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Whats a solo Player to do?(Craglorn)

  • butterfly442
    butterfly442
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    Erock25 wrote: »
    I really wish they would remove the parts of the quests that require multiple people to complete. I enjoy the challenge of craglorn solo. It is very tough and takes an extremely specialized build.

    If you enjoy group content solo, it means the people who made it suck. Honestly group content should absolutely require a group.

  • Theosis
    Theosis
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    I have stopped logging in. If I don't see why changes for us solo players in the next month Im gone. Im not going to pay for a game were I cant play.

    I love the game, but I don't love the lack of interest in ZOS for their solo players.
    This is were my signature would be if I was allowed one.
  • Eldartar
    Eldartar
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    I bought this game (played the beta first for a while) and loved it (for the most part) until I hit Craglorn, I like playing solo, at my own pace, in my own way. I paid good money for the Imperial edition of the game, have paid my subs since day 1 (after the 30days freebie) now I feel i am being excluded from enjoying a 'zone' in the game. I expected to have the option to either play craglorn solo or in a group, that has been denied me, so I feel that I am being forced to 'buddy up' and join a group to be able to play this 'zone' in the game. Whether you think Craglorn is either good or bad is irrelevant. The point here is that I am being denied the option to play a 'zone' of the game because I prefer to play solo for the most part (0 - VR10 98% Solo) ....... So I don't go in to Craglorn simple as that, I feel cheated and excluded just because I like to play solo, so when they said in the pre-release blurb that we can play the game how we wanted to they should of added 'but only for a short time' It sucks!
  • Eldartar
    Eldartar
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    And the argument that it is an 'MMO' if that is the case why not have the WHOLE content fixed so you have to be in a group 100% of the time, no solo content at all, you can't have an 'MMO' that is 95% solo and 5% where you have to be in a group and say 'Well, you are playing an MMO' when people start to complain.
  • Ghettobird52
    Eldartar wrote: »
    And the argument that it is an 'MMO' if that is the case why not have the WHOLE content fixed so you have to be in a group 100% of the time, no solo content at all, you can't have an 'MMO' that is 95% solo and 5% where you have to be in a group and say 'Well, you are playing an MMO' when people start to complain.

    LOL
  • Guppet
    Guppet
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    For those wanting to know if the new solo zone will require VR14, it's out after the champ system, so all of it will be level 50. This will remove the issue for the devs. More by good look than design though.

    VR levels were just badly thought out, they became required content, which I don't think they intended. Luckily, they have realised this.

    The solo zone should have been much higher priority though, like 3rd patch or so. It remains to be seen if they will have any solo players left when they launch the zone.

    For the record I'm almost Max undaunted, so quite like group play in this game. I just feel it's unfair to those who prefer to solo, which has been a large portion of the MMO player base for the past decade.
  • R1ckyDaMan
    R1ckyDaMan
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    Ofc this might not be an issue if we had reasons to go back to previous zones apart from achievements.
    Edited by R1ckyDaMan on October 5, 2014 10:34AM
  • Tandor
    Tandor
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    Cazic wrote: »
    Anyone who played EverQuest or any of the originals knows that you HAD to group to reach max level.

    Actually, you didn't have to in EQ, it depended entirely on the class you played.

    Moreover, the genre has moved on since those early days, and soloing has become a much more popular play-style in MMOs, especially since the more veteran players have got older and taken on RL responsibilities that restrict their playing hours and ability to commit.

    Besides, it isn't a question of whether people should or shouldn't expect to group in a MMO, as has been constantly repeated here it is about following a play-style for 95% of the levelling content and then being faced with having to switch to a different play-style from then on. That kind of artificial barrier to doing the final 5% in the way you covered the first 95% is unjustified, regardless of the nature of the play-style involved, it's just wrong in principle.

    Edited by Tandor on October 5, 2014 10:41AM
  • Rune_Relic
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    Soloeus wrote: »
    Rune_Relic wrote: »
    Problem 1 - lfg tool doesnt work.
    Problem 2 - few want to to do the content if it did.
    Problem 3 - no group = no access
    Problem 4 - I was in glenumbra lastnight cadwell silver. Over 4 hours I briefly came across 3 people in total. You'll be lucky to find 2 man groups let alone 4..... and 12 man groups .....lol
    Problem 5 - Many players come from TES solo and arent comfortable joining up with others.
    Problem 6 - Lots of pugs are abusive and unfriendly with absolutely no patience with inexperienced players. Driving many away from groups.
    Problem 7 - lots of solo players need/want group practice but need to learn at their own pace.
    Problem 8 - quests are normally done with people who have no interest in the quest and no patience to wait for you forcing you to rush content.

    The solution to all this..... NPC MERCENARIES.
    All problems solved.

    I agree with your problems but not sure about mercs. I remember the npc "help" from the quests and they were worse than newbs.

    LMAO.... yeah.....if the MERCS are anything like the 4 you get facing manimarco....not much point. I was hoping for class/architype selection. So you could choose to add healers/dps/tanks in any combo you like. Granted they shoudl be competent at their roles and enable you to practice yours.
    :)
    Anything that can be exploited will be exploited
  • Esha76
    Esha76
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    I'm about 90% solo player. And even prior to Crag's release, I had no complaints about a group zone. I get excited about content I have little to no interest in as others do. ESO is not Esha Scrolls Online. If it keeps people subbed and the game running, awesome. I'm a big supported of adding content and services everyone wants to keep them all coming back, regardless if I like it or not.

    But, some months into Craglorn now.... it's really not much more than Grindlorn. The different guilds I have been in, people have sporadically done quests here and there, so no one is really on the same page. But what they all go do is run to Crag and grind away to VR12, now 14. Though there are people playing Crag as intended, many use it as a method to grind to max VR as quick as possible. Apparently you can get from VR6 to VR14 in 12 hours of grinding now... I'm sure there are others who do it quicker. So though I supported what it intended to be, it has mostly turned out to be something quite different now.

    And with the incoming Champion system, I have little to no motivation to grind away up to 14 right now. Even though I read Champ "points" (whatever they will be using) will be retroactive to your current accomplishments, I still stop at Cadwell's Gold. I prefer to spend my time now leveling alts to learn different play styles.
    "There is no moisture in your angry stares." - Laughs-at-All
    "I don't know why I bother guarding you horrible people." - Orama Sadas
    "Scales here is about to have a really bad day..." - Valeric
    "Just tell me what you're doing here before I turn your heart into a tomato..." - Sereyne
    "Break those rocks! Dig those ditches! Why??? Because I want you to!!!" - Ifriz the Unraveller
    "There are worse masters than I. Far worse." - Molag Bal
    "I humiliated the Daedra in Mehrunes Spite." - You, when turning in a specific Undaunted Daily.
    "I'm not finding you very pleasant!" - Adla the Brewer
    "Old Ri'hirr likes his birds slow and stupid!" - Old Ri'hirr
    "When things get dirty... Oh, I get so flustered." - Meredil the Archivist
    "Too many Argonians about these days..." - Davon's Watch Guard (though I think this one has been removed from game)
  • Mcskinner
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    All these tes/console players not understanding how a mmo works. I don't understand players expecting a mmo allow you to get the highest ranked gear/level by soloing. You need to expect group action in a mmo it's inevitable. Soloing 1-50 is enough that zenimax should have given. Vet ranks should have been all group content not another quest race, that way console gamers would of got the idea of how mmos work. What's the point of a 'massively multiplayer' if you solo!?!!!!!!! (Serious question)
    Guppet wrote: »
    All these tes/console players not understanding how a mmo works. I don't understand players expecting a mmo allow you to get the highest ranked gear/level by soloing. You need to expect group action in a mmo it's inevitable. Soloing 1-50 is enough that zenimax should have given. Vet ranks should have been all group content not another quest race, that way console gamers would of got the idea of how mmos work. What's the point of a 'massively multiplayer' if you solo!?!!!!!!! (Serious question)

    What a silly comment! Tell me another mainstream MMO launched in the past decade that does not let you reach level cap completely solo? Go on!

    It's not Elder scrolls expectations to reach max level solo, it's anyone that played an MMO in the past 10 years.

    WoW

    Like I said 1-50 was enough solo action zenimax should have stopped it at 50 and all vet ranks be group action. By highest rank gear and level I ment Ilvl . I don't know any mmo in the past decade that allows you to get the best gear soloing. Point blank period.

    TES players just don't want to admit it but this is a mmo, not a single player game, your going to have to group. Deal with it.

    I do know what this game is! I know its an MMO, and that is where my gaming experience has come from. Everything from WoW, Rift, GW2, SWTOR. TBH i played very little of Oblivion and havent done nearly half of what Skyrim has to offer. MMO shouldn't mean i HAVE to group up, but i could if i wanted too , and that there is content there meant to be group content. I have NO problems doing Group Content, I believe i even said I love it because i can then play my preferred role!

    The problem I have, and as many other have said, I am FORCED into group content in order to complete the quest line. I also understand, and enjoy that there is some of the story that is locked away in group content, otherwise, why not make it a single player game? But that shouldn't mean that I am kept from doing part, if not most of it, on my own. It wouldn't be as bad if there the LFG tools were better or even the grouping system was better, and I know they have said that they are working on this.

    Also if they would have kept the Quest line in the over world and only done side bits in the delves, Craglorn would have been much more successful. Even the bosses could have been kept in the over world. The groups are already there anyways, this way I would have been able to complete the quest line, even though missing out on some, and the group content would have still been kept in place.

    And as far as gear goes, that isn't the problem either, I can make the best gear, or at least buy it. But I will agree with the fact that there are going to be, and should be, rewards from group content that is specifically locked behind it, and that is justifiable. Although off the top of my head, I cant think of anything that is? Or at least nothing that is interesting enough to me for me to remember it and want to seek it out.

    I also want to thank for the many post of useful advice, and I have figured out what it is I need to do. I have started another character and this time I will take my time, read the quest, explore, hell maybe even Roleplay! And then wait for the time when they do away with the Veteran Ranks, and provide more ways to keep up as a solo player.

    If VR is not endgame I will agree with you, you should NOT need to be grouped to achieve highest level, but if VR isn't end game what is......?
    Trials, PvP, things that come after at the END of leveling.
    Edited by Mcskinner on October 5, 2014 1:10PM
  • MikeBob
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    Guppet wrote: »
    (...)

    For the record I'm almost Max undaunted, so quite like group play in this game. I just feel it's unfair to those who prefer to solo, which has been a large portion of the MMO player base for the past decade.

    I appreciate your attitude and your fair-minded consideration for those whose priorities/values are different from your own.

    If there were more folks like you evident during my play time, I might just group more often (and enjoy it, to be sure).

    :D
    In the never-ending struggle to acquire Kuta, one must pry loose a great many Ta.
  • MikeBob
    MikeBob
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    Rune_Relic wrote: »
    Soloeus wrote: »
    Rune_Relic wrote: »
    Problem 1 - lfg tool doesnt work.
    Problem 2 - few want to to do the content if it did.
    Problem 3 - no group = no access
    Problem 4 - I was in glenumbra lastnight cadwell silver. Over 4 hours I briefly came across 3 people in total. You'll be lucky to find 2 man groups let alone 4..... and 12 man groups .....lol
    Problem 5 - Many players come from TES solo and arent comfortable joining up with others.
    Problem 6 - Lots of pugs are abusive and unfriendly with absolutely no patience with inexperienced players. Driving many away from groups.
    Problem 7 - lots of solo players need/want group practice but need to learn at their own pace.
    Problem 8 - quests are normally done with people who have no interest in the quest and no patience to wait for you forcing you to rush content.

    The solution to all this..... NPC MERCENARIES.
    All problems solved.

    I agree with your problems but not sure about mercs. I remember the npc "help" from the quests and they were worse than newbs.

    LMAO.... yeah.....if the MERCS are anything like the 4 you get facing manimarco....not much point. I was hoping for class/architype selection. So you could choose to add healers/dps/tanks in any combo you like. Granted they shoudl be competent at their roles and enable you to practice yours.
    :)

    When I went up against Mannimarco, that bunch pretty much saved my butt. The trick is (or was, at that point - I dunno if the encounter's been changed at all since I did it) to lure Mannimarco into close enough proximity to the group - early on - so that they engaged and did their individual parts. Once that happened, the rest went like clockwork (and I had to track down and watch a couple YouTube videos of the encounter to actually figure that part out, heh.)

    As for mercs in general, they can be as knuckle-headed as any flesh-and-blood group-tard, in my experience - or they can be as responsive and helpful as your favorite adventuring buddy. A lot of times (again, in my experience) what determines which way that coin falls are actually decisions made (and actions taken) by the player leading them.
    In the never-ending struggle to acquire Kuta, one must pry loose a great many Ta.
  • GaldorP
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    Ideally, an MMO should always offer alternative ways to grind* (for gear and exp). The most difficult content that requires the most organisation and preparation should offer the best rewards though.

    ESO's grind design is very particular as it offered only solo questing as way to progress until VR 10 at the start (a design simliar to WoW). Then, a much faster way to progress in the VRs (exp-wise) was added that was supposed to be mainly group instances (delves and quest instances in lower Craglorn) with a few open world bosses (Anomalies and Burial Sites, some open world bosses). Most people ignored the instances, however, and found some way to power-farm one boss or another. That kind of power-farming was cleary not the designers' intention and part of it got fixed really fast when a majority of the population started levelling that way (Kardala repeated boss summoning), part of it got nerfed a bit after a while (Anomalies) and part of it has continued and is still being used to power-level today (Hircine's Haunt final boss exploit, various degrees of fast respawn for bosses on the main map of Craglorn).

    Some one-time quests in lower Craglorn are painful to complete as they still require you to find other people who are at the exact same stage you are at to progress (Warrior's Call, Elemental Army, Missing Guardian). Luckily the quests in Upper Craglorn do not have that problem anymore (and it's easy to find groups there). The daily quests in both lower and upper Craglorn offer no good reward but it's easier to find groups there (in lower Craglorn) because players who have already completed the quests can do them again and help other who haven't completed them yet.

    It seems silly that a game that more or less wants you to level by doing solo quests for the first 50 levels (and originally for all 10 VR levels as well), does not offer any solo (quest) option that allows players to progress at reasonable speed after VR 10 (you can do it with daily quests in Cyrodiil, but it's very slow and forces you into PvP).

    I believe the main problem, however, is not that the game forces you to do group content to reach VR 14 (honestly, that's something you'll just have to learn in an MMOG, and it comes very late in ESO), it's how hard it is to find groups and how different group gameplay is from solo gameplay. Nothing prepares solo players for that (I've seen people quit in frustration in Fungal Grotto after only 2 wipes at the 2nd boss). Single target cc skills that are great for soloing are more or less useless in groups. AoE damage skills suddenly aren't just the most overpowered option anymore they are mandatory for everyone. 1 out of 4 players would have to be a tank for 4 player content. There simply aren't that many tank builds (for trials only 1 in 12 is a full tank). Blocking, avoiding red zones on the ground, performing dodge rolls suddenly becomes something you should have mastered but VR solo content since the nerf is so easy that players can do fine without ever learning to do those things.

    My suggestions for the game as I've posted them before in this thread:

    - Offer daily quests that are soloable or can be done in small groups of 2 players (for example: Kill 100 Spell Fiends in the Spellscar area).
    - Exp and loot chance based on contribution (contribution evenly shared among group members).
    - Add tough open world bosses (for 10 to 30+ players) with complex mechanics and very long respawn times that offer good rewards (like trials bosses); for example a huge titan boss in Craglorn.
    - Explorable zones where groups can just hunt monsters for progress. The enemies get stronger the further away from the starting point you venture. Better drops chance and more exp on stronger monsters. Daily quests that are tough to complete in these zones. Daily quests that require you to hunt for a while, maybe about 1 hour and kill 100 monsters of type x with your group (These explorable hunting zones would offer variable group size, hunting for as long as the players want, group members that have to go can be replaced and others invited into the group, friends who log in later can still join, there's always a [low] chance to get something really rare, there's interaction with other players, you can see other groups hunting, this is what an MMOG is all about in my opinion).
    - Make public dungeons places where people can progress just by hunting and doing daily quests (for example: kill 50 monsters of the hard type x). Give the monsters a lot more health and make them deal more damage. This would offer an alternative grind for the people who don't want to do the same quests again on their 4th or 5th character.

    * I call questing for progress a grind as well. Just like hunting the same monsters or doing the same instances repeatedly.
  • Audigy
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    Mcskinner wrote: »
    I spend about 90% of my playtime either solo or by chance with other players who happen to be doing the exact same thing I am doing at the exact same time. Which for most of the game...worked very well. I was able to build my character in a way that i could handle any situation I came across, even in Veteran Rank Zones.

    The only time I would ever group up was in AvAvA or the occasional dungeon to get skill points.

    Enter Craglorn...

    Now what do I do, I can easily make it in and out of the Delves getting the Skyshards, but the quest line REQUIRES me to be in a group. I figured this out shortly after I started and realized i need 3 other people to open a door. But people aren't doing them, at least not publicly, all the zone chat ever says is, "LFG X Grind". And the LFG tool offers no help for running a specific delve.

    So, I ask. Whats a solo player to do?

    Make friends?
    Break down and search for a guild? (current guild is mainly PvP)
    Forget about it completely?
    Is there a resource out there something that might help?
    Play a different game?

    You don't need to be in a group unless you do a dungeon but those have been group based since level 13.

    Just tag along with people and quest together, you don't need to invite them to be eligible to loot or get the kill. This isn't WOW ;)
  • tordr86b16_ESO
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    Craglorn is horrible. Everyone should be able to level their character solo, grouping to kill big "stuff" can be optional.
  • Cazic
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    Tandor wrote: »
    Cazic wrote: »
    Anyone who played EverQuest or any of the originals knows that you HAD to group to reach max level.

    Actually, you didn't have to in EQ, it depended entirely on the class you played.

    Moreover, the genre has moved on since those early days, and soloing has become a much more popular play-style in MMOs, especially since the more veteran players have got older and taken on RL responsibilities that restrict their playing hours and ability to commit.

    Besides, it isn't a question of whether people should or shouldn't expect to group in a MMO, as has been constantly repeated here it is about following a play-style for 95% of the levelling content and then being faced with having to switch to a different play-style from then on. That kind of artificial barrier to doing the final 5% in the way you covered the first 95% is unjustified, regardless of the nature of the play-style involved, it's just wrong in principle.

    Yeah, good points. I'm starting to better understand the issue here.

  • wafcatb14_ESO
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    Game has the same issues Swtor had Single player rpg company trying to make a single player game but call it a MMO. .. Best thing SWTOR had going for it , was that every class and faction had a completly different main story.

    Unlike here there is only one main story regardless of class or faction, and only 1 zone to lvl up in for lvl range ie. 5-15 etc , unlike every other MMO in the last 15 years that has 3 or 4 different zones you can go to to lvl up in for the same lvl range lvl 5-15 choose between 3 or 4 zones to go to.

    Game has very little replay value, and almost non-functioning guild mechanics, bad group mechanics, can`t help a friend, guilde etc with a quest unless you are on the exact same quest step etc.
  • Aeratus
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    The way to approach Grindlorn for a solo player is this. Grindlorn isn't really intended to be a quest zone. The quests are merely for style purposes (basically, to set the atmosphere for the trials). Don't want to do the quest? then just don't do them, lol. You aren't missing anything, since the stuff in Grindlorn barely relates to ES lore at all.

    What Grindlorn offers is a way to level up quickly. Any solo player can join a grind group. You don't need any sophisticated group-oriented skill to participate.
  • spinedoc
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    This is the same old argument MMO's have had since their inception. It almost always boils down to one thing, free time. There was a point in my life where I had the free time to grind and raid, but a career, wife, house, kids etc. mean that time has dwindled down to almost nothing. I used to be on the other end whining about how you didn't deserve gear and levels unless you put the time and effort into them. I'm not on that level anymore, now I'd like to have fun with the little time I have to logon. Solo play provides that fun, but as a MMO I also have the opportunity to once in a while sink some time in. Do I think I should have the best gear, absolutely not, but at the same time I pay the same sub fee as someone else so I should get something.

    This value put on electronic stuff that doesn't really exist is really odd, what the hell is that +10 vorpal blade of godliness going to do for you in real life? Will it get you a job? Will it get you a date? It's sad that people value these digitial nothings over the feelings and respect of a fellow human being and having fun with them. I'm not preaching here as I am just as guilty as the next hardcore raider of doing exactly that. It just kind of sucks to be in a MMO where instead of hearing" hey lets have fun" you get the "if you don't have 356,938,000 DPS we will kick you out of the group noob". I can't blame TESO they are just following the MMO formula and it's us players who dictate that.
  • Arthur_Spoonfondle
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    There is no reason why an MMO should not have end-game content catering for both group and solo players. My only gripe with this game, in respect of end-game content, is that Zenimax promised both but, are only delivering group content.

    Those players that harp-on about end-game should be group only, are short-sighted and selfish.
    Edited by Arthur_Spoonfondle on October 5, 2014 7:19PM
  • Vahrokh
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    Aeratus wrote: »
    The way to approach Grindlorn for a solo player is this. Grindlorn isn't really intended to be a quest zone. The quests are merely for style purposes (basically, to set the atmosphere for the trials). Don't want to do the quest? then just don't do them, lol. You aren't missing anything, since the stuff in Grindlorn barely relates to ES lore at all.

    What Grindlorn offers is a way to level up quickly. Any solo player can join a grind group. You don't need any sophisticated group-oriented skill to participate.

    There's "just" this tiny detail, where if you don't do stuff in Craglorn all you have left is Cyrodil...
  • Tanis-Stormbinder
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    Why not make all content scale to group leader and number of party members. This way everyone can enjoy all aspects of the game.
  • Nestor
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    Guppet wrote: »

    VR levels were just badly thought out, they became required content, which I don't think they intended. Luckily, they have realised this.

    If the Champion System gives any advantage in PvP, then it too becomes required content.

    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • jabcross12
    I'm also a solo player and looking for players online. Come and find me and ill befriend you. (EvanderJames) looking to do dungeons, craiglorn ect. Cheers
  • danovic
    danovic
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    Cazic wrote: »
    If we're going to get all technical with definitions of what a MMO is, how about looking back at what MMOs were to begin with?

    Anyone who played EverQuest or any of the originals knows that you HAD to group to reach max level. Obviously the genre has evolved a lot, so that's not necessarily a fair direct comparison. But the point is that no one here is really in a position to criticize ESO because it's requiring you to group up for a portion of the high level content. It's a MMO, group play is (should be) inherently built in to the game. If you don't like it then move on!

    Any changes made to alleviate the frustrations here should be in the interest of improving the LFG tool.

    And that was what made everyone quit everquest and go to wow forcing anyone to do anything will loose subscribers and that's exactly what happened in everquest. World of warcraft you could always solo to max level then start the major raids and group content. everquests failure made WoW a huge hit. So what do you think will happen to ESO if they keep forcing things?
  • Muizer
    Muizer
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    Mcskinner wrote: »
    I spend about 90% of my playtime either solo or by chance with other players who happen to be doing the exact same thing I am doing at the exact same time. Which for most of the game...worked very well. I was able to build my character in a way that i could handle any situation I came across, even in Veteran Rank Zones.

    The only time I would ever group up was in AvAvA or the occasional dungeon to get skill points.

    Enter Craglorn...

    Now what do I do, I can easily make it in and out of the Delves getting the Skyshards, but the quest line REQUIRES me to be in a group. I figured this out shortly after I started and realized i need 3 other people to open a door. But people aren't doing them, at least not publicly, all the zone chat ever says is, "LFG X Grind". And the LFG tool offers no help for running a specific delve.

    So, I ask. Whats a solo player to do?

    Make friends?
    Break down and search for a guild? (current guild is mainly PvP)
    Forget about it completely?
    Is there a resource out there something that might help?
    Play a different game?

    Yeah I agree. Finished Cadwell's Gold. At this point I'd like to move on to the end-game...........which for me is PvP. Thing is, I'm only at lvl 11 and I've rapidly figured out that there's no way feasible way forward there in terms of leveling up. The way I've been progressing since, I won't be able to compete in PvP at the level I want for months to come! WTF is this.....

    Edited by Muizer on October 12, 2014 6:47PM
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • ramasurinenpreub18_ESO
    I'm willing to bet that a core element of the problem for traditional TES players is that all we really wanted from ESO was the ability to play through Tamriel with a friend... ONE friend.. perhaps two at most. Many of us had wonderful experiences in past Elder Scrolls games that we wanted to share with a close friend or partner... as they happened... not discuss and compare after the fact over a coffee.

    What we wanted was Skyrim/Oblivion/Morrowind CO-OP. Bethesda flat out wouldn't give it to us (despite cooperative play being the single most requested TES feature for 15 years), so we came to ESO in the hopes of finding some of that experience.

    That isn't what we got. Instead we got a phased mess full of trolls and bots, but there are some magic moments in this game, when it all comes together, so we stuck with it anyway, and tried to carve out that experience we wanted.

    Now we've reached the end of the road of what can be achieved with our play style and that's rubbing a lot of us the wrong way. We are the core fanbase that allowed this game to have any chance of success to begin with, the real fans of Tamriel in all its incarnations, not the standard MMO players whose interests are often very fleeting.

    Craglorn should have been released with soloable quests or activities, or a solo/duo friendly zone should have been released along side it at the same time. Some Craglorn quests *require* four people for no valid reason whatsoever, and a group of four is simply more than many of us are comfortable playing with, or can even be bothered to try to organize at all. As someone mentioned previously, life interrupts. It's absolutely no issue to stop play briefly because of kid/spouse/cat or whatever when you're duoing something, but when there are three other people waiting on you... well then you are now an "inconvenience", and when there are 11 others waiting? Now you're kicked and alone again. A lot of us just aren't interested in or able to give that kind of play commitment. The absolute *mess* that Craglorn quest stages imposed was the nail in the coffin for that region for us.

    Back in my WoW raiding days someone once said to me "Forty people don't willingly get together on a weekend without a paycheque." and that's stuck with me ever since. Big group play is ultimately about the reward, not the adventure. I don't think its really possible to retain that 'magic' when you're grouped with more than two others. Optional grouping is fine, even big grouping, but forced grouping goes against the very essence of TES in my opinion. Also, given that all we wanted was co-op TES, the forced soloing in ESO is just as dumb. I should have been able to take on Molag Bal with my best friend, and it should have scaled accordingly.

    Yes ESO is an mmo, but it's also an Elder Scrolls game, and this friction is going to continue and increase until TES players have a viable way forward along with the rest of the standard mmo crowd. Maybe the champion system will help a bit but I doubt it.

    At this point I think Wrothgar should be made their number one priority as far as new regions go, or Murkmire had better have a ton of solo/duo friendly content.

    ZoS, please put the big guilds of 'professional' mmo players on hold for a few minutes and remember where your bread is buttered.
    Edited by ramasurinenpreub18_ESO on October 12, 2014 9:56PM
  • WraithAzraiel
    WraithAzraiel
    ✭✭✭✭✭
    Make friends with other solo'ers and endeavor to explore the delves of craglorn together!

    Be excellent to each other!

    /airguitar
    Shendell De'Gull - V14 Vampire Nightblade

    Captain of the Black Howling

    "There's no such thing as overkill..."

    "No problem on the face of the Earth exists what can't be fixed with the proper application of enough duct tape and 550 cord."

    P2PBetaTesters
    #Tamriel_BETA_Team
    #BETA_TESTER4LYF
    DominionMasterRace
    #GOAHEADTHEYGOTCANDY
    #SEEMSLEGIT
  • Nox_Aeterna
    Nox_Aeterna
    ✭✭✭✭✭
    Make friends with other solo'ers and endeavor to explore the delves of craglorn together!

    Be excellent to each other!

    /airguitar

    Party on dude!!!
    Edited by Nox_Aeterna on October 12, 2014 9:39PM
    "Never attribute to malice that which is adequately explained by stupidity."
    -Hanlon's razor
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