You mean you are disappointed you cannot solo an area designed for groups? Mindboggling.
You mean you are disappointed you cannot solo an area designed for groups? Mindboggling.
You mean you are disappointed you cannot solo an area designed for groups? Mindboggling.
You don't get it, do you?
- It's too easy for being group content, otherwise people wouldn't be able to play solo.
- Why *force* people to group up? Why not just create it so that it is so hard that most people will play in a group, rather than actually putting restrictions on the quests? People can play VR dungeons alone, but they are so hard that it is almost impossible if you are not 4 people.
- Quests don't make too much sense in groups in the first place.
So if you have something constructive to say, say it, but please refrain from trolling my post.
It's too easy for being group content, otherwise people wouldn't be able to play solo.
Why *force* people to group up? Why not just create it so that it is so hard that most people will play in a group, rather than actually putting restrictions on the quests? People can play VR dungeons alone, but they are so hard that it is almost impossible if you are not 4 people.
Quests don't make too much sense in groups in the first place.
You mean you are disappointed you cannot solo an area designed for groups? Mindboggling.
You don't get it, do you?
- It's too easy for being group content, otherwise people wouldn't be able to play solo.
- Why *force* people to group up? Why not just create it so that it is so hard that most people will play in a group, rather than actually putting restrictions on the quests? People can play VR dungeons alone, but they are so hard that it is almost impossible if you are not 4 people.
- Quests don't make too much sense in groups in the first place.
So if you have something constructive to say, say it, but please refrain from trolling my post.
If your post happened to be constructive, maybe you would receive constructive feedback. But whining about the inability of being able to solo CL, a area designed for groups, is not constructive feedback.
What about the quests requires you to be in a group? Why can't you just solo all the quests like you solo the world bosses and such?
CoolsHisHands wrote: »It's too easy for being group content, otherwise people wouldn't be able to play solo.
"I'm so great, I can solo this stuff. I'm awesome. Let me do Craglorn solo, don't force me into a group!"Why *force* people to group up? Why not just create it so that it is so hard that most people will play in a group, rather than actually putting restrictions on the quests? People can play VR dungeons alone, but they are so hard that it is almost impossible if you are not 4 people.
"Quests in Craglorn should be more difficult so people want to group up instead of forcing them to group using game mechanics. I say this, even though exactly 3 seconds ago I said I wanted to do everything solo."
For the record, I play a support class, and the quests in Craglorn are impossible for me without a group. I'd really like to stop by sometime and watch you solo stuff like Trials of Rahni'Za, and Shada's Tear. Those should be a piece of cake for you, right? Do you have a Twitch stream? I am serious.Quests don't make too much sense in groups in the first place.
Group content is loads of fun! I love it! I love the Veteran Dungeons, they are fantastic! I just think questing is about immersion and thus a solo thing.I have over 1000 hours playing solo between 5 characters, but you can't beat the fun and teamwork that is required to make through the group dungeons; especially the first run when you don't know what to expect. I suggest all the group content haters join a guild and try group content, its fun.
You also contradict yourself in your OP. You state that you didn't want any help to fight a battle, because having another player would make it too easy, but then you go on and comment that you can't finish the Craglorn dungeons because they are too hard for solo?
What do you mean? There're, iirc, 2 quests in Lower Crag that you HAVE to be in a group for, Critical Mass and Missing Guardian or whatever last quest in mainstory is called, and that's purely because you need 4 people to press 4 buttons for you at the same time.TL;DR: Very disappointed because the quests require you to be in a group.
First of all I noticed that Craglorn is very challenging. Taking on these groups by yourself requires concentration and just the right build. Without the perfect balance of protection, healing, resource management and damage capabilities it is almost not doable.
But after endless whacking through the solo quests this was finally fun. The funnest part I had so far was killing Kareth of Shadows by myself (some guy helped for around 10k damage, but died and didn't come back). This fight took over 4 minutes of highest concentration, resource management and patience. What a hoot! I did 78k damage, so I was at around 320 DPS.
So I was having great amounts of fun when I discovered that the quests actually require you to be in a group. This was such a huge downturn. The story is really great, finally, finally the fights are challenging, and then the game disallows me to play it? I am really disappointed.
There are multiple problems with this:
- First: Questing is an immersion thing. You read, you feel, you let yourself go into the story. This is only possible alone, or with really, really good friends that have the same speed as you. Questing is not fun if you feel like someone is waiting for you to finish reading. It's great if some people quest together, but I think most people prefer to do it alone. Questing alone, sports (arena, dungeons, pvp) with other people.
- And second: If I played this Craglorn in a group of 3 or 4 people it wouldn't be fun anymore! It's fun at this difficulty level. These fights get boring as soon as a single random person shows up to help you. I've actually asked other players to stay back and let me fight alone. Not because I am asocial, but because of the challenge. I want to know that I have killed a group or a boss by myself. And if someone helps me I go back, wait for the respawn and do it again by myself.
What is my point? ZOS, you did a GREAT job designing Craglorn, it's beautiful, the story is good (as far as I can tell), it's engaging and challenging. But why did you make it group only? You could have given players the chance to play some great and challenging single player content while still creating a group zone for players who don't want the challenge. Why the restriction?
@ZOS_PaulSage
You mean you are disappointed you cannot solo an area designed for groups? Mindboggling.
You don't get it, do you?
- It's too easy for being group content, otherwise people wouldn't be able to play solo.
- Why *force* people to group up? Why not just create it so that it is so hard that most people will play in a group, rather than actually putting restrictions on the quests? People can play VR dungeons alone, but they are so hard that it is almost impossible if you are not 4 people.
- Quests don't make too much sense in groups in the first place.
So if you have something constructive to say, say it, but please refrain from trolling my post.
If your post happened to be constructive, maybe you would receive constructive feedback. But whining about the inability of being able to solo CL, a area designed for groups, is not constructive feedback.
I wasn't aware that for something to be constructive it had to fit your own personal agenda.
I agree completely with the OP. I do dungeons for grouping content. I quest when I want to take my time and get involved in a story or I am otherwise occupied with things going on in the real world (have to check on dinner or eat dinner or look up what to make for dinner or daydream about dinner).
I have about 7 or so lower crag quests going right now that I've completed solo up until a point where I need 2-3 other people to activate the next sequence. I understand a zone with a difficulty that is tuned for groups but making it so the build min/maxing soloist can't proceed even though his character is powerful enough to do so is pretty ridiculous.
With the Champion System they will be changing the core mechanics to improve usability of the product.Its not my personal agenda, its the core feature of the area. Sorry to break up the bandwagon here, but asking for a complete change in core mechanics is not constructive.
I am not a big fan of repeatable quests personally (at least not the way they did it in Cyrodiil - Daily dungeons are fine) but the focus on two players - duo content - is a fantastic thought.Nazon_Katts wrote: »I'd loved for the quests being solo, but just because I can't find a group for questing in the first place. Seems no one does them anymore. I could solo a couple of steps, but there's the know brick walls, the overall cost (repair/pots) and time wasted (priceless when you cleared the group, got the boss down to 5% and the frakking mobs respawn), that just don't make that feasible.
Maybe let's meet in the middle and make all of that duo content? Or repeatable? I really don't see myself even starting with the quests if not something is fundamentally changed how they're played.
Questing is an immersion thing. You read, you feel, you let yourself go into the story. This is only possible alone, or with really, really good friends that have the same speed as you. Questing is not fun if you feel like someone is waiting for you to finish reading.
You mean you are disappointed you cannot solo an area designed for groups? Mindboggling.
What about the Overworld quest parts? Most of the content in ESO is not instanced. How would you approach that in terms of scaling?Scaling... so simple to implement.
Forced grouping happens in private instances. All ZOS has to do is detect upon entry - the amount of players in the instance. So if you go solo, or with a single friend, the enemy and boss HP and DPS statistics get toned down. Then scale up the difficulty when there are a total of 3-4 players grouped and in the instance.
Requires like, zero additional processing power. I mean, they are already moving in this direction by scaling all instances to group leader's lvl. All they need to do now is then add a simple script that adjusts boss statistics depending on #players in the instance.
Scaling allows both parties to be happy. Solo players can solo and experience the story... and groups can work together, and experience the same story. OPTIONS. ZOS is moving in the right direction with dungeon lvling... they now just need to take one additional step and add actual scaling. Why force(solo only/group only), when you can just adapt?(scaling)
Craglorn Overworld is fine. Just the story and delves need to be scaled based on amount of players in a given instance.
Why is it that all the group die-hards think in such Black and White terms?
Group content is loads of fun! I love it! I love the Veteran Dungeons, they are fantastic! I just think questing is about immersion and thus a solo thing.I have over 1000 hours playing solo between 5 characters, but you can't beat the fun and teamwork that is required to make through the group dungeons; especially the first run when you don't know what to expect. I suggest all the group content haters join a guild and try group content, its fun.
You also contradict yourself in your OP. You state that you didn't want any help to fight a battle, because having another player would make it too easy, but then you go on and comment that you can't finish the Craglorn dungeons because they are too hard for solo?
I don't contradict myself. I could do most world stuff in Craglorn solo. Here I was referring to the traditional Veteran Dungeons. Try doing Darkshade Caverns by yourself. I can't imagine a build that can handle it.
Rune_Relic wrote: »Surely there's a spell that lets me be in four places at once
Rune_Relic wrote: »I was proud of myself soloing village of the dead on cold harbour and fungal grotto. This sounds like a whole new level of pain.