Maintenance for the week of October 12:
• PC/Mac: NA and EU megaservers for maintenance – October 12, 6:00AM EDT (10:00 UTC) – 8:00AM EDT (12:00 UTC)
• Xbox One: NA and EU megaservers for maintenance – October 14, 6:00AM EDT (10:00 UTC) – 9:00AM EDT (13:00 UTC)
• PlayStation®4: NA and EU megaservers for maintenance – October 14, 6:00AM EDT (10:00 UTC) – 9:00AM EDT (13:00 UTC)
The Markarth DLC and Update 28 base game patch are now available to test on the PTS! Read the full patch notes here: https://forums.elderscrollsonline.com/en/categories/pts/

Why are solo players about to get segregated from group players?

infraction2008b16_ESO
infraction2008b16_ESO
✭✭✭✭
Just to be clear before you read on, I actually enjoy grouping and actually wish there were more incentives to, but on the other hand I do also enjoy soloing at times especially when it's late and server is empty and I can make the adventure my own.

What I don't like is being forced or lumped into doing one or the other.

After reading on reddit about Wrothgar why do we have to wait until after two group only zones are released for any solo content? And more to the point why does there seem to be a policy of splitting up the player base depending on how they want to play socially?

I mean after craglorn you'd think creating zones where both solo/duo and group play could co-exist would be the better option, instead people who don't want to be forced into groups for every little thing have to wait until at least two major updates for any content to be dumped in what seems like a second rate zone just for soloers while everyone else gets regular adventure zones.

It's not only a lousy policy catering for both groups separately but for the company it must be a huge waste of development time and costs, why not kill two birds with the same stone and create areas that cater for all rather than saying if you group you have to go to this zone or if you solo you have to go here....

I mean unless half the dev team happen to be the "you need to group to tie your shoe laces" type what possible reason could there be to divide people up like this?
  • Tabbycat
    Tabbycat
    ✭✭✭✭✭
    ✭✭✭
    I think they are just calling it solo because "Zone in which you don't have to group to complete" is just too wordy. It's just their way of differentiating it from the Adventure Zones that do require groups to complete (unless you are one of those crazy guys that enjoys taking on group content solo).
    Founder and Co-GM of The Psijic Order Guild (NA)
    0.016%
  • tawnyshadowb14_ESO
    tawnyshadowb14_ESO
    Soul Shriven
    Here is an Idea, why not do like other games have done and give an option on whether to do things at various dificulties. Such as DDO where you can do a Quest on Solo, Normal, Hard or Elite.
  • Elember
    Elember
    ✭✭✭
    Honestly I believe that the folks at ZOS are not talented enough to be able to deliver content that is single player, duo player, and group player content because if they were then we would be able to duo and group on ALL quests in the game and experience the story from single, duo, and group experiences.

    Even SWTOR has better group/multiplayer content then ESO and it was touted as being a solo game from day one. So that leaves ESO lacking big time in ever being able to cater to anything but one or the other and NEVER all types of play styles.
    Edited by Elember on July 20, 2014 2:20AM
  • Enkil
    Enkil
    ✭✭✭✭✭
    Most of the PvE game is basically solo it seems.. other than instanced dungeons & Craglorn. PvP can be either...

    For me personally, when I am doing PvE, I prefer to play solo. I want to take my time and listen to the voice acting and just chill. Maybe challenge myself and learn how to manage on my own.

    When I am in a group, i prefer to be the main healer and I don't want a lot of dialog or story-based questing because I will miss out on those elements when others move ahead faster or accidentally agro a mob and I have to drop it and start healing.

    These things should be segregated experiences.... I prefer it like that. It doesn't keep me segregated from others when I want to group... I'm still same level as them.... I just need to swap out my hotbar options.
    Edited by Enkil on July 20, 2014 2:51AM
  • Nox_Aeterna
    Nox_Aeterna
    ✭✭✭✭✭
    theyancey wrote: »
    When you are done with current solo just suspend your sub until new content is released. It is what I plan to do.

    Now that they made clear with the steam launch and dog that some content will be only for a few players and we get nothing anyway , im reaching the same conclusion you did.

    I was keeping my sub up just in case there was an event since i would not want to lose something , not much to it anymore.
    "Never attribute to malice that which is adequately explained by stupidity."
    -Hanlon's razor
  • UPrime
    UPrime
    ✭✭✭✭
    On a per zone basis, there are 2 zones that are group based, plus dungeons. every thing else is solo based. They need more group content so yes, solo players should wait.
  • infraction2008b16_ESO
    infraction2008b16_ESO
    ✭✭✭✭
    Enkil wrote: »
    Most of the PvE game is basically solo it seems.. other than instanced dungeons & Craglorn. PvP can be either...
    UPrime wrote: »
    On a per zone basis, there are 2 zones that are group based, plus dungeons. every thing else is solo based. They need more group content so yes, solo players should wait.

    Just because most of the content up to level cap is soloable doesn't mean the developer shouldn't give any solo path at all at level cap. Of course the endgame content should be group focused but not having anything even something as basic as dailies to do solo at level cap 4 months in is kind of lame.

  • Enkil
    Enkil
    ✭✭✭✭✭
    The dev's said they made a false assumption and misstep by trying to "encourage" everyone to group. It's going to take time for them to right the ship which they are clearly doing with a new adventure zone designed for solo play.

    However, I disagree with your original premise that a zone should/could simultaneously be both group and solo based. If there is a dialog heavy story, I prefer to play that solo. I want to get lost in the story, on my own, without worrying about a group. If it's a group zone, I really just want to kill mobs and gain XP/loot with far more intermittent dialog and story.
  • Audigy
    Audigy
    ✭✭✭✭✭
    ✭✭
    I like it a lot if I am in a zone and specific encounters such as world bosses or events are for groups. WOW did this well at release also SWTOR and ya also ESO.

    Not sure why everything must be either solo or group, mixing it up was always better in my opinion especially since ESO is such a group friendly game where you can play with pretty much everyone you see without the hassle of asking for invites and stuff.
  • timidobserver
    timidobserver
    ✭✭✭✭✭
    ✭✭✭✭
    There is no way to satisfy some people. They whine about no Solo content, so in repsonse, ZOS decides to make them an entire zone dedicated to nothing but soloing. Okay, now they are going to complain about being separated from group content.
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • Kos
    Kos
    ✭✭✭
    There is no way to satisfy some people. They whine about no Solo content, so in repsonse, ZOS decides to make them an entire zone dedicated to nothing but soloing. Okay, now they are going to complain about being separated from group content.

    Exactly.
    I don't even understand why are people whining about separation when they don't mind openly criticizing each other in the forums in other words they are separating themselves from the other group. There clearly is a group of people who think the content was too hard and the group who prefers more difficult content. Quit complaining already.
  • infraction2008b16_ESO
    infraction2008b16_ESO
    ✭✭✭✭
    Enkil wrote: »
    The dev's said they made a false assumption and misstep by trying to "encourage" everyone to group. It's going to take time for them to right the ship which they are clearly doing with a new adventure zone designed for solo play.

    However, I disagree with your original premise that a zone should/could simultaneously be both group and solo based. If there is a dialog heavy story, I prefer to play that solo. I want to get lost in the story, on my own, without worrying about a group. If it's a group zone, I really just want to kill mobs and gain XP/loot with far more intermittent dialog and story.

    My main issue with what we got at the moment is what they've done with craglorn, all the quests are story based but require a 4 man T/H/2DD setup even the main quest chain which is probably the worst offender in regards to actually finding a group for. I expected to go into craglorn and explore the area as you would pre-craglorn, find people doing the same and group up them to do things such as quests but no, the masses generally steer clear of the quests and just grind until they hit VR12 so they can put on their legendary robes/staff and jump into trials with no interest in any of the open world content.

    The simple fix for that and to get people actually interested in the open world stuff would be to make the quests solo/duo balanced and various delve instances public. But you'd all be up in arms if I made that suggestion despite the fact that as balanced for 4 man as it stands now nobody touches them.

    I actually don't think they should rebalance craglorn though as they would break a lot, I just used that as an example. However they should see that they were wrong in making things like quests including the whole main quest chain a group only endeavour and take that lesson at heart when balancing the new areas.
  • Enkil
    Enkil
    ✭✭✭✭✭
    I expected to go into craglorn and explore the area as you would pre-craglorn, find people doing the same and group up them to do things such as quests but no, the masses generally steer clear of the quests and just grind...

    Haven't stepped foot in Craglorn other than a few failed attempts to level before they nerfed anomalies so I cannot really comment on any content there.

    However, what you said above underscores my previous point:
    • Group zones should be designed for grinding, gaining loot, etc.
    • Group zones should NOT contain a lot of dialog
    • Solo zones should be where the story is....

    Trying to put too much story and dialog into a group zone or even a group-only dungeon is a futile waste of dev resources.

    There are ways to compensate for this in a dungeon like in Banish Cells vet group dungeon, the antagonist speaks to the entire group in a deep ghostly voice as they move through the dungeon. That would never be practical for an overworld zone.
    Edited by Enkil on July 20, 2014 4:36AM
  • infraction2008b16_ESO
    infraction2008b16_ESO
    ✭✭✭✭
    Kos wrote: »
    There is no way to satisfy some people. They whine about no Solo content, so in repsonse, ZOS decides to make them an entire zone dedicated to nothing but soloing. Okay, now they are going to complain about being separated from group content.

    Exactly.
    I don't even understand why are people whining about separation when they don't mind openly criticizing each other in the forums in other words they are separating themselves from the other group. There clearly is a group of people who think the content was too hard and the group who prefers more difficult content. Quit complaining already.

    No I don't think the content is too hard, I just prefer if endgame had more to it then grinding to VR12 then jumping into trials with a dress and a stick holding block while spamming impulse while pretending you are actually good at MMO's.
  • Laura
    Laura
    ✭✭✭✭✭
    I'll never understand solo in a group game. Just seems so counter intuitive.

    You sacrifice so many things for the game to balance and work well with other players just so you can play by yourself?


    all that said I actually agree with the OP. Whatever keeps more people subbed and funding the game.
    Edited by Laura on July 20, 2014 4:34AM
  • Nox_Aeterna
    Nox_Aeterna
    ✭✭✭✭✭
    Enkil wrote: »
    I expected to go into craglorn and explore the area as you would pre-craglorn, find people doing the same and group up them to do things such as quests but no, the masses generally steer clear of the quests and just grind...

    Haven't stepped foot in Craglorn other than a few failed attempts to level before they nerfed anomalies so I cannot really comment on any content there.

    However, what you said above underscores my previous point:
    • Group zones should be designed for grinding, gaining loot, etc.
    • Group zones should NOT contain a lot of dialog
    • Solo zones should be where the story is....

    Trying to put too much story and dialog into a group zone or even a group-only dungeon is a futile waste of dev resources.

    hehehe , it is funny cause the NPCs in dungeons actually talk and all.

    It is all about skipping it in there , it is funny cause you wonder what the hell is happening.
    "Never attribute to malice that which is adequately explained by stupidity."
    -Hanlon's razor
  • UPrime
    UPrime
    ✭✭✭✭
    Just because most of the content up to level cap is soloable doesn't mean the developer shouldn't give any solo path at all at level cap. Of course the endgame content should be group focused but not having anything even something as basic as dailies to do solo at level cap 4 months in is kind of lame.

    That I agree with. Except that as soon as they deploy the champion system replacing the Vet system, everybody will be lvl 50 so that will be the case. At that point you just need xp to progress and doesn't matter where you get it. Be it solo content, group content or pvp.

  • Ser Lobo
    Ser Lobo
    ✭✭✭✭✭
    Adventure Zones can be advertised as end-game content, to go along with Trials, Cyrodiil, the new Arena, and Veteran Dungeons. Every game needs a healthy supply to encourage grouping, player interaction, guild competition, and socialization. These are founding principles that MMO's rely upon, and many (I'm hesitant to say most, but I wouldn't doubt if it wasn't the vast majority) players require to stay subscribed to an MMO for longer than the first month.

    Yet there is still that element of solo play in many MMO's. Right now, especially with the veteran zone difficulty reductions, ALL leveling content between 1-VR10 is solo (sometimes required solo). All guild lines and solo dungeons are also solo only. And for many of us, even world bosses and dolmens, as well as public group dungeons, have become solo-able.

    It seems to me that the vast majority of the developed content (not player generated, which is PvP) of the game is currently focused on solo play. Spending the first six months or so adding content for group players seems like a good balance.



    Of course, they could resolve this further by introducing Dark Brotherhood and Thieves Guild content with that new Murkmire zone, which would be considered solo content. Adding more to the Mages and Fighters Guilds, including adding a radiant quest system, could also be considered solo content. And I've suggested they add at least three new quests a month to existing zones, just to increase diversity and options.

    But it goes back to this: right now, the game is solo-heavy. It NEEDS more group content, especially well-designed and focused group content.
    Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
    Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
    Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.

    XBOX NA
    Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.

    He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.

    This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.
  • arkansas_ESO
    arkansas_ESO
    ✭✭✭✭✭
    I honestly don't understand the desire to play solo in a massively multiplayer online game. The main appeal of a MMO is that it's got a lot of other people playing alongside with you in your world. Why play a multiplayer game if you want a singleplayer experience?


    Grand Overlord 25/8/17
Sign In or Register to comment.