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Crafting Quests - Solo Player Endgame

  • babylon
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    MikeBob wrote: »
    babylon wrote: »
    (...) Solo players endgame + crafting makes sense.

    Agreed. :)

    Ultimately though, I believe the crafting + endgame ideas you've shared here, if implemented properly, could (and would) really benefit everyone who plays ESO (not just soloers).

    Thanks for the time/effort you've put into presenting your ideas, babylon.

    I'm hoping ZOS looks at this and makes it happen.

    Going to bring this up for more discussion and input. It's quite hard to get people to comment on suggestions.
    Edited by babylon on October 9, 2014 1:57AM
  • babylon
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    I worry that ZOS might feel they have so much to do...but this isn't fluff content or sideline content or anything unimportant - this is something solo players require for the game to be complete to them.
  • MikeBob
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    babylon wrote: »
    I worry that ZOS might feel they have so much to do...but this isn't fluff content or sideline content or anything unimportant - this is something solo players require for the game to be complete to them.

    This is my concern also - prioritization.

    I've heard about so many different things that are "in the works" - and with the current state of the game being what it is, I don't see a lot of this happening very soon, if at all.
  • babylon
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    MikeBob wrote: »
    babylon wrote: »
    I worry that ZOS might feel they have so much to do...but this isn't fluff content or sideline content or anything unimportant - this is something solo players require for the game to be complete to them.

    This is my concern also - prioritization.

    I've heard about so many different things that are "in the works" - and with the current state of the game being what it is, I don't see a lot of this happening very soon, if at all.

    Probably will be flambayed for saying this, but they really need to add in a solo player endgame even before the Justice System. It's what they really need to be working on.
  • MikeBob
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    babylon wrote: »
    (...) they really need to add in a solo player endgame even before the Justice System. It's what they really need to be working on.

    I agree.

    (One can always hope. ;) )


  • Tapio75
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    No thanks. For "Solo" endgame with option to group with friend i would like to have enemy factions zones as my playground.

    i want to have questgivers there who would give me objectives against my enemies so instead of betraying my faction, i would help my faction in war effort.

    To put it simple. Add factional quests to other factions zones so we dont have to "Change" faction when we hit level 50. Let us continue to aid our own faction instead of betraying it.

    As an alternative to that, add quests to allready existing quests where you just help commoners or nobles on their everyday troubles, let us help a farmer to get rid of pests of harvest a season. Let us help that old timer to find his shoes or something. Let us help others as an alternative to war effort.

    Let us have true TES experience.
    >>PC-EU Mostly PVE. Played since BETA<<
  • Jaxsun
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    OP, this is a great idea.
  • babylon
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    Tapio75 wrote: »
    No thanks. For "Solo" endgame with option to group with friend i would like to have enemy factions zones as my playground.

    i want to have questgivers there who would give me objectives against my enemies so instead of betraying my faction, i would help my faction in war effort..

    That's not an endgame, that's continuation of the levelling game, and has a very fixed end (which means you just made the game last a little longer, and still require an endgame).

    The nature of an endgame is that it doesn't continue then end with nothing more in sight, it simply repeats, which is what I'm advocating here with the crafting quests + dungeon boss system.

    I expect ZOS will add in more zones however, and hope they do as well. But bottom line is an endgame for solo players is needed, and tying it in with crafted sets (so making crafted gear necessary, because of the quest series + endboss challenges, and current with other sets found in the pvp grinding endgame and in the dungeon grinding endgame).

    The type of endgame I am suggesting here has the capacity to be endless, just as an endgame needs to be.
  • Soloeus
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    helediron wrote: »
    I don't think it is realistic to wait content just for crafting endgame, while there is need for general solo end content. Crafting could be there as a side quest as e.g. nirnhoned end reward is in upper Craglorn.
    In fact the current nirncrux fever is something i like. Now when enchanting got easy, there is still something difficult and time consuming for a maxed crafter.

    Crafting needs integrated firmly into Solo Play and Nirnhoned should never happen again, no more binding crafting to group only elite clubs.

    Within; Without.
  • Tapio75
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    babylon wrote: »
    Tapio75 wrote: »
    No thanks. For "Solo" endgame with option to group with friend i would like to have enemy factions zones as my playground.

    i want to have questgivers there who would give me objectives against my enemies so instead of betraying my faction, i would help my faction in war effort..

    That's not an endgame, that's continuation of the levelling game, and has a very fixed end (which means you just made the game last a little longer, and still require an endgame).

    The nature of an endgame is that it doesn't continue then end with nothing more in sight, it simply repeats, which is what I'm advocating here with the crafting quests + dungeon boss system.

    I expect ZOS will add in more zones however, and hope they do as well. But bottom line is an endgame for solo players is needed, and tying it in with crafted sets (so making crafted gear necessary, because of the quest series + endboss challenges, and current with other sets found in the pvp grinding endgame and in the dungeon grinding endgame).

    The type of endgame I am suggesting here has the capacity to be endless, just as an endgame needs to be.

    I am sorry to be blunt but your vision of endgame is sadly old fashioned for my liking. The endgame you describe will not interest me at all. I just want my character to continue progressing on skills, not levels after i reach level cap. I believe champion system does just that.

    If solo endgame is just crafting quests for stupid gear it is in pother name just another stupid way to grind better stats and thus, something which becomes mandatory, not a choice or something meaningful in game world.

    >>PC-EU Mostly PVE. Played since BETA<<
  • babylon
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    Tapio75 wrote: »
    babylon wrote: »
    Tapio75 wrote: »
    No thanks. For "Solo" endgame with option to group with friend i would like to have enemy factions zones as my playground.

    i want to have questgivers there who would give me objectives against my enemies so instead of betraying my faction, i would help my faction in war effort..

    That's not an endgame, that's continuation of the levelling game, and has a very fixed end (which means you just made the game last a little longer, and still require an endgame).

    The nature of an endgame is that it doesn't continue then end with nothing more in sight, it simply repeats, which is what I'm advocating here with the crafting quests + dungeon boss system.

    I expect ZOS will add in more zones however, and hope they do as well. But bottom line is an endgame for solo players is needed, and tying it in with crafted sets (so making crafted gear necessary, because of the quest series + endboss challenges, and current with other sets found in the pvp grinding endgame and in the dungeon grinding endgame).

    The type of endgame I am suggesting here has the capacity to be endless, just as an endgame needs to be.

    snip

    I noticed you made your own thread about wanting open pvp maps, so this isn't your endgame anyway.
  • Tapio75
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    All i am saying is that if endgame is nothing more than crafting better stats to sell or yourself it is extremely boring for me. If endgame is in any way repetitive daily or weekly stuff it is extremely boring to me and in any situation, no matter the reward, repetitive playing is nothing to me.

    >>PC-EU Mostly PVE. Played since BETA<<
  • babylon
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    Tapio75 wrote: »
    snip

    Endgames are that way, what you want is open world pvp maps, and is not an endgame. I'll explain why I've laid it out the way it is anyway, even though all you want is open world pvp maps as you stated in that thread you just made, and aren't even looking for a pve solo player endgame, which is what this thread is about.

    The point is to make crafted gear something current and simultaneously give solo players an endgame. This is the nature of endgames - some form of repetition and some reward system.

    I think the ideas in the OP would fit the bill well for this activity.
    Edited by babylon on October 9, 2014 1:40PM
  • Tapio75
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    babylon wrote: »
    Tapio75 wrote: »
    babylon wrote: »
    Tapio75 wrote: »
    No thanks. For "Solo" endgame with option to group with friend i would like to have enemy factions zones as my playground.

    i want to have questgivers there who would give me objectives against my enemies so instead of betraying my faction, i would help my faction in war effort..

    That's not an endgame, that's continuation of the levelling game, and has a very fixed end (which means you just made the game last a little longer, and still require an endgame).

    The nature of an endgame is that it doesn't continue then end with nothing more in sight, it simply repeats, which is what I'm advocating here with the crafting quests + dungeon boss system.

    I expect ZOS will add in more zones however, and hope they do as well. But bottom line is an endgame for solo players is needed, and tying it in with crafted sets (so making crafted gear necessary, because of the quest series + endboss challenges, and current with other sets found in the pvp grinding endgame and in the dungeon grinding endgame).

    The type of endgame I am suggesting here has the capacity to be endless, just as an endgame needs to be.

    snip

    I noticed you made your own thread about wanting open pvp maps, so this isn't your endgame anyway.

    Heh :) I made a thread about open world, not open world PVP. PVP was just one choice which would come with it if one chooses.

    I often get frustrated when people automatically think that i want open world PVP if i want an open world :D

    I also dont think repetitive endgame which has traditionally been nature of endgame would interest solo players for long. In my wiev, solo players want more of a continuation for their characters story or to the story of world and inevitable is that for solo players, most characters just wear out over time and new alt is made.

    Endgame is what happens after you reach level cap, in Star Trek Online, it is even more quests if you choose to play player made quests which in fact often are even better than games own quests. Nothing really forces endgame to be repetitive stuff, it is the lack of imagination that makes endgame what it traditionally has been.

    Time to change is now, new inventions for endgame would be great.

    Edited by Tapio75 on October 9, 2014 1:44PM
    >>PC-EU Mostly PVE. Played since BETA<<
  • babylon
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    Tapio75 wrote: »
    I also dont think repetitive endgame which has traditionally been nature of endgame would interest solo players for long. In my wiev, solo players want more of a continuation for their characters story

    That is handled by expansions, and isn't an endgame situation. You can't have an endless questing experience, as making quests takes a lot of time. I'm sure there will be expansions that will make us all happy.

    An endgame on the other hand will always be some kind of repetition, most of us understand this.

    The suggestion in the OP makes this endgame for solo players nicely tie in with the continuation of crafting (to keep crafting relevant and equivalent to other set items found in other endgames like the pvp endgame grind and the dungeon endgame grind)) as the quest series with end bosses will be something that takes effort and dedication, so will require decent gear. Crafting and the solo play experience has a lot of synergy, and really goes together perfectly.

    Would be nice to have some feedback from ZOS.
  • Xeres14
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    That is a great idea, babylon.
    Edited by Xeres14 on October 9, 2014 4:15PM
  • Tapio75
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    babylon wrote: »
    An endgame on the other hand will always be some kind of repetition, most of us understand this.

    You my friend, are stuck in the past and lack the imagination to even think of anything else that always has been. MMO players tend to be stubborn like that.

    Often banging that fist pn the table and telling everyone "This is what always has been and this is how things will and should always be"

    As long as players keep being like this, MMORPG¨s tend to stay stale on endgame and also repetitive.

    I have some examples how questing would continue after reaching level cap and how story could continue after reaching level cap but i do not see the need to express themselves as you will not see past your traditional wievs :)

    Cheers!

    >>PC-EU Mostly PVE. Played since BETA<<
  • MikeBob
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    Tapio75 wrote: »

    (...)

    You my friend, are stuck in the past and lack the imagination to even think of anything else that always has been. MMO players tend to be stubborn like that.

    Often banging that fist pn the table and telling everyone "This is what always has been and this is how things will and should always be"

    As long as players keep being like this, MMORPG¨s tend to stay stale on endgame and also repetitive.

    I have some examples how questing would continue after reaching level cap and how story could continue after reaching level cap but i do not see the need to express themselves as you will not see past your traditional wievs :)

    Cheers!

    News Flash, Tapio: you're not anyone's friend when you address them in a condescending tone or manner.

    You hold a differing opinion than the OP's, and that's just fine - but get this straight: yours isn't unequivocally the better view, nor does it make you any better than someone you don't agree with.

    (But don't worry, you're far from alone in this: easily half of the knuckleheads posting to internet board sites think that they're better than those who disagree with their ideas - they, like you, should probably go out and buy How To Win Friends and Influence People, by Dale Carnegie - and read the darn thing.)
  • Tapio75
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    Have a nice day :)
    >>PC-EU Mostly PVE. Played since BETA<<
  • babylon
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    Anyway, please read the OP and comment.
  • babylon
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    Read OP even if you don't comment :3
  • MikeBob
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    babylon wrote: »
    Read OP even if you don't comment :3

    Did you see this?

    http://forums.elderscrollsonline.com/discussion/comment/1312893/#Comment_1312893

    :D
    Edited by MikeBob on October 10, 2014 9:19PM
  • babylon
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    MikeBob wrote: »
    babylon wrote: »
    Read OP even if you don't comment :3

    Did you see this?

    http://forums.elderscrollsonline.com/discussion/comment/1312893/#Comment_1312893

    :D

    Sadly those repeatable crafting quests aren't the involved kind with quests and endbosses and learning new sets and recipes like I'm trying to get ZOS to put together, think they're something like make x amount of pants and whatnot then deliver them to some NPC (pure grind quests).
    Edited by babylon on October 10, 2014 9:24PM
  • LonePirate
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    babylon wrote: »
    MikeBob wrote: »
    babylon wrote: »
    Read OP even if you don't comment :3

    Did you see this?

    http://forums.elderscrollsonline.com/discussion/comment/1312893/#Comment_1312893

    :D

    Sadly those repeatable crafting quests aren't the involved kind with quests and endbosses and learning new sets and recipes like I'm trying to get ZOS to put together, think they're something like make x amount of pants and whatnot then deliver them to some NPC (pure grind quests).

    You are correct with a couple of minor caveats. The Provisioning quests will reward recipes every time with a small chance of rewarding rare recipes. The quests for the other skills will occasionally reward new survey reports. For Master Crafters, these reports will lead players to high yield resource nodes with an increased chance of yielding Nirncrux stones.

  • MikeBob
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    babylon wrote: »
    MikeBob wrote: »
    babylon wrote: »
    Read OP even if you don't comment :3

    Did you see this?

    http://forums.elderscrollsonline.com/discussion/comment/1312893/#Comment_1312893

    :D

    Sadly those repeatable crafting quests aren't the involved kind with quests and endbosses and learning new sets and recipes like I'm trying to get ZOS to put together, think they're something like make x amount of pants and whatnot then deliver them to some NPC (pure grind quests).

    (Yet?)

    It's a step in the right direction, though.

    In the meantime, I say we cross our fingers and keep shakin' the tree!

    B)

  • Oolou
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    I like the suggestion and agree that some soloable content is needed at the top level for players who, either don't enjoy grouping with others, or who would like to do some content that doesn't involve using their play time searching for a group.

    The suggested way of framing that content may not appeal to everyone, but it would give all those soloers something to do other than roll up another alt.
  • babylon
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    LonePirate wrote: »
    babylon wrote: »
    MikeBob wrote: »
    babylon wrote: »
    Read OP even if you don't comment :3

    Did you see this?

    http://forums.elderscrollsonline.com/discussion/comment/1312893/#Comment_1312893

    :D

    Sadly those repeatable crafting quests aren't the involved kind with quests and endbosses and learning new sets and recipes like I'm trying to get ZOS to put together, think they're something like make x amount of pants and whatnot then deliver them to some NPC (pure grind quests).

    You are correct with a couple of minor caveats. The Provisioning quests will reward recipes every time with a small chance of rewarding rare recipes. The quests for the other skills will occasionally reward new survey reports. For Master Crafters, these reports will lead players to high yield resource nodes with an increased chance of yielding Nirncrux stones.

    Thanks for the info.

    What is really needed for the crafter/solo play endgame, rather than continuing the nirncrux direction (farming nodes over and over which is quite a mindless activity), is something like a real endgame with the quest series/endboss, and learning further sets/recipes/etc at an endgame level. That has so much more potential (and is easily added to and expanded), even if it will require a bit more effort on ZOS's part at first to get this all up and running.

    I'm hoping they see the potential in this idea.
    MikeBob wrote: »
    (Yet?)

    It's a step in the right direction, though.

    In the meantime, I say we cross our fingers and keep shakin' the tree!

    B)
    Absolutely keep shaking the tree. I want to see this game deliver.



    Edited by babylon on October 13, 2014 1:20AM
  • babylon
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    Also given some consideration to how ZOS might be able to ensure they can make the solo crafting quest series + endboss system challenging without being impossible for certain builds.

    To balance quests and endboss for solo players (who might be good at healing but have no dps or defence, or might be good at tanking but have no dps or healing, or might be good at dps but have no healing or defence), they could add in an NPC who you choose to take with you through to the endboss. There could be a choice of three different NPC companions you could bring with you (one dps type, one healer type, one tank type). That way any solo player would be able to take some backup who is strong in the area they're weak in, so the whole thing is okay for any kind of player to achieve, with some effort.

    Basically so that ZOS can make the quest series and endboss difficult but achieveable for any solo player.

    Also seen some concerns on having "forced" solo content.

    In this case the content I suggested was "forced" solo content in order to earn the rewards (chances at learning new crafting sets and recipes etc).

    Having people steamroll through this in groups would trivialise the content, which brings up the point that people don't actually earn the rewards and don't "need" the good gear they'd be learning by doing these quests. But if the content was, as above, balanced for a solo player + NPC companion then it seems possible to ditch the NPC companion and bring a real player in its place. And if they wanted more than one friend in there for social purposes, maybe just allow players to do the content for fun, without the chance of rewards/researchable set item drops/recipe drops (in whatever form they all take).
  • MikeBob
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    babylon wrote: »

    (...)

    Having people steamroll through this in groups would trivialise the content, which brings up the point that people don't actually earn the rewards and don't "need" the good gear they'd be learning by doing these quests. But if the content was, as above, balanced for a solo player + NPC companion then it seems possible to ditch the NPC companion and bring a real player in its place.

    (...)

    I agree that grouping for solo-intended crafting sessions or quests would effectively result in receiving unmerited rewards - absolutely - but I also really love the idea of having an NPC companion once in awhile (from quests I've done both in Skyrim and in ESO), and I'd be very interested to see how something like this might work out in (a) crafting questline(s).

    :)
  • babylon
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    MikeBob wrote: »
    babylon wrote: »

    (...)

    Having people steamroll through this in groups would trivialise the content, which brings up the point that people don't actually earn the rewards and don't "need" the good gear they'd be learning by doing these quests. But if the content was, as above, balanced for a solo player + NPC companion then it seems possible to ditch the NPC companion and bring a real player in its place.

    (...)

    I agree that grouping for solo-intended crafting sessions or quests would effectively result in receiving unmerited rewards - absolutely - but I also really love the idea of having an NPC companion once in awhile (from quests I've done both in Skyrim and in ESO), and I'd be very interested to see how something like this might work out in (a) crafting questline(s).

    :)

    Same here - I think it would be fun, and with the whole thing balanced that way (one player plus companion, or alternatively a friend) makes it so nobody feels forced into any kind of playstyle, something all solo players have felt regarding the Craglorn maps and being forced into grouping to reach level cap.

    Slowly developing this idea, feel like a lot of the bases have been covered now, and it would be nice if ZOS could chip in here at this point with some feedback.
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