There seems to be a lot of people against solo play for some reason. OP got four LOLs for posting this and I got two LOLs for coming up with suggestions on how to give solo players an endgame? wtf
jelliedsoup wrote: »
jelliedsoup wrote: »
We could start like an endless chain of wtfing and LOLs for it all.
Well my suggestion has to be "forced" solo play, to earn the rewards. Letting people group up would trivialise the content and wouldn't deserve the rewards.
Maybe there could be a way for people to go through that sort of content in groups but without the rewards, that would be reasonable.
starkerealm wrote: »
Well my suggestion has to be "forced" solo play, to earn the rewards. Letting people group up would trivialise the content and wouldn't deserve the rewards.
Maybe there could be a way for people to go through that sort of content in groups but without the rewards, that would be reasonable.
Well, instead of laughing at you by way of criticism...
There's a huge problem with the current "forced-solo" content: just throwing enemies designed for groups at you. The harvesters come to mind as an immediate issue. Even though I cleared Halls of Torment ages ago and can reliably snuff Harvesters on my own now, but they are a huge middle finger to solo players. Their mechanics are built around team dynamics, hell the harvester fight in Vaults of Madness is something I really enjoy. But, the forced solo content that exist right now is dodgy at best. Sometimes it's a simple question of "did you bring a skill that can stun-lock the boss?" "No? then GTFO." Which doesn't honestly feel like much of a challenge to me.
Instead of any of that, you could pop in and take a look at the suggestions I made for a solo player endgame using crafting quests as the basis - considered then tackled how to give a solo play experience deserving of endgame level rewards without forcing solo playing, after reading a comment in this thread (expanded upon my original idea, which is a work in progress).
You need to ask yourselves what have you done, since before launch to be honest, for the casual, for the content-driven, for the explorer, for the TES lore junkie.
Originally, AFAIK, the game was supposed to be like DAoC - create a character in one alliance, do all the quests there, face the big baddie (Molag Bal), and then go to Cyrodiil to PvP for the rest of the game. If you'd want to experience the other alliances, you'd roll an alt. Veteran ranks made more sense then. Then people started complaining that they wanted to do something else than PvP, and that they didn't want to have to use multiple characters to experience all the content, and we got what we have now...
You need to ask yourselves what have you done, since before launch to be honest, for the casual, for the content-driven, for the explorer, for the TES lore junkie.
Abolishing the Vet system was a good start.
Craglorn came first because ESO launched without endgame.
Orsinium and more of Black Marsh are in the works. Also expect solo crafting quests, solo spell crafting quests. Plus the Imperial City is PvE content (not sure if solo quests will be included.)
Lots of good stuff for solo players in the pipe.
You need to ask yourselves what have you done, since before launch to be honest, for the casual, for the content-driven, for the explorer, for the TES lore junkie.
Abolishing the Vet system was a good start.
Craglorn came first because ESO launched without endgame.
Orsinium and more of Black Marsh are in the works. Also expect solo crafting quests, solo spell crafting quests. Plus the Imperial City is PvE content (not sure if solo quests will be included.)
Lots of good stuff for solo players in the pipe.
Paying monthly sub to get bi-annual or even annual content is illogical. Group players are getting new content every freaking month.
Maybe there should be a paygate here, separating solo and solo+group areas, $15 for normal and forced group area access, $5 for others.
1) define forced solo content..no really..
ers101284b14_ESO wrote: »You need to ask yourselves what have you done, since before launch to be honest, for the casual, for the content-driven, for the explorer, for the TES lore junkie.
Abolishing the Vet system was a good start.
Craglorn came first because ESO launched without endgame.
Orsinium and more of Black Marsh are in the works. Also expect solo crafting quests, solo spell crafting quests. Plus the Imperial City is PvE content (not sure if solo quests will be included.)
Lots of good stuff for solo players in the pipe.
Paying monthly sub to get bi-annual or even annual content is illogical. Group players are getting new content every freaking month.
Maybe there should be a paygate here, separating solo and solo+group areas, $15 for normal and forced group area access, $5 for others.
Considering after launch solo players had 3 freaking zones PVP had 1 huge area and group players had what about 6 dungeon? I say it's about time group players got a zone. And since PVPers haven't gotten anything since launch I'd say their about due. I've been playing every day since early access, at vr14 have cleared all 3 factions and looking at my achievement list I still have tons of solo play left.
The game needs to cater to all players not just one and after release solo players had the most amount of content. So it makes sense that they don't get any thing until the other players have something to do also.
ers101284b14_ESO wrote: »You need to ask yourselves what have you done, since before launch to be honest, for the casual, for the content-driven, for the explorer, for the TES lore junkie.
Abolishing the Vet system was a good start.
Craglorn came first because ESO launched without endgame.
Orsinium and more of Black Marsh are in the works. Also expect solo crafting quests, solo spell crafting quests. Plus the Imperial City is PvE content (not sure if solo quests will be included.)
Lots of good stuff for solo players in the pipe.
Paying monthly sub to get bi-annual or even annual content is illogical. Group players are getting new content every freaking month.
Maybe there should be a paygate here, separating solo and solo+group areas, $15 for normal and forced group area access, $5 for others.
Considering after launch solo players had 3 freaking zones PVP had 1 huge area and group players had what about 6 dungeon? I say it's about time group players got a zone. And since PVPers haven't gotten anything since launch I'd say their about due. I've been playing every day since early access, at vr14 have cleared all 3 factions and looking at my achievement list I still have tons of solo play left.
The game needs to cater to all players not just one and after release solo players had the most amount of content. So it makes sense that they don't get any thing until the other players have something to do also.
The devs didn't plan for the actual state of the market. They still seem to think people only pvp and group, which is why we have the mess the game is in now.
ers101284b14_ESO wrote: »You need to ask yourselves what have you done, since before launch to be honest, for the casual, for the content-driven, for the explorer, for the TES lore junkie.
Abolishing the Vet system was a good start.
Craglorn came first because ESO launched without endgame.
Orsinium and more of Black Marsh are in the works. Also expect solo crafting quests, solo spell crafting quests. Plus the Imperial City is PvE content (not sure if solo quests will be included.)
Lots of good stuff for solo players in the pipe.
Paying monthly sub to get bi-annual or even annual content is illogical. Group players are getting new content every freaking month.
Maybe there should be a paygate here, separating solo and solo+group areas, $15 for normal and forced group area access, $5 for others.
Considering after launch solo players had 3 freaking zones PVP had 1 huge area and group players had what about 6 dungeon? I say it's about time group players got a zone. And since PVPers haven't gotten anything since launch I'd say their about due. I've been playing every day since early access, at vr14 have cleared all 3 factions and looking at my achievement list I still have tons of solo play left.
The game needs to cater to all players not just one and after release solo players had the most amount of content. So it makes sense that they don't get any thing until the other players have something to do also.
This is complete boloney, as if you think at launch, with everybody at level 1, the PvP should be instantly fantastic. Lets allow level 1s into Craglorn and see what happens.
Fact is PvP or PvE needs to go through the quest at least once, to get the levels and skills.
Fact is both PvP and PvE benefited from normal zones, while only PvP is getting anything extra.
Nox_Aeterna wrote: »You can get to VR14 by doing PvP. Is it going to take longer? Sure, but it's still entirely feasible. In fact, you can get to VR14 just grinding mobs outside Craglorn as well, and they're making leveling up even easier next patch (Veteran Points converted to normal XP).
You can't realistically expect an MMO to focus primarily on solo player content. MMO stands for Massive Multiplayer Online.
There are many other departments that currently need just as much attention, if not more than singleplayer content; such as end game PvE and especially PvP.
That said, they are bringing in stuff that'll be interesting for solo players, since those are a reasonably large group as well (it's an Elder Scrolls game after all).
- Solo PvE Arena was mentioned in the latest ESO Live I believe.
- Crafting writs are coming next patch, rewarding you with a recipe upon completion.
- A whole zone called Wrothgar, designed for singleplayer is coming soon(tm).
This, along with the fact that most of the game (apart from end game) is tailored for solo (there are no "elite mobs" or anything that'd require a group outside grp dungeons...).
I wont even bother answer the first part of your post , it was already done at this point thousands of times.
Outside that , endgame is probably the most important part in a MMO , that simple.
Sure it takes a long time to reach it in ESO , that is why i said now is that many are even getting to VR10 heh. But the point is , you get there and once you get to VR10 the solo content ends.
Cyro is PvP , which has nothing to do with PvE players , and if grinding mobs is what the game wants us to do , i can mention a very , very long list of korean MMOs that allow you to do that for free from lvl 1 heh :P.
And ofc like you said they said a solo zone will be added , a pity that like so many other things in this game that remains in the future , a future that considering the other many , many big update features that also have to be added even before it , one can say what? In the best case march next year? And that is in the best case.
So many months of nothing to do hardly keeps players also :P.
- Solo PvE Arena was mentioned in the latest ESO Live I believe.
- Crafting writs are coming next patch, rewarding you with a recipe upon completion.
Nice how you ignored these completely.
Not sure what you're expecting to be honest. Them to scrap Imperial City for 1.6 & implement more solo content instead? I'm quite sure the PvP folks wouldn't like that.
What should ZOS do that would help the situation? Some constructive feedback would do wonders for your argument.
if i may just take a step back and be a bit more general..
1) define forced solo content..no really..
solo, you do alone. By definition. It's solo. It is designed, and supposed, to be played by you. Alone. Hence...solo
so define -forced- solo. No do, cause me, i find it superfluous a touch
especially since in THIS game, they have already started, and continue to, make all the solo quests possible to do while you are GROUPED
I wrote up a really elegant solution to solo player endgame, and can't even get people to look at it. No idea why. Take a look if any of you solo players and crafters are genuinely looking at making something happen - Crafting Quests - Solo Player Endgame
I wrote up a really elegant solution to solo player endgame, and can't even get people to look at it. No idea why. Take a look if any of you solo players and crafters are genuinely looking at making something happen - Crafting Quests - Solo Player Endgame
I wrote up a really elegant solution to solo player endgame, and can't even get people to look at it. No idea why. Take a look if any of you solo players and crafters are genuinely looking at making something happen - Crafting Quests - Solo Player Endgame
Its probably the emphasis on crafting. I love the idea you have; but I suspect it is because I enjoy most aspects of the game including crafting. Hopefully with time we can see content like you describe being fleshed out and expanded. I think though in the short term we will see more bug fixes and PvP content (which isn't bad to be clear).
I wrote up a really elegant solution to solo player endgame, and can't even get people to look at it. No idea why. Take a look if any of you solo players and crafters are genuinely looking at making something happen - Crafting Quests - Solo Player Endgame
Its probably the emphasis on crafting. I love the idea you have; but I suspect it is because I enjoy most aspects of the game including crafting. Hopefully with time we can see content like you describe being fleshed out and expanded. I think though in the short term we will see more bug fixes and PvP content (which isn't bad to be clear).
Content like I described will never happen if nobody talks about it. Right now that thread is buried, where it will stay unless people start getting active in there.
I wrote up a really elegant solution to solo player endgame, and can't even get people to look at it. No idea why. Take a look if any of you solo players and crafters are genuinely looking at making something happen - Crafting Quests - Solo Player Endgame
Its probably the emphasis on crafting. I love the idea you have; but I suspect it is because I enjoy most aspects of the game including crafting. Hopefully with time we can see content like you describe being fleshed out and expanded. I think though in the short term we will see more bug fixes and PvP content (which isn't bad to be clear).
Content like I described will never happen if nobody talks about it. Right now that thread is buried, where it will stay unless people start getting active in there.
As already noted you have 17 agrees; further there are three pages of discussion (or was that just you?). Are you just trolling for bumps?
I wrote up a really elegant solution to solo player endgame, and can't even get people to look at it. No idea why. Take a look if any of you solo players and crafters are genuinely looking at making something happen - Crafting Quests - Solo Player Endgame
Its probably the emphasis on crafting. I love the idea you have; but I suspect it is because I enjoy most aspects of the game including crafting. Hopefully with time we can see content like you describe being fleshed out and expanded. I think though in the short term we will see more bug fixes and PvP content (which isn't bad to be clear).
Content like I described will never happen if nobody talks about it. Right now that thread is buried, where it will stay unless people start getting active in there.