That is true. Tough luck to them
LucyferLightbringer wrote: »Solo endgame content on the horizon? Don't make me laugh. It's months till consoles release, then there will be bugs and problems from release they will have to take months to fix, then eventually they will focus on finishing single player endgame content which will take loads of time once again. First endgame solo content is lightyears away. Till then endgame is 100% group only, and only thing solo players can do after finishing cadwells gold is roll an alt. We cant even get to vr 14 unless we want to perform many hour of mindless grind.
I can only say, if you play on the PS4, EU-Server, Aldmeri Dominion and need the help of a V14 healer, you can message me or @Leijona if you need a V14 tank. And I know a lot of people in the forums that offered help for everyone. People can accept that help or hope for a better group-finder. But changing Craglorn doesn't solve that particular problem ...
WraithAzraiel wrote: »riverdragon72 wrote: »90% of this game is soloable, we don't need another soloable zone.
Yes we do, as once you finish the quest for Molag Bal, there is nothing you can do in single player, and playing the Silver and Gold is not a continuation of the story but more needless questing of zones.
Craglorn should have been single player outside with some solo dungeons and group dungeons, complete waste of a zone as I am there every day and I see noone but people looking for mats and the endless LFG for the quests, or zone wide selling of items.
19 zones are full of solo content. 2 zones are group-encouraged (Craglorn and Cyrodiil). And there are further solo-able zones in development. There's MORE than enough solo content in the game.
But hey, at least these people aren't asking for solo "end game" content. Whatever the hell that is. They just want more stuff to do.
It's coming, don't worry. For now, just be patient, those of us who don't mind grouping have to be as well.
I assume you mean surveys. You don't need to group for them. There was that one on top of a wasp nest, but it was moved. I could be wrong, but I think all the others are completely safe. I always collect them solo and haven't run into any problems.Animal_Mother wrote: »WraithAzraiel wrote: »riverdragon72 wrote: »90% of this game is soloable, we don't need another soloable zone.
Yes we do, as once you finish the quest for Molag Bal, there is nothing you can do in single player, and playing the Silver and Gold is not a continuation of the story but more needless questing of zones.
Craglorn should have been single player outside with some solo dungeons and group dungeons, complete waste of a zone as I am there every day and I see noone but people looking for mats and the endless LFG for the quests, or zone wide selling of items.
19 zones are full of solo content. 2 zones are group-encouraged (Craglorn and Cyrodiil). And there are further solo-able zones in development. There's MORE than enough solo content in the game.
But hey, at least these people aren't asking for solo "end game" content. Whatever the hell that is. They just want more stuff to do.
It's coming, don't worry. For now, just be patient, those of us who don't mind grouping have to be as well.
When last I checked crafting was a solo-able enterprise, why am I suddenly forced into grouping to collect my rewards for completing writs? Players would be up in arms if completing these required going into Cyrodiil and retrieving mats from a battlefield.
I know solo endgame content is coming, my point was that the current state is unbalanced. And I personally don't mind Craglorn being entirely group content as long as:
- People don't mind helping with quests they've already finished
- People don't mind grouping with a VR1
- People don't mind waiting for someone to read the quest dialogue
However, all of these situations have proven problematic.
Craglorn has a story, so it is irrelevant whether it is part of the story (whatever the story is) if people want to experience all the story-based content.
Is it though? I know new solo content is in the works, but is it solo endgame content with replayability (challenging solo raids and such), or is it just a new solo-friendly zone like the leveling zones? If it's the latter then at least it gives players who are primarily solo more stuff to do, so it's still good for them (and yes, I'm one of them), but I don't think it would really help the balance.
I actually agree with you on that. I don't think Craglorn being meant for groups is actually the problem. If it was required for progression then yes, I would consider it a problem. As it is, you don't actually have to do Craglorn. It's not a group-only gate that prevents you from doing anything else. Yes, it has a story that I want to experience (I haven't yet - I've got 5 VR characters, but the highest level amongst them is VR6, and I think I should at least finish the Cadwell's Silver zones before I move on to Craglorn, whether or not I need to group with people there), but if I have to group in order to experience it, I'm OK with that. I don't think finding a PUG to go through Craglorn would work very well, but I'm sure I'll be able to find guildies who will run it with me.Craglorn as group content is not a problem at all. It's not part of the story, there is nothing that is "needed" there and the next zone will be a solo-oriented one.
See, that's actually why I posted in the other thread that the quote from me above came from rather than here in this thread. I looked at the title of this thread and thought to myself "I understand where the OP is coming from, and I agree with him about the underlying problem, but I don't think changing Craglorn to be solo-friendly is the right solution." I believe that solo players have a legitimate concern about a lack of end-game solo content. I don't believe making Craglorn solo-friendly really alleviates this concern. All I think it would do is make group players upset. I think there's currently enough end-game content to keep a lot of group players happy, but only barely, and if you take away Craglorn from them, then there's no longer enough. Frankly there needs to be more end-game stuff for group players, not less.A good bunch of people in this thread try to take away content that was advertised months before release (Adventure-Zones for groupplay) and without any alternative while the next solo-zones are already on the horizon. Sounds a bit ... odd to me, to be honest.
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@infraction2008b16_ESO , you're arguing semantics. Unless it's your absolute desire to have content phased only to you, "Solo" content is anything survivable without assistance, "Group" is anything requiring multiple people, either to survive or unlock passage.infraction2008b16_ESO wrote: »While you can solo a lot of craglorn, it isn't solo content. It's designed for groups in mind, there are a lot more variables to consider rather than just surviving something like for example the repair bills, even if you don't die repair costs are still going to be high in a group encounter solo due to you taking more aggro than intended for one player.
Unless they are camping at the spawn gates, you go in and you proceed with caution, avoiding areas on the map that have crossed swords. It's not a danger free environment, but it's still quite doable. (And PvE deaths will still let you rez on the spot.)infraction2008b16_ESO wrote: »There is plenty to do and they will continue to add more. Regarding "being a target in the alliance war," find a low population campaign or one your alliance controls.
EU apart from thornblade generally all blue... next.
I don't think you're after something to do so much as XP's. (Why your focus on the repeatables.)infraction2008b16_ESO wrote: »Again, I finished off all of it, all dolmens, all PVE repeatable, and found every skyshard (including the 4 knee-deep behind enemy lines) solo without the need to group up.
That's the problem, the almanac areas have no replay value. No repeatable quests, nothing like a daily XP reward or bounty quests for doing dolmens,group bosses, delves... nothing. It wouldn't be that much of an issue if they did your argument would have a leg to stand on.
No. Solo-friendly content (using that term to distinguish it from forced solo content) is anything designed and balanced to be doable by an average solo player at level. Group content is anything designed and balanced to be doable by an group of the appropriate size with a good balance of roles at level.Merlin13KAGL wrote: »@infraction2008b16_ESO , you're arguing semantics. Unless it's your absolute desire to have content phased only to you, "Solo" content is anything survivable without assistance, "Group" is anything requiring multiple people, either to survive or unlock passage.
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@Urquan , while I understand this, infraction had some pretty specific gripes.No. Solo-friendly content (using that term to distinguish it from forced solo content) is anything designed and balanced to be doable by an average solo player at level. Group content is anything designed and balanced to be doable by an group of the appropriate size with a good balance of roles at level.Merlin13KAGL wrote: »@infraction2008b16_ESO , you're arguing semantics. Unless it's your absolute desire to have content phased only to you, "Solo" content is anything survivable without assistance, "Group" is anything requiring multiple people, either to survive or unlock passage.
RainfeatherUK wrote: »People coming to an MMO expecting everything to be Soloable.
How stupid can you get. Try being less antisocial perhaps.

If you look at my post immediately above the post of yours that I replied to, you'll see that we agree on that. I feel that there's not a good balance between solo and group end-game content (it's basically all group), or between solo and group leveling content (it's almost all solo), but I don't feel that making any changes to Craglorn is a solution.Merlin13KAGL wrote: »@Urquan , while I understand this, infraction had some pretty specific gripes.No. Solo-friendly content (using that term to distinguish it from forced solo content) is anything designed and balanced to be doable by an average solo player at level. Group content is anything designed and balanced to be doable by an group of the appropriate size with a good balance of roles at level.Merlin13KAGL wrote: »@infraction2008b16_ESO , you're arguing semantics. Unless it's your absolute desire to have content phased only to you, "Solo" content is anything survivable without assistance, "Group" is anything requiring multiple people, either to survive or unlock passage.
Craglorn was and should remain a group content balanced zone. I'm sure the rage would quickly set in if it was requested that a large portion of the soloable content (in every other area) be changed to require grouping.
So, why should it be changed the other way around?
I will concede, by your definition, there is no solo content in Craglorn, nor should there be.
Yeah, basically there should be actual challenging solo end-game content - ideally repeatable. For groups we've got the vet dungeons and the trials. Challenging solo-only raids should be added. Alternatively (or preferably additionally) there should be raids where the level of the enemies scales as it does now, while the number of enemies scales based on the number of players. If you're doing the raid solo you face groups of 5 mobs, or whatever, and for each extra player in the group you face 3 more in the group. If you're solo each boss is a single boss, if you're a group of up to 4 each boss comes with an additional mini-boss, if you're in a large group you get an extra mini-boss between 5-8 players, and another between 9-12... Make different achievements (and possibly different loot rewards) for the raids depending on whether you did it solo, in a small group, or in a large group.Merlin13KAGL wrote: »EDIT: If your true wish is to ask for solo balanced repeatables in Silver and Gold, then I recommend you offer up some suggestions as to what those might be.
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@urQuan , I agree completely. They missed the mark on scaling and took the quick fix by linking it to the group leader, vice average level, total group level, and number of players in the group.Yeah, basically there should be actual challenging solo end-game content - ideally repeatable. For groups we've got the vet dungeons and the trials. Challenging solo-only raids should be added. Alternatively (or preferably additionally) there should be raids where the level of the enemies scales as it does now, while the number of enemies scales based on the number of players. If you're doing the raid solo you face groups of 5 mobs, or whatever, and for each extra player in the group you face 3 more in the group. If you're solo each boss is a single boss, if you're a group of up to 4 each boss comes with an additional mini-boss, if you're in a large group you get an extra mini-boss between 5-8 players, and another between 9-12... Make different achievements (and possibly different loot rewards) for the raids depending on whether you did it solo, in a small group, or in a large group.
badbeansnub18_ESO wrote: »Yep, finding groups in Craglorn is pretty tough most of the time times.
Yes, exactly! Naturally, I want there to be content added that appeals to me personally. I don't only want content that appeals to me, though, because I know there are different types of players who enjoy different ways of playing, and I think we need to keep all of them happy if the game is going to thrive!Merlin13KAGL wrote: »I want everyone to be able to feel like they have something worthwhile to do in this game, on a continued basis. This is something I may have failed to convey in the midst of my debate.
@infraction2008b16_ESO , what I am trying to get across is that neither 'side' should have content modified or removed to accommodate this.
They'll have to keep people happy in the long run, and if you don't continuously feel engaged and like you have purpose, you will eventually find an alternative that gives you both.
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To be honest, I don't have a problem with either forced group, or forced solo, but... Neither should be required in order to progress to content of the other type.phreatophile wrote: »My only gripe are the times when you need a group to even open the door. Forced group is as bad as forced solo.
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Animal_Mother wrote: »WraithAzraiel wrote: »riverdragon72 wrote: »90% of this game is soloable, we don't need another soloable zone.
Yes we do, as once you finish the quest for Molag Bal, there is nothing you can do in single player, and playing the Silver and Gold is not a continuation of the story but more needless questing of zones.
Craglorn should have been single player outside with some solo dungeons and group dungeons, complete waste of a zone as I am there every day and I see noone but people looking for mats and the endless LFG for the quests, or zone wide selling of items.
19 zones are full of solo content. 2 zones are group-encouraged (Craglorn and Cyrodiil). And there are further solo-able zones in development. There's MORE than enough solo content in the game.
But hey, at least these people aren't asking for solo "end game" content. Whatever the hell that is. They just want more stuff to do.
It's coming, don't worry. For now, just be patient, those of us who don't mind grouping have to be as well.
I really could care less about Craglorn. I spend the vast majority of my time in the solo zones or Cyrodiil. I wish I could ignore Craglorn altogether, but I can't - crafting writs and their rewards force me into Craglorn.
When last I checked crafting was a solo-able enterprise, why am I suddenly forced into grouping to collect my rewards for completing writs? Players would be up in arms if completing these required going into Cyrodiil and retrieving mats from a battlefield.
The wasps that used to make an enchanting survey really difficult for a solo player to harvest (I used to fight them solo with a VR4 character, but I would usually die once, sometimes twice, in order to kill them) have been moved. There's still one survey location in Craglorn I can't seem to get to without going past multiple groups of mobs that slaughter me though. I probably haven't found the best path to it... I don't remember what survey it is, but if I recall correctly it's near Skyreach Catacombs.WraithAzraiel wrote: »Animal_Mother wrote: »WraithAzraiel wrote: »riverdragon72 wrote: »90% of this game is soloable, we don't need another soloable zone.
Yes we do, as once you finish the quest for Molag Bal, there is nothing you can do in single player, and playing the Silver and Gold is not a continuation of the story but more needless questing of zones.
Craglorn should have been single player outside with some solo dungeons and group dungeons, complete waste of a zone as I am there every day and I see noone but people looking for mats and the endless LFG for the quests, or zone wide selling of items.
19 zones are full of solo content. 2 zones are group-encouraged (Craglorn and Cyrodiil). And there are further solo-able zones in development. There's MORE than enough solo content in the game.
But hey, at least these people aren't asking for solo "end game" content. Whatever the hell that is. They just want more stuff to do.
It's coming, don't worry. For now, just be patient, those of us who don't mind grouping have to be as well.
I really could care less about Craglorn. I spend the vast majority of my time in the solo zones or Cyrodiil. I wish I could ignore Craglorn altogether, but I can't - crafting writs and their rewards force me into Craglorn.
When last I checked crafting was a solo-able enterprise, why am I suddenly forced into grouping to collect my rewards for completing writs? Players would be up in arms if completing these required going into Cyrodiil and retrieving mats from a battlefield.
I do crafting writs and survey reports in Craglorn as well. And I've RARELY had to fight anything to get to my nodes. Not since crafting writs were first introduced, any way.
If you're fighting things while trying to harvest your lush nodes in Craglorn, chances are you might not be approaching it along the best possible path.
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WraithAzraiel wrote: »
Craglorn is full of what could be considered for all intents and purposes, story-driven mini dungeons (delves) and group events.
IT
IS
NOT
GOING
TO
CHANGE
ANY
TIME
SOON.
DEAL WITH IT.
Now, I'm MORE than ready for the Devs to release new zones, with both solo and group activities. But the alteration of existing games zones isn't likely to happen, any time soon if at all.
The wasps that used to make an enchanting survey really difficult for a solo player to harvest (I used to fight them solo with a VR4 character, but I would usually die once, sometimes twice, in order to kill them) have been moved. There's still one survey location in Craglorn I can't seem to get to without going past multiple groups of mobs that slaughter me though. I probably haven't found the best path to it... I don't remember what survey it is, but if I recall correctly it's near Skyreach Catacombs.WraithAzraiel wrote: »Animal_Mother wrote: »WraithAzraiel wrote: »riverdragon72 wrote: »90% of this game is soloable, we don't need another soloable zone.
Yes we do, as once you finish the quest for Molag Bal, there is nothing you can do in single player, and playing the Silver and Gold is not a continuation of the story but more needless questing of zones.
Craglorn should have been single player outside with some solo dungeons and group dungeons, complete waste of a zone as I am there every day and I see noone but people looking for mats and the endless LFG for the quests, or zone wide selling of items.
19 zones are full of solo content. 2 zones are group-encouraged (Craglorn and Cyrodiil). And there are further solo-able zones in development. There's MORE than enough solo content in the game.
But hey, at least these people aren't asking for solo "end game" content. Whatever the hell that is. They just want more stuff to do.
It's coming, don't worry. For now, just be patient, those of us who don't mind grouping have to be as well.
I really could care less about Craglorn. I spend the vast majority of my time in the solo zones or Cyrodiil. I wish I could ignore Craglorn altogether, but I can't - crafting writs and their rewards force me into Craglorn.
When last I checked crafting was a solo-able enterprise, why am I suddenly forced into grouping to collect my rewards for completing writs? Players would be up in arms if completing these required going into Cyrodiil and retrieving mats from a battlefield.
I do crafting writs and survey reports in Craglorn as well. And I've RARELY had to fight anything to get to my nodes. Not since crafting writs were first introduced, any way.
If you're fighting things while trying to harvest your lush nodes in Craglorn, chances are you might not be approaching it along the best possible path.
Thanks, I'll try that!The wasps that used to make an enchanting survey really difficult for a solo player to harvest (I used to fight them solo with a VR4 character, but I would usually die once, sometimes twice, in order to kill them) have been moved. There's still one survey location in Craglorn I can't seem to get to without going past multiple groups of mobs that slaughter me though. I probably haven't found the best path to it... I don't remember what survey it is, but if I recall correctly it's near Skyreach Catacombs.WraithAzraiel wrote: »Animal_Mother wrote: »WraithAzraiel wrote: »riverdragon72 wrote: »90% of this game is soloable, we don't need another soloable zone.
Yes we do, as once you finish the quest for Molag Bal, there is nothing you can do in single player, and playing the Silver and Gold is not a continuation of the story but more needless questing of zones.
Craglorn should have been single player outside with some solo dungeons and group dungeons, complete waste of a zone as I am there every day and I see noone but people looking for mats and the endless LFG for the quests, or zone wide selling of items.
19 zones are full of solo content. 2 zones are group-encouraged (Craglorn and Cyrodiil). And there are further solo-able zones in development. There's MORE than enough solo content in the game.
But hey, at least these people aren't asking for solo "end game" content. Whatever the hell that is. They just want more stuff to do.
It's coming, don't worry. For now, just be patient, those of us who don't mind grouping have to be as well.
I really could care less about Craglorn. I spend the vast majority of my time in the solo zones or Cyrodiil. I wish I could ignore Craglorn altogether, but I can't - crafting writs and their rewards force me into Craglorn.
When last I checked crafting was a solo-able enterprise, why am I suddenly forced into grouping to collect my rewards for completing writs? Players would be up in arms if completing these required going into Cyrodiil and retrieving mats from a battlefield.
I do crafting writs and survey reports in Craglorn as well. And I've RARELY had to fight anything to get to my nodes. Not since crafting writs were first introduced, any way.
If you're fighting things while trying to harvest your lush nodes in Craglorn, chances are you might not be approaching it along the best possible path.
I think that's Clothier Survey III
The easiest way to get to it is to follow the river almost to the waterfall, kill the set of wasps that's there (grab the nearby chest if it's up) and then you can sneak up the hill to the survey without any aggro.
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Emma_Eunjung wrote: »
Yes, I can solo Craglorn delves, too, and I frequently do because they are great ways to test a build for combat worthiness. But these delves don't solve the "end-game" problem for solo-oriented players because:
1) Loot levels are locked at VR11 and VR13, meaning you'll never have access to all the best-in-slot gear that just so happens to be VR12 and VR14.
2) Both the delve bosses and (some of) the overland mobs in Craglorn can be incredibly difficult to solo, but the gold and XP you get for doing so are not at all proportional to that difficulty.
3) Just because you can kill stuff in Craglorn doesn't mean you can actually complete the quests, several of which have buttons or pads that need to be pressed by multiple players simultaneously.