be an incentive (beyond personal satisfaction, which will appeal to a few, but not others), to repeat story content, just like there are incentives to repeat group content.
What would that look like to you, also excluding solo arenas, IA, and soon solo dungoens that they are spending dev time on?
My main problem with some arguments in this thread seems to be people that resent group content and think an MMO is a genre where no challenge should be for people that work cooperatively to overcome challenges. If someone is the type of person to get upset every time grouping is encouraged, rather than just deciding it's not for you, I'd believe they truly are in the wrong genre.
There needs to be an incentive (beyond personal satisfaction, which will appeal to a few, but not others), to repeat story content, just like there are incentives to repeat group content.
What would that look like to you, also excluding solo arenas, IA, and soon solo dungoens that they are spending dev time on?
My point is about solo quests. That's what I'm addressing.
My point is about solo quests. That's what I'm addressing. People who say, "But look at all the solo quests!!!!" My point (again) is that there's no incentive to repeat them, so there's only a lot of solo questing content for new players
There needs to be an incentive (beyond personal satisfaction, which will appeal to a few, but not others), to repeat story content, just like there are incentives to repeat group content.
What would that look like to you, also excluding solo arenas, IA, and soon solo dungoens that they are spending dev time on?
My point is about solo quests. That's what I'm addressing. People who say, "But look at all the solo quests!!!!" My point (again) is that there's no incentive to repeat them, so there's only a lot of solo questing content for new players. Yes, ZOS is spending dev time on other solo stuff, just like they're spending time on group stuff. That's got nothing to do with, "But look at all the solo quests!!!! You soloers should be happy with all the solo quests!!!!" (even though there's virtually no reward for doing those solo quests more than once)My main problem with some arguments in this thread seems to be people that resent group content and think an MMO is a genre where no challenge should be for people that work cooperatively to overcome challenges. If someone is the type of person to get upset every time grouping is encouraged, rather than just deciding it's not for you, I'd believe they truly are in the wrong genre.
That's a different issue. I'm not one of the people who resents or is upset about group content.
Yes I was asking what the incentive to repeat quests might look like. For many people the incentive for stories are for the lore and story themselves.
twisttop138 wrote: »Some kind of cool reward to repeat quests is actually a really cool concept
RemnantFantasy wrote: »It is. As a starter for 10, maybe a new player title, fancy costume and skin for completing the MQ and Cadwells Silver/Gold on all classes, then another title and fancier costume and skin for completing all quests in all zones (including DLC) on all classes (not retroactively rewarded).
RemnantFantasy wrote: »It is. As a starter for 10, maybe a new player title, fancy costume and skin for completing the MQ and Cadwells Silver/Gold on all classes, then another title and fancier costume and skin for completing all quests in all zones (including DLC) on all classes (not retroactively rewarded).
Why not retroactively? What's with people who have no character slots left and have already replayed the content on most of their characters?
Let alone some title, costume and random skin (most skins look horrible anyway, sorry) sounds like... not much, for that amount of content.


