To give solo players an endgame with time, involvement and gear equivalent to grouped players endgame (time, involvement and gear), how about making crafting quests where you have to go through a series of quests and bosses designed to be challenging for a solo player (no grouping allowed in these quests).
Have them a series of quests and trials and bosses at the end of each series, which gives chances to drop a researchable item for a special crafted set piece, that is equivalent, but different, to set items found by grouped players in their dungeons.
Have several types of new sets to learn to make.
Each time you run through one of these quest series you get to go toe-to-toe with the end boss who might drop the item you need to research to learn how to make a particular set piece. Each series could focus on a part of the body - eg head item, or leg item, or shoulder item, or weapon, or offhand, and so on.
For example you run through a series of quests with an end boss to learn how to make the head piece for a set item. The boss at the end may or may not drop the piece you need to learn for a certain set. He has a chance to drop the research piece for all set items for that part of the body, but may or may not drop the research piece you are still needing. You might need to do these quests several times to get the research item you need for a particular set. Then you'd need to take time to research that piece.
This way the solo player can make gear equivalent to the endgame gear of other players who group, and they have had to invest time and effort to learn these pieces.
The time it takes should be such that only a real solo player will be able to go through this, so solo players will have their own path to an equivalent endgame with time and effort and reward for doing all this.
WraithAzraiel wrote: »AlexDougherty wrote: »LonePirate wrote: »There are crafting quests coming with Update 5 which will require the player to craft six blacksmithing/clothing/woodworking items and deliver them to Belkarth in Craglorn.
It would be cool if we had to deliver the items to low level players.
Nice Idea, but then you have problems, firstly they have to be logged on, Then you have to find them, and they have to respond to you. I personally would be annoyed if I failed a quest after chasing down a player who then just refuses to respond.
Get the ESO equivalent of a van and some candy or puppies, boom; problem solved. Those lowbies will come running.
LonePirate wrote: »There are crafting quests coming with Update 5 which will require the player to craft six blacksmithing/clothing/woodworking items and deliver them to Belkarth in Craglorn.
Alright keeping this open for discussion.
Trying to do a rough workup on how they could set up a series of quests to cover all crafting types (woodworker + blacksmith + clothier + enchanter + alchemist + provisioner) so they all go through about the same amount of quests to get new gear researched and new recipes/potions/enchantments learned. Perhaps make it so for provisioners/alchemists/enchanters to learn the new recipes/potions/enchantment several drops are needed before you can learn to make that recipe or enchantment, so that you need several items, making that type of crafter go through around the same number of quests with end bosses as the armour and weapon crafters.
Was thinking maybe split these quest series up into the basics (magicka/health/stamina) and each of those were a quest series with a boss at the end, and each of those end bosses would have a chance to drop something for that crafter to learn, whether it's a new recipe or a new piece of research to learn.
magicka quest series =
+ magicka type sets (clothier + blacksmith + woodworker)
+ magicka/magicka regen (alchemy + provisioning)
+ jewellery enchants (enchanter)
health quest series =
+ health type sets (clothier + blacksmith + woodworker)
+ health/health regen (alchemy + provisioning)
+ armour enchants (enchanter)
stamina quest series =
+ stamina type sets (clothier + blacksmith + woodworker)
+ stamina/stamina regen (alchemy + provisioning)
+ weapon enchants (enchanter)
And so on. Obviously it's up to ZOS to theme them any way they want, but if we can just try to offer up more suggestions and develop the idea further I think it will be helpful.
To give solo players an endgame with time, involvement and gear equivalent to grouped players endgame (time, involvement and gear), how about making crafting quests where you have to go through a series of quests and bosses designed to be challenging for a solo player (no grouping allowed in these quests).
Have them a series of quests and trials and bosses at the end of each series, which gives chances to drop a researchable item for a special crafted set piece, that is equivalent, but different, to set items found by grouped players in their dungeons.
Have several types of new sets to learn to make.
Each time you run through one of these quest series you get to go toe-to-toe with the end boss who might drop the item you need to research to learn how to make a particular set piece. Each series could focus on a part of the body - eg head item, or leg item, or shoulder item, or weapon, or offhand, and so on.
For example you run through a series of quests with an end boss to learn how to make the head piece for a set item. The boss at the end may or may not drop the piece you need to learn for a certain set. He has a chance to drop the research piece for all set items for that part of the body, but may or may not drop the research piece you are still needing. You might need to do these quests several times to get the research item you need for a particular set. Then you'd need to take time to research that piece.
This way the solo player can make gear equivalent to the endgame gear of other players who group, and they have had to invest time and effort to learn these pieces.
The time it takes should be such that only a real solo player will be able to go through this, so solo players will have their own path to an equivalent endgame with time and effort and reward for doing all this.
LonePirate wrote: »There are crafting quests coming with Update 5 which will require the player to craft six blacksmithing/clothing/woodworking items and deliver them to Belkarth in Craglorn.
It would be cool if we had to deliver the items to low level players.
I would like to tap into the market of group players with my crafting expertise. I would like to be able to invest time into Crafting to produce expensive things I can sell them. Things that would bore the crap out of them that they refuse to do, that a player like me wants to do, and be rewarded properly for.
I would like to tap into the market of group players with my crafting expertise. I would like to be able to invest time into Crafting to produce expensive things I can sell them. Things that would bore the crap out of them that they refuse to do, that a player like me wants to do, and be rewarded properly for.
I feel like they intend for you to do this kind of thing on your own.
I'm not sure how they would really implement a mechanic for you to do this outside of some sort of bulletin board request system.
I would like to tap into the market of group players with my crafting expertise. I would like to be able to invest time into Crafting to produce expensive things I can sell them. Things that would bore the crap out of them that they refuse to do, that a player like me wants to do, and be rewarded properly for.
I feel like they intend for you to do this kind of thing on your own.
I'm not sure how they would really implement a mechanic for you to do this outside of some sort of bulletin board request system.
Without reward?
nirncrux
nirncrux
Group dungeon grinders have an endgame that comes with gear. Pvp grinders have an endgame that comes with gear. It doesn't make sense to tie in crafting to either of those activities.
It makes the most sense to tie in crafting with a solo player endgame, so that this style of play has endgame gear, and a reason to have gear that is equivalent with other endgame gears (because of the effort and time involved).
In this way, all play styles have an endgame, and because of this each can switch between the other if they choose. Making crafting tie in with solo player endgame is the way to go here to make that third playstyle have both an endgame and gear same as pvp grinders and dungeon grinders.
Daily quests (crafting or any type) should have been in the game from the start. omitting this was just another failure to the ESO launch list !
The only people who should be able to make the high end gear is people who have spent time, gold and effort into mastering their crafting skills !
@babylon, don't get me wrong, i like the idea very much. Crafting has inherently lots of solo playing. I can see the synergy.
I totally agree that crafting end game should take time and effort. At some point we should get distinguished from hobby crafters (yeah, elitist, completionist, i confess). I mentioned nirncruxes because they are a step to right direction. They are hard to find, and getting them all is a big effort. But it's not like the super rare recipes effort, which was merely just a lottery. This effort is something i can plan ahead, and i believe only small percentge of players is willing to do.
Again let's get this moving. (...)
(...) ZOS are looking at ways to keep crafting current (...)
(...) Last thing we need is them making the mistake of tying crafting into grouping activities. (...)
(...) Solo players endgame + crafting makes sense.