starkerealm wrote: »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.
...because no one talks about the Mages or Fighter's Guild questlines?
Look, what you're describing, some of it, does happen in game right now. Group only players cannot get their hands on any of the guild questline sets. The ones that require traveling to Eyevea or The Earthen Forge (or whatever it's called.)
Those are single player exclusive sets.
You do get exclusive gear for running the single player content that exists. I mean the forced solo content.
So, I honestly don't know what you're saying unless you think we need more of that, in which case, no.
I'm not paying $15 a month for a version of Skyrim with an added chat box and very limited mod support. I was furious at Halls of Torment when I ran it the first time. Doing the guild quest lines waffled between annoying and inconsequential.
I like that there's stuff you can do solo, but if you're playing with someone else, you should never be forced to split up and try to tackle the same content separately. Never.
Because this is an MMO. The second M there stands for Multiplayer, in case there was some confusion. It is not a single player game with a monthly fee. While I'm happy to have stuff I can do alone. I'll say that again, that I can choose to do alone. I should never be told I can't join in with my friends.
starkerealm wrote: »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.
...because no one talks about the Mages or Fighter's Guild questlines?
Look, what you're describing, some of it, does happen in game right now. Group only players cannot get their hands on any of the guild questline sets. The ones that require traveling to Eyevea or The Earthen Forge (or whatever it's called.)
Those are single player exclusive sets.
You do get exclusive gear for running the single player content that exists. I mean the forced solo content.
So, I honestly don't know what you're saying unless you think we need more of that, in which case, no.
I'm not paying $15 a month for a version of Skyrim with an added chat box and very limited mod support. I was furious at Halls of Torment when I ran it the first time. Doing the guild quest lines waffled between annoying and inconsequential.
I like that there's stuff you can do solo, but if you're playing with someone else, you should never be forced to split up and try to tackle the same content separately. Never.
Because this is an MMO. The second M there stands for Multiplayer, in case there was some confusion. It is not a single player game with a monthly fee. While I'm happy to have stuff I can do alone. I'll say that again, that I can choose to do alone. I should never be told I can't join in with my friends.
My idea does not force solo play, which you'd know if you actually read it instead of just coming here to yell at me.
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.
starkerealm wrote: »starkerealm wrote: »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.
...because no one talks about the Mages or Fighter's Guild questlines?
Look, what you're describing, some of it, does happen in game right now. Group only players cannot get their hands on any of the guild questline sets. The ones that require traveling to Eyevea or The Earthen Forge (or whatever it's called.)
Those are single player exclusive sets.
You do get exclusive gear for running the single player content that exists. I mean the forced solo content.
So, I honestly don't know what you're saying unless you think we need more of that, in which case, no.
I'm not paying $15 a month for a version of Skyrim with an added chat box and very limited mod support. I was furious at Halls of Torment when I ran it the first time. Doing the guild quest lines waffled between annoying and inconsequential.
I like that there's stuff you can do solo, but if you're playing with someone else, you should never be forced to split up and try to tackle the same content separately. Never.
Because this is an MMO. The second M there stands for Multiplayer, in case there was some confusion. It is not a single player game with a monthly fee. While I'm happy to have stuff I can do alone. I'll say that again, that I can choose to do alone. I should never be told I can't join in with my friends.
My idea does not force solo play, which you'd know if you actually read it instead of just coming here to yell at me.
I did read it. I also read this: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.
At that point, no. Chuck it all on the fire and call it a day.
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).
LonePirate wrote: »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.
First, I don't think the solo arena was confirmed. It was merely discussed as a possibility. It certainly is not playable content any time soon.
Second, the crafting writ quests are non-combat quests. That is perfectly fine as they serve as nice part-time jobs for players; but they do not offer much of a challenge or allow one to hone or practice or experiment with skills.
LonePirate wrote: »As for constructive feedback, all quests and delves in Craglorn and in every future new zone including Murkmire and Wrothgar should scale to the number of players in your group if ZOS doesn't want to make them public instead of instanced. If I want to solo a quest or delve, this allow me to do so. If I want to tackle it with a group of three, then I can do that as well.
Solo players like myself simply want a compromise that is fair for everyone. Group players do not want to share and want content for them and no one else. Which side do you think is the better one for ZOS to choose when creating new content?
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
Your idea is good if balanced correctly, but a nightmare if balanced poorly. Can you imagine everyone (or certain % of population) having access to the best gear in 2-3 days? There are some skilled individuals out there, and while it's difficult to get 12 players together who do everything correctly, content like you're proposing wouldn't be that difficult for that one skilled individual.
I've not yet seen a game pull off that level of solo content, but that doesn't mean it isn't possible. Sounds a little bit too risky to me though.
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
Your idea is good if balanced correctly, but a nightmare if balanced poorly. Can you imagine everyone (or certain % of population) having access to the best gear in 2-3 days? There are some skilled individuals out there, and while it's difficult to get 12 players together who do everything correctly, content like you're proposing wouldn't be that difficult for that one skilled individual.
I've not yet seen a game pull off that level of solo content, but that doesn't mean it isn't possible. Sounds a little bit too risky to me though.
My idea is that people get a chance at gaining drops from the endboss after doing a quest series (each time, a series of quests working up to the endboss), that they would need to research first, so not only does it take time for the drops to happen, but they need to research the set items first, which will take a lot of time, so nobody will have sets after a couple of days. It will take real endgame time and effort to get these sets together.
Do read the thread, and comment on it after reading.
starkerealm wrote: »Because this is an MMO. The second M there stands for Multiplayer, in case there was some confusion. It is not a single player game with a monthly fee. While I'm happy to have stuff I can do alone. I'll say that again, that I can choose to do alone. I should never be told I can't join in with my friends.
starkerealm wrote: »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
Your idea is good if balanced correctly, but a nightmare if balanced poorly. Can you imagine everyone (or certain % of population) having access to the best gear in 2-3 days? There are some skilled individuals out there, and while it's difficult to get 12 players together who do everything correctly, content like you're proposing wouldn't be that difficult for that one skilled individual.
I've not yet seen a game pull off that level of solo content, but that doesn't mean it isn't possible. Sounds a little bit too risky to me though.
My idea is that people get a chance at gaining drops from the endboss after doing a quest series (each time, a series of quests working up to the endboss), that they would need to research first, so not only does it take time for the drops to happen, but they need to research the set items first, which will take a lot of time, so nobody will have sets after a couple of days. It will take real endgame time and effort to get these sets together.
Do read the thread, and comment on it after reading.
I'm sorry, but that's just a, "if they do it right it'll be perfect," response. It's hard enough to balance one encounter. Again, harvester fights for a solo player are a fantastic example, and the game does feel quite comfortable with throwing those at us.
Adding the option for NPC followers just screws the whole, "no you gotta do it alone" line of thought, at a conceptual level. It was part of the thing with the main quest that never sat right with me.
And, seriously, how do you distinguish between a DPSer and a Tank, especially when you've also got this DPSer over here who's discovered how to completely trivialize the heal boss?
I have honestly seen MMOs that tried this, it does not work.
starkerealm wrote: »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
Your idea is good if balanced correctly, but a nightmare if balanced poorly. Can you imagine everyone (or certain % of population) having access to the best gear in 2-3 days? There are some skilled individuals out there, and while it's difficult to get 12 players together who do everything correctly, content like you're proposing wouldn't be that difficult for that one skilled individual.
I've not yet seen a game pull off that level of solo content, but that doesn't mean it isn't possible. Sounds a little bit too risky to me though.
My idea is that people get a chance at gaining drops from the endboss after doing a quest series (each time, a series of quests working up to the endboss), that they would need to research first, so not only does it take time for the drops to happen, but they need to research the set items first, which will take a lot of time, so nobody will have sets after a couple of days. It will take real endgame time and effort to get these sets together.
Do read the thread, and comment on it after reading.
I'm sorry, but that's just a, "if they do it right it'll be perfect," response. It's hard enough to balance one encounter. Again, harvester fights for a solo player are a fantastic example, and the game does feel quite comfortable with throwing those at us.
Adding the option for NPC followers just screws the whole, "no you gotta do it alone" line of thought, at a conceptual level. It was part of the thing with the main quest that never sat right with me.
And, seriously, how do you distinguish between a DPSer and a Tank, especially when you've also got this DPSer over here who's discovered how to completely trivialize the heal boss?
I have honestly seen MMOs that tried this, it does not work.
It's obvious you haven't read the thread at all.
I suggested balancing to player + one NPC companion, of your choice (healer NPC, tank NPC, or dps NPC), to balance against player weakness in any area. Or they could bring a friend in the NPC's place.
The balancing in this way would work well.
starkerealm wrote: »starkerealm wrote: »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
Your idea is good if balanced correctly, but a nightmare if balanced poorly. Can you imagine everyone (or certain % of population) having access to the best gear in 2-3 days? There are some skilled individuals out there, and while it's difficult to get 12 players together who do everything correctly, content like you're proposing wouldn't be that difficult for that one skilled individual.
I've not yet seen a game pull off that level of solo content, but that doesn't mean it isn't possible. Sounds a little bit too risky to me though.
My idea is that people get a chance at gaining drops from the endboss after doing a quest series (each time, a series of quests working up to the endboss), that they would need to research first, so not only does it take time for the drops to happen, but they need to research the set items first, which will take a lot of time, so nobody will have sets after a couple of days. It will take real endgame time and effort to get these sets together.
Do read the thread, and comment on it after reading.
I'm sorry, but that's just a, "if they do it right it'll be perfect," response. It's hard enough to balance one encounter. Again, harvester fights for a solo player are a fantastic example, and the game does feel quite comfortable with throwing those at us.
Adding the option for NPC followers just screws the whole, "no you gotta do it alone" line of thought, at a conceptual level. It was part of the thing with the main quest that never sat right with me.
And, seriously, how do you distinguish between a DPSer and a Tank, especially when you've also got this DPSer over here who's discovered how to completely trivialize the heal boss?
I have honestly seen MMOs that tried this, it does not work.
It's obvious you haven't read the thread at all.
I suggested balancing to player + one NPC companion, of your choice (healer NPC, tank NPC, or dps NPC), to balance against player weakness in any area. Or they could bring a friend in the NPC's place.
The balancing in this way would work well.
Based on what? We've both played the game, I'm assuming. We've both seen the "caliber" of NPC allies we can get for various quests. How is ZoS supposed to take the systems that already exist in the game and magically balance them so they work properly?
LonePirate wrote: »starkerealm wrote: »Because this is an MMO. The second M there stands for Multiplayer, in case there was some confusion. It is not a single player game with a monthly fee. While I'm happy to have stuff I can do alone. I'll say that again, that I can choose to do alone. I should never be told I can't join in with my friends.
You seem to be conflating multiplayer content with grouped content.
LonePirate wrote: »The two terms are not synonymous. The world bosses and dolmens are multiplayer content in that several players can play the same content at the same time without being grouped.
LonePirate wrote: »The Craglorn quests and delves along with the Undaunted dungeons and trials are group content in that you must be grouped with your friends if you want to play them together.
LonePirate wrote: »You seem to want more of the latter even though more of the former would work for you and eliminate any hypocrisy or selfishness as well.
LonePirate wrote: »For the record, I believe the game should allow grouping for the Main ashes, the Fighters Guild and the Mages Guild quest lines. I also think all Craglorn and Undaunted content should scale to the number of players in your party, be it 1 or 4 or 12 or 24 or whatever.
starkerealm wrote: »
That's what I'm advocating, by the way. Not more dolmens, not more undaunted, not more craglorn style "you must be in a team" informal dungeons pretending to be delves. More content that can be done solo but doesn't lock your friends outside until you're done. Which is exactly what Babylon is begging for here.
LonePirate wrote: »
I have thrown out several improvement ideas in the past.
http://forums.elderscrollsonline.com/discussion/106935/my-proposal-for-overhauling-veteran-content
http://forums.elderscrollsonline.com/discussion/130558/build-your-gear-vendors-needed
http://forums.elderscrollsonline.com/discussion/129214/hey-zos-here-is-how-you-need-to-design-new-end-game-zones
http://forums.elderscrollsonline.com/discussion/126138/add-daily-quests-related-to-dark-anchors-and-world-bosses
http://forums.elderscrollsonline.com/discussion/112038/daily-vr-level-quest-idea
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
Your idea is good if balanced correctly, but a nightmare if balanced poorly. Can you imagine everyone (or certain % of population) having access to the best gear in 2-3 days? There are some skilled individuals out there, and while it's difficult to get 12 players together who do everything correctly, content like you're proposing wouldn't be that difficult for that one skilled individual.
I've not yet seen a game pull off that level of solo content, but that doesn't mean it isn't possible. Sounds a little bit too risky to me though.
My idea is that people get a chance at gaining drops from the endboss after doing a quest series (each time, a series of quests working up to the endboss), that they would need to research first, so not only does it take time for the drops to happen, but they need to research the set items first, which will take a lot of time, so nobody will have sets after a couple of days. It will take real endgame time and effort to get these sets together.
Do read the thread, and comment on it after reading.
How are they supposed to...?
It's far from impossible. Are you saying ZOS can't do this?
If you feel unable to solo things then maybe you're not a solo player and should really group up so you can be propped up by the good playing of others.
Maybe...solo play really isn't for you at an endgame level.
But there are a lot of solo players who would enjoy play at an endgame level, and that's what my idea is designed to provide for us.
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
Your idea is good if balanced correctly, but a nightmare if balanced poorly. Can you imagine everyone (or certain % of population) having access to the best gear in 2-3 days? There are some skilled individuals out there, and while it's difficult to get 12 players together who do everything correctly, content like you're proposing wouldn't be that difficult for that one skilled individual.
I've not yet seen a game pull off that level of solo content, but that doesn't mean it isn't possible. Sounds a little bit too risky to me though.
My idea is that people get a chance at gaining drops from the endboss after doing a quest series (each time, a series of quests working up to the endboss), that they would need to research first, so not only does it take time for the drops to happen, but they need to research the set items first, which will take a lot of time, so nobody will have sets after a couple of days. It will take real endgame time and effort to get these sets together.
Do read the thread, and comment on it after reading.
Firstly, why would people do group content for the best stuff, if they can solo it much easier?
Secondly, how long would that research time be?
Thirdly, the reason that good gear is so exalted, is because not everyone has access to it. If you make all solo players have access to it in a few days (+research), it hardly is anything "special" anymore, just something you get after x hours & little effort.
starkerealm wrote: »From everything I've read, your idea is to punish players who enjoy doing solo content with their friends.
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
Your idea is good if balanced correctly, but a nightmare if balanced poorly. Can you imagine everyone (or certain % of population) having access to the best gear in 2-3 days? There are some skilled individuals out there, and while it's difficult to get 12 players together who do everything correctly, content like you're proposing wouldn't be that difficult for that one skilled individual.
I've not yet seen a game pull off that level of solo content, but that doesn't mean it isn't possible. Sounds a little bit too risky to me though.
My idea is that people get a chance at gaining drops from the endboss after doing a quest series (each time, a series of quests working up to the endboss), that they would need to research first, so not only does it take time for the drops to happen, but they need to research the set items first, which will take a lot of time, so nobody will have sets after a couple of days. It will take real endgame time and effort to get these sets together.
Do read the thread, and comment on it after reading.
I did read your thread and my concerns still stand valid (in fact, there's even more of them now).
Firstly, why would people do group content for the best stuff, if they can solo it much easier?
Secondly, how long would that research time be? An ideal end game raid (atleast according to me) should take anywhere between 2-5 months to clear with daily raids, not two weeks or 2 days. If people can do the solo content in 2-3 days and then research for a month for equal gear, that would hardly be fair. Then again, if you make something have a 6 month research, that'd hardly be fair (or fun) either, considering there'd probably be another raid tier released during that time period (with better loot than what you're currently researching). In short: balance issues.
Thirdly, the reason that good gear is so exalted, is because not everyone has access to it. If you make all solo players have access to it in a few days (+research), it hardly is anything "special" anymore, just something you get after x hours & little effort.
You could make this researchable gear a rare drop from the boss (assuming the crafting quests were repeatable), but that'd make it more RNG than time+effort in the end & would lead to more frustration.
My verdict: Too many balance issues. If they nailed the difficulty of these solo bosses, so that it took 4-5 months of "solo raiding" it could work, but otherwise it'd only discourage people from running the normal raids (since they could get equal rewards solo, without the chance someone else messes up).
LonePirate wrote: »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
Your idea is good if balanced correctly, but a nightmare if balanced poorly. Can you imagine everyone (or certain % of population) having access to the best gear in 2-3 days? There are some skilled individuals out there, and while it's difficult to get 12 players together who do everything correctly, content like you're proposing wouldn't be that difficult for that one skilled individual.
I've not yet seen a game pull off that level of solo content, but that doesn't mean it isn't possible. Sounds a little bit too risky to me though.
My idea is that people get a chance at gaining drops from the endboss after doing a quest series (each time, a series of quests working up to the endboss), that they would need to research first, so not only does it take time for the drops to happen, but they need to research the set items first, which will take a lot of time, so nobody will have sets after a couple of days. It will take real endgame time and effort to get these sets together.
Do read the thread, and comment on it after reading.
I did read your thread and my concerns still stand valid (in fact, there's even more of them now).
Firstly, why would people do group content for the best stuff, if they can solo it much easier?
Secondly, how long would that research time be? An ideal end game raid (atleast according to me) should take anywhere between 2-5 months to clear with daily raids, not two weeks or 2 days. If people can do the solo content in 2-3 days and then research for a month for equal gear, that would hardly be fair. Then again, if you make something have a 6 month research, that'd hardly be fair (or fun) either, considering there'd probably be another raid tier released during that time period (with better loot than what you're currently researching). In short: balance issues.
Thirdly, the reason that good gear is so exalted, is because not everyone has access to it. If you make all solo players have access to it in a few days (+research), it hardly is anything "special" anymore, just something you get after x hours & little effort.
You could make this researchable gear a rare drop from the boss (assuming the crafting quests were repeatable), but that'd make it more RNG than time+effort in the end & would lead to more frustration.
My verdict: Too many balance issues. If they nailed the difficulty of these solo bosses, so that it took 4-5 months of "solo raiding" it could work, but otherwise it'd only discourage people from running the normal raids (since they could get equal rewards solo, without the chance someone else messes up).
In all of this, you failed to make the case for why the best gear and the highest level content needs to be available to groups only? Why should only groups be able to obtain this gear? Shouldn't the experience, mechanics and fun from play with a group be sufficient? What difference does it make if the same gear drops from a solo boss as drops from a group boss?
If you play in a group more for the gear than for the fun of playing with your friends, then you or ZOS is doing it wrong.
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
Your idea is good if balanced correctly, but a nightmare if balanced poorly. Can you imagine everyone (or certain % of population) having access to the best gear in 2-3 days? There are some skilled individuals out there, and while it's difficult to get 12 players together who do everything correctly, content like you're proposing wouldn't be that difficult for that one skilled individual.
I've not yet seen a game pull off that level of solo content, but that doesn't mean it isn't possible. Sounds a little bit too risky to me though.
My idea is that people get a chance at gaining drops from the endboss after doing a quest series (each time, a series of quests working up to the endboss), that they would need to research first, so not only does it take time for the drops to happen, but they need to research the set items first, which will take a lot of time, so nobody will have sets after a couple of days. It will take real endgame time and effort to get these sets together.
Do read the thread, and comment on it after reading.
Firstly, why would people do group content for the best stuff, if they can solo it much easier?
Secondly, how long would that research time be?
Thirdly, the reason that good gear is so exalted, is because not everyone has access to it. If you make all solo players have access to it in a few days (+research), it hardly is anything "special" anymore, just something you get after x hours & little effort.
It won't be "much easier". It will be good, solid, hard content, but like raids, far from impossible. Some of the challenge comes from mob difficulty, some comes from the gambling nature of not knowing if the thing you want will drop, and some comes from the time it takes to research the set pieces. To do this activity will require time, effort, and dedication - all things any good endgame activity requires.
Solo players are looking for an endgame, and should not be forced into grouping in order to have an endgame and find rewards and participate in the economy. Everyone will do what they prefer doing, if all content is provided for the three playstyles (solo, group, pvp) and is of relatively equal difficulty and relatively equal reward.
Research time, as we know, takes now around 30 days PER ITEM. On top of that you don't know you'll get the item you need to research, because the endboss might not drop it - same as in a raid. People don't get frustrated and give up when they don't get their drops in a raid, same will go for a solo player and how they tackle their endgame. Solo players are not mentally weaker than group players, and I hope that isn't anything you'd suggest. Anyway, that all should mean sets will take many, many months for a player to learn.
And again, it will not take "a few days", so none of your worries stand. I have already addressed all your fears and provided good solutions, and can't see any drawbacks at all, at the point my idea has now progressed to.
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
Your idea is good if balanced correctly, but a nightmare if balanced poorly. Can you imagine everyone (or certain % of population) having access to the best gear in 2-3 days? There are some skilled individuals out there, and while it's difficult to get 12 players together who do everything correctly, content like you're proposing wouldn't be that difficult for that one skilled individual.
I've not yet seen a game pull off that level of solo content, but that doesn't mean it isn't possible. Sounds a little bit too risky to me though.
My idea is that people get a chance at gaining drops from the endboss after doing a quest series (each time, a series of quests working up to the endboss), that they would need to research first, so not only does it take time for the drops to happen, but they need to research the set items first, which will take a lot of time, so nobody will have sets after a couple of days. It will take real endgame time and effort to get these sets together.
Do read the thread, and comment on it after reading.
Firstly, why would people do group content for the best stuff, if they can solo it much easier?
Secondly, how long would that research time be?
Thirdly, the reason that good gear is so exalted, is because not everyone has access to it. If you make all solo players have access to it in a few days (+research), it hardly is anything "special" anymore, just something you get after x hours & little effort.
It won't be "much easier". It will be good, solid, hard content, but like raids, far from impossible. Some of the challenge comes from mob difficulty, some comes from the gambling nature of not knowing if the thing you want will drop, and some comes from the time it takes to research the set pieces. To do this activity will require time, effort, and dedication - all things any good endgame activity requires.
Solo players are looking for an endgame, and should not be forced into grouping in order to have an endgame and find rewards and participate in the economy. Everyone will do what they prefer doing, if all content is provided for the three playstyles (solo, group, pvp) and is of relatively equal difficulty and relatively equal reward.
Research time, as we know, takes now around 30 days PER ITEM. On top of that you don't know you'll get the item you need to research, because the endboss might not drop it - same as in a raid. People don't get frustrated and give up when they don't get their drops in a raid, same will go for a solo player and how they tackle their endgame. Solo players are not mentally weaker than group players, and I hope that isn't anything you'd suggest. Anyway, that all should mean sets will take many, many months for a player to learn.
And again, it will not take "a few days", so none of your worries stand. I have already addressed all your fears and provided good solutions, and can't see any drawbacks at all, at the point my idea has now progressed to.
I'm still not convinced...
As mentioned before, having 12 players do the right thing at the right time is much more difficult than just having one person do so. This would likely lead to very skilled individuals being able to complete these "solo raids" very quickly, unless there was a lot of gear checks along the way, which would in turn require the other bosses in this "Crafting Quest" line have good drops.
Also, what about class balance?
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
Your idea is good if balanced correctly, but a nightmare if balanced poorly. Can you imagine everyone (or certain % of population) having access to the best gear in 2-3 days? There are some skilled individuals out there, and while it's difficult to get 12 players together who do everything correctly, content like you're proposing wouldn't be that difficult for that one skilled individual.
I've not yet seen a game pull off that level of solo content, but that doesn't mean it isn't possible. Sounds a little bit too risky to me though.
My idea is that people get a chance at gaining drops from the endboss after doing a quest series (each time, a series of quests working up to the endboss), that they would need to research first, so not only does it take time for the drops to happen, but they need to research the set items first, which will take a lot of time, so nobody will have sets after a couple of days. It will take real endgame time and effort to get these sets together.
Do read the thread, and comment on it after reading.
Firstly, why would people do group content for the best stuff, if they can solo it much easier?
Secondly, how long would that research time be?
Thirdly, the reason that good gear is so exalted, is because not everyone has access to it. If you make all solo players have access to it in a few days (+research), it hardly is anything "special" anymore, just something you get after x hours & little effort.
It won't be "much easier". It will be good, solid, hard content, but like raids, far from impossible. Some of the challenge comes from mob difficulty, some comes from the gambling nature of not knowing if the thing you want will drop, and some comes from the time it takes to research the set pieces. To do this activity will require time, effort, and dedication - all things any good endgame activity requires.
Solo players are looking for an endgame, and should not be forced into grouping in order to have an endgame and find rewards and participate in the economy. Everyone will do what they prefer doing, if all content is provided for the three playstyles (solo, group, pvp) and is of relatively equal difficulty and relatively equal reward.
Research time, as we know, takes now around 30 days PER ITEM. On top of that you don't know you'll get the item you need to research, because the endboss might not drop it - same as in a raid. People don't get frustrated and give up when they don't get their drops in a raid, same will go for a solo player and how they tackle their endgame. Solo players are not mentally weaker than group players, and I hope that isn't anything you'd suggest. Anyway, that all should mean sets will take many, many months for a player to learn.
And again, it will not take "a few days", so none of your worries stand. I have already addressed all your fears and provided good solutions, and can't see any drawbacks at all, at the point my idea has now progressed to.
I'm still not convinced...
As mentioned before, having 12 players do the right thing at the right time is much more difficult than just having one person do so. This would likely lead to very skilled individuals being able to complete these "solo raids" very quickly, unless there was a lot of gear checks along the way, which would in turn require the other bosses in this "Crafting Quest" line have good drops.
Also, what about class balance?
The content just needs to be tricky without using full range of mechanics, which the NPC companion of the player's choice, or their friend, will cover any shortfall in the player's own skill selection.
The player will be earning these recipes/set gear items for research and so on, which will allow some progression as well as they go through the quests and get to learn more sets and recipes/etc.
As for time, each item takes 30 days or so - so to get full sets will take much longer than raiders take to get their own gear, in many ways making the content even more worthy of the rewards they get. Different endgames for different situations, meaning the way players earn their rewards are different, and that's okay.
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.
my "congratulations" to all those who posted in order to 'inform me' about the pve cyrodiil side, the new grind trophy collection and the crafting dailies, oops, i meant writs..
if you think a Darkness Falls copy/paste (google it) that can only be opened and maintained through PvP is solo content..
if you think daily grinds and farms barricated further by long hours CDs can be considered solo content..
it's like the forced solo content guy here, explaining how forced solo..is actually..solo..who would have thought..
guys with thinking this shallow, you ever wondered why 99% of the MMOs out there suck? If they pass you ..these.. and you say "ooooh, how niiiiiice!"..
why would they ever need to bother with anything actually meaningful?