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How about a little love for us solo PvE'ers?

Rioht
Rioht
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Dear ZoS,

I am writing this post to convey some concerns related to the solo PvE content contained within ESO for end-game players. Many players, myself included find the content very limiting once we reach VR14 (I could even argue VR 10 as Craglorn is VR11-14 and group specific).

While I am aware that there are single player areas currently in works (thank you). I would also like to encourage some additional consideration for solo PvE loot rewards. Currently there is only one way for solo players to gain access to end-game gear; collecting gold and buying the gear from group content players. Additionally some gear is BoP and does not drop anywhere outside of large group content areas.

This is something that is a large issue for solo players and most likely will be as well for console players. Console players are much more likely to be players coming from single-player skyrim/oblivion/morrowind backgrounds and are expecting your advertised "play the way you want" gamestyle. Further, console players are more used to being able to jump into a game and enjoy the content immediately, and not have to go through the process of finding groups, preparing and then working through content to get the loot they want. Coming from a player with 100+ hours in Destiny, I can tell you that there is only a small, small percent of players who take the time to participate in the 6 man raids. Imagine console players having to organize groups for trials? Players need an option to be able to log in and play the game for 30-60 min and still feel like their time wasnt wasted because they couldnt designate 30-45 min getting set-up just to play group content.

Some idea's that could help improve the experiences of solo players:

1.) Random quest rewards in Caldwells Silver/Gold/Craglorn/Future veteran areas. These rewards could include a small % chance to receive high quality set items/weapons. Anything other than the Vendor fodder we currently get. They dont have to be a high percent chance, but at least make it a viable option.

2.) Open world random mob/chest drops. Again, this would be a small (very small) chance for mobs in VR1+ areas to drop high quality set items/weapons.

3.) This may just be wishful thinking, but hear me out. For points 1 & 2, include every possible armor/weapon in the loot table.
Before you rip this idea apart because you feel there should be an incentive for players to pvp/group etc etc, let me explain how it would work:

A) Any armor/weapon in the game can drop at the players level, anywhere in ESO that is above VR1.
B) The closer the mob/areas VR level is to the players, the larger the %droprate for said items. So a VR14 player killing VR1 mobs will have less luck at a VR14 item than a VR14 player killing VR12 mobs.
C) The chances of these items dropping is extremely small, and players may only find one such item once a month if they play regularily.

Why this is a good idea?
This is a good idea because players would have the option to decide how they spend their time ingame, without being funneled into the latest and most difficult content. If a player wants to just go do quests in the silver zone, explore dungeons etc, they can do that and still feel like they are progressing their player because they have the opportunity to get a BiS item in time.

Additionally, players would still have an incentive to do the group activities or play the more difficult content, because they would have a targeted gear/loot to work towards. If you want a masters weapon, you can do DSA or PvP specifically and have a MUCH higher chance of getting that item than if you were soloing.

Essentially:
Solo, quest etc = Very small chance to get any item.
Group content = Good chance to get specific targeted items.

Let me know what you think, if you like it, or if you dont like it/would change anything. Just wanted to bring this up as a possibility.
  • Ranique
    Ranique
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    I think your post is way too late. It is allready announced that the future dlc's will be solo-able veteran rank area's. So what you want (more or less) is allready in planning.

    I do think that certain items should be limited to group play. Just cause they need to be exclusive. I do think that they should be more focused on the location. Items dropping in groupcontent should give benefits for groupplay. Items dropping in (future) solo-content should give benefits for solo-play.
    Through me you pass into the city of woe:
    Through me you pass into eternal pain:
    Through me among the people lost for aye.

    PC player - EU
  • daemonios
    daemonios
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    I think you are forgetting the MM part of MMORPG.

    To be very blunt, if you want a single-player game there are plenty to choose from. I'd rather ZOS fix the current group content (PvP performance is unbearable and end-game PvE is fast following its tracks) and develop new group content.

    Soloers are already responsible for some of the worst changes to this game, namely the nerfs to many epic fights and all VR content. I can't blame you for asking, but I seriously hope they don't even consider it.
  • idk
    idk
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    While I do not agree with all your ideas since the best gear should always come from crafting and drops from completing the top content (which should always be group content in an MMO). They do need some solo daily quests at end game. Solo end game dailys become mind numbing but the idea is to keep people in the game, give them something to do while waiting on their friends to log in or get ready for something.
  • Sallington
    Sallington
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    daemonios wrote: »
    I think you are forgetting the MM part of MMORPG.

    To be very blunt, if you want a single-player game there are plenty to choose from. I'd rather ZOS fix the current group content (PvP performance is unbearable and end-game PvE is fast following its tracks) and develop new group content.

    Soloers are already responsible for some of the worst changes to this game, namely the nerfs to many epic fights and all VR content. I can't blame you for asking, but I seriously hope they don't even consider it.

    Super agree. This is already the best solo MMO I've ever experienced. Levels 1-50 are fantastic. The state that PvP is in is abysmal, just awful. That should be their top priority, since it's really the only endgame with replayability.
    Daggerfall Covenant
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    Cobham - Sorcerer - Stormproof - First Sergeant II
    Shallington - NightBlade - Lieutenant |
    Balmorah - Templar - Sergeant ||
  • Rioht
    Rioht
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    Ranique wrote: »
    I think your post is way too late. It is allready announced that the future dlc's will be solo-able veteran rank area's. So what you want (more or less) is allready in planning.

    I do think that certain items should be limited to group play. Just cause they need to be exclusive. I do think that they should be more focused on the location. Items dropping in groupcontent should give benefits for groupplay. Items dropping in (future) solo-content should give benefits for solo-play.

    I am hoping they do provide some avenues for solo players via those updates. However, I would just like to bring it to ZoS's attention so they can make those updated as great as they can.
  • Emma_Overload
    Emma_Overload
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    Modded OP "Insightful" only because "Epic" wasn't an option. Regarding the topic at hand, I have good news and and bad news.

    The good news is that there are many, many players who want what you are asking for: better rewards and a proper endgame for solo players. All you have to do to find solo players is simply play the game... we are everywhere, even in Craglorn which is supposed to be a "group zone".

    Now for the bad news: ZoS HATES solo players. Don't believe me? Then explain to me the purpose of the pressure pads that can be found in certain dungeons such as Direfrost Keep:

    CXgaT2I.jpg

    There is no possible reason for these pads to be there other than to bar solo players from progressing through the dungeon. It takes no skill to step on a plate, and no legitimate challenge is overcome by doing so. Removing them would cause no problems whatsoever for groups, but including them is game-breaking for solo players. I know people on forums have abused the phrase "slap in the face" to the point of cliche, but come on, man, those pressure plates really are a SLAP in the FACE.

    Don't be surprised if Wrothgar/Orsinium is released without ANY endgame content for solo players. I do not expect to see any single player Trials or solo leaderboards. ZoS has demonstrated time and time again that they do not understand or respect solo players, although they seem happy to take our money! Hopefully, I'm wrong and they will implement some of the OP's suggestions, but I'm not holding my breath.

    Edited by Emma_Overload on May 20, 2015 5:22PM
    #CAREBEARMASTERRACE
  • UrQuan
    UrQuan
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    daemonios wrote: »
    I think you are forgetting the MM part of MMORPG.

    To be very blunt, if you want a single-player game there are plenty to choose from. I'd rather ZOS fix the current group content (PvP performance is unbearable and end-game PvE is fast following its tracks) and develop new group content.

    Soloers are already responsible for some of the worst changes to this game, namely the nerfs to many epic fights and all VR content. I can't blame you for asking, but I seriously hope they don't even consider it.
    To be very blunt, MM just means massively multiplayer, and has never meant "must group". Any MMO that ignores the solo play aspect is sure to fail. Why? Because there are a lot of players who don't care to ever group up, there are a lot more players who like to do both solo play and group play, and there are players who like group play best but still play solo some of the time when waiting for friends to come online, farming, etc.

    Now, having said that, I think that there's TONS of solo-friendly content while leveling in ESO. IMO there's very little need for more of that (well, except maybe something for the gap people complain about between the end of Cadwell's Gold and getting to VR14). Conversely, there isn't nearly enough group-required content while leveling in ESO. It's basically just the group dungeons, and that's a very small amount of content compared to all of the solo-friendly content.

    It's the opposite at endgame right now. All of the endgame content is geared towards groups. There really isn't any solo endgame content. As far as I'm concerned there should be both. It's fine for most of the endgame content to be group-required, but there should be some solo endgame content too.

    So the way I see it the priority should be in the following order (leaving out PVP because I really don't know what sort of PVP content should be worked on):
    1. More group content while leveling (basically more non-vet dungeons)
    2. More group endgame content (including vet dungeons and trials in this category)
    3. Some solo endgame content (I put this as lower priority than group endgame content because I do think that the majority of endgame content should be group)
    4. More solo-friendly content while leveling (scaled to your level - I know this is already in the works)
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  • Gandrhulf_Harbard
    Gandrhulf_Harbard
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    daemonios wrote: »
    I think you are forgetting the MM part of MMORPG.

    I think you, like so many before you, don't understand what MM stands for.

    Massively Multiplayer.

    That means that multiple players are playing the same content at the same time, in the same "instances" of the world.

    There is NOTHING in that phrase that would imply that "Group Play" was required.

    Furthermore, there is a statement from IIRC the Beta phases where an ESO Lead Designer quite specifically states that if someone wants to play the entire game solo they would be able to do so.

    All The Best
    Those memories come back to haunt me, they haunt me like a curse.
    Is a dream a lie if it don't come true, or is it something worse.
  • Sallington
    Sallington
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    I just love how ZOS somehow managed to simultaneously *** off solo PvErs, end game raid PvErs, and PvPers all at the same time. Truly a monumental feat.
    Edited by Sallington on May 20, 2015 5:41PM
    Daggerfall Covenant
    Sallington - Templar - Stormproof - Prefect II
    Cobham - Sorcerer - Stormproof - First Sergeant II
    Shallington - NightBlade - Lieutenant |
    Balmorah - Templar - Sergeant ||
  • Tomg999
    Tomg999
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    daemonios wrote: »
    I think you are forgetting the MM part of MMORPG.

    That's funny, I don't see the letters "MMORPG" on this gamebox. All I see is "Play the way you want".

    While I understand that folks with different tastes are fretting & fighting over ZOS's priorities, the hope would be that they support all types and styles of play. I'm a Solo PVE'er, but I hope that eventually they fix the lag in PVP AND provide content for high-level solo play.

  • AlnilamE
    AlnilamE
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    I think it would be awesome to have solo trials/end-game dungeons with leaderboards in the new zones.

    The problem is who do you scale that to? Players like you and Thelon who can solo veteran group dungeons? Or players that can complete vet dungeons/trials as a group with ease? I think any solo content that you guys find challenging enough would be way out of reach to the greatest majority of solo players, even those who would like to do end-game content.

    Though maybe they could make them in such a way that they have an "easy" (not really easy, though), "normal" and "hard" modes that you can set that will affect scoring (like the current hard mode works in trials).

    Also, have you sent /feedback in game asking them to make those pressure plates timed so that one player can run and activate them in x amount of time?
    The Moot Councillor
  • vovus69
    vovus69
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    My personal choice - spellcrafting as top 1 and Murkmire or other solo end game content after that. Unfortunately, most probably it will be other way around...
    "If I'll need your opinion, I'll give one to you" - Rivenspire
  • UrQuan
    UrQuan
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    AlnilamE wrote: »
    I think it would be awesome to have solo trials/end-game dungeons with leaderboards in the new zones.

    The problem is who do you scale that to? Players like you and Thelon who can solo veteran group dungeons? Or players that can complete vet dungeons/trials as a group with ease? I think any solo content that you guys find challenging enough would be way out of reach to the greatest majority of solo players, even those who would like to do end-game content.

    Though maybe they could make them in such a way that they have an "easy" (not really easy, though), "normal" and "hard" modes that you can set that will affect scoring (like the current hard mode works in trials).
    That's how I would suggest any solo endgame content is done, with the rewards scaled to the mode (like bronze, silver, and gold keys). I'd probably call them "standard" "difficult" and "impossible" though. Make it so that anyone who can solo dolmens and world bosses at level should be able to complete the "standard" difficulty mode. The "difficult" mode would probably require a skilled player, a well thought out build, and very good gear. The "impossible" mode would be out of reach for the vast majority of players. If you can actually manage to complete it, you should have serious bragging rights.

    That's what I'd like, anyway.
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  • Turelus
    Turelus
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    Whole zone developed for solo play and most likely coming later this year, that's how little they love you.

    Currently OP you're right the game doesn't offer you much, however ZOS have heard the concerns of solo players and developed content specifically for them, it's just a matter of time before release.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Attorneyatlawl
    Attorneyatlawl
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    daemonios wrote: »
    I think you are forgetting the MM part of MMORPG.

    To be very blunt, if you want a single-player game there are plenty to choose from. I'd rather ZOS fix the current group content (PvP performance is unbearable and end-game PvE is fast following its tracks) and develop new group content.

    Soloers are already responsible for some of the worst changes to this game, namely the nerfs to many epic fights and all VR content. I can't blame you for asking, but I seriously hope they don't even consider it.

    True, unfortunately. The veteran zones weren't, for many people, challenging at launch, but for some they were. Rather than group up, many who couldn't beat them simply came to the forums and asked for large nerfs as though this weren't an online game :(. The same type of logic of forgetting that it is an "MM" (massively multiplayer) game has lead to the user interface also being severely restricted even when using addons (details can be found in my signature's thread link for the curious) and default information available to be wildly inaccurate or outright missing at times in the default UI.

    Did you know that Entropy's spell damage buff is actually 20 seconds, even though the tooltip says 14.4 seconds? Yep... that part's just for the DOT, once you have the duration passive in the Mage Guild skill line... did you know that Caltrops will proc the Imperial Red Diamond passive, and for dual wielding "Steel Tornado" won't proc that, but "Whirling Blades" (the other morph of the same skill will? Now you do...). Even with addons, we can't see large amounts of basic information such as "Who hit me" in a combat log addon, or "How long is the debuff I personally applied to this enemy lasting?", let alone other community basics like nameplates/guildtags.

    Rather than ask for options, many people simply asked for things to be removed, whether that was any difficulty to the veteran rank zones, or user interface functionality for those who want deeper gameplay. Such posting has even had basics like being able to see how hard you hit for or your current health as a number on the health bar, or even "Reply to Mail" or a "Refine all raw materials in my backpacks" buttons, be bogged down with arguments about whether your screen would be "minimalist" enough when you could simply toggle anything off and on for yourself. Same thing with the veteran zones: if you found them too hard, it was extremely easy to ask in zone chat or your guild community for a hand, or even a questing buddy and make it easier.

    I think many people are forgetting that this game is not Skyrim Online. It is Elder Scrolls Online, a long line of good RPG's. The most popular addon for Skyrim is SkyUI to fix its poor UI, and other addons that increase the difficulty to one's suiting. Why so many insist that others be forced to play their way, isn't something I can fathom.

    And as it inevitably comes up, this is what a UI with 70+ addons looks like for ESO:

    http://i.imgur.com/EsWjDQA.png
    EsWjDQA.png

    A million times more functional and customizable than the stock one. I am sure many of the fantastically well done community addons might exceed what Zenimax might add as stock toggleable options/preferences. But everyone should be on a level playing field. It's not fun to fight people in Cyrodiil who don't even know how hard they are hitting me for ;). Give everyone a basic tool set and options they can choose to use or not use, and allow addons, difficulty options through quest NPC's or any other scaling method, etc. to be expansions for the player's choosing to customize their gameplay. One size does not fit all!
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  • Athas24
    Athas24
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    daemonios wrote: »
    I think you are forgetting the MM part of MMORPG.

    To be very blunt, if you want a single-player game there are plenty to choose from. I'd rather ZOS fix the current group content (PvP performance is unbearable and end-game PvE is fast following its tracks) and develop new group content.

    Soloers are already responsible for some of the worst changes to this game, namely the nerfs to many epic fights and all VR content. I can't blame you for asking, but I seriously hope they don't even consider it.

    I completely agree with this! Forget more single player content. There's already enough players who are sick of going through silver and gold on multiple toons. We don't need more "Skyrim" content. We need more challenging, fun group related and focused content.
    ...OverTwerked & Underpaid.
    Rajaat04 in game @Athas24 on forums
  • Pallmor
    Pallmor
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    Agree with you that we need some more PvE endgame stuff. I've seen videos of guys like Deltia soloing Craglorn (even with lower level VR characters). But it's tough to argue that Craglorn is solo-friendly PvE.
  • idk
    idk
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    Modded OP "Insightful" only because "Epic" wasn't an option. Regarding the topic at hand, I have good news and and bad news.

    The good news is that there are many, many players who want what you are asking for: better rewards and a proper endgame for solo players. All you have to do to find solo players is simply play the game... we are everywhere, even in Craglorn which is supposed to be a "group zone".

    Now for the bad news: ZoS HATES solo players. Don't believe me? Then explain to me the purpose of the pressure pads that can be found in certain dungeons such as Direfrost Keep:

    CXgaT2I.jpg

    There is no possible reason for these pads to be there other than to bar solo players from progressing through the dungeon. It takes no skill to step on a plate, and no legitimate challenge is overcome by doing so. Removing them would cause no problems whatsoever for groups, but including them is game-breaking for solo players. I know people on forums have abused the phrase "slap in the face" to the point of cliche, but come on, man, those pressure plates really are a SLAP in the FACE.

    Don't be surprised if Wrothgar/Orsinium is released without ANY endgame content for solo players. I do not expect to see any single player Trials or solo leaderboards. ZoS has demonstrated time and time again that they do not understand or respect solo players, although they seem happy to take our money! Hopefully, I'm wrong and they will implement some of the OP's suggestions, but I'm not holding my breath.

    While I agree there should be some solo content at end game such as daily quests, this is an MMO by design and as such the "epic" end game content should be designed for groups. With that, the fights should also be designed moe complex to essentially require multiple people in the group. Most of the boss fights in this game are fairly simple by design.
  • BBSooner
    BBSooner
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    I would say every player demographic is content starved at the moment. But, with that said, I would love for some randomly generated questing system that sends a player to a randomly generated solo delve with bosses, quests, etc. Something wth a difficulty meter so I could enjoy difficult solo content without fear of players demanding easier enemies.
  • daemonios
    daemonios
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    Now for the bad news: ZoS HATES solo players. Don't believe me? Then explain to me the purpose of the pressure pads that can be found in certain dungeons such as Direfrost Keep:

    CXgaT2I.jpg

    There is no possible reason for these pads to be there other than to bar solo players from progressing through the dungeon.
    OR maybe they simply decided to have a different puzzle for a change, and this one in particular happens to require 2 people. In ONE dungeon out of the whole game. But congrats on pulling the persecution complex card.
    UrQuan wrote: »
    To be very blunt, MM just means massively multiplayer, and has never meant "must group". Any MMO that ignores the solo play aspect is sure to fail. Why? Because there are a lot of players who don't care to ever group up, there are a lot more players who like to do both solo play and group play, and there are players who like group play best but still play solo some of the time when waiting for friends to come online, farming, etc.
    I understand what you're saying. However, when solo content starts ruining group content, I think a line must be drawn. VR zones were supposed to be essentially group content, or very hard solo content. Look at them now. Craglorn was supposed to be end-game, non-instanced, group PvE. It's now mostly soloable, and easily so.

    My point is: if you want to solo, you now have 17 entire zones full of questlines, delves and public dungeons. It takes weeks, if not months, to clear every single one of those ONCE. In the mean time, for groups/raids you have:

    - 1 whole zone of dysfunctional PvP (which isn't even an option for everyone, since many people don't like to PvP, even though they like group content); or
    - 8 veteran dungeons, 3 trials and 1 arena, which you could do all in a day or two.

    And soloers STILL complain that ONE freaking puzzle that requires 2 players in ONE group dungeon is a sign that ESO is unfriendly to solo gameplay...
  • Moonshadow66
    Moonshadow66
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    Modded OP "Insightful" only because "Epic" wasn't an option. Regarding the topic at hand, I have good news and and bad news.

    The good news is that there are many, many players who want what you are asking for: better rewards and a proper endgame for solo players. All you have to do to find solo players is simply play the game... we are everywhere, even in Craglorn which is supposed to be a "group zone".

    Now for the bad news: ZoS HATES solo players. Don't believe me? Then explain to me the purpose of the pressure pads that can be found in certain dungeons such as Direfrost Keep:

    CXgaT2I.jpg

    There is no possible reason for these pads to be there other than to bar solo players from progressing through the dungeon. It takes no skill to step on a plate, and no legitimate challenge is overcome by doing so. Removing them would cause no problems whatsoever for groups, but including them is game-breaking for solo players. I know people on forums have abused the phrase "slap in the face" to the point of cliche, but come on, man, those pressure plates really are a SLAP in the FACE.

    Don't be surprised if Wrothgar/Orsinium is released without ANY endgame content for solo players. I do not expect to see any single player Trials or solo leaderboards. ZoS has demonstrated time and time again that they do not understand or respect solo players, although they seem happy to take our money! Hopefully, I'm wrong and they will implement some of the OP's suggestions, but I'm not holding my breath.

    Yeah, I remember when I was about to solo Direfrost Keep and ended up extremely disappointed in the room with the pressure plates. All the fights before were for absolutely nothing at all, and I left. After this, I couldn't care less about any group dungeons, which is a shame, but what can I do.

    Funny thing is that I've done this dungeon before with a friend and his friend back in the early days, but unfortunately I just forgot about these damn pressure plates when I returned months later. Now I definitely won't return anymore or to any other group dungeon, it's not worth the effort.

    I'm also "+1" for the OP and hope we'll get to see more solo endgame content with appropriate rewards and loot.


    (Btw, I saw you in Rawl'kha last week, your character looks fantastic!^^)
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  • Ranique
    Ranique
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    Besides my initial statement and looking at how this thread envolves I would jsut like to state that in my opinion the MM means that we play this game together. Nobody is the same and we have all different interests. So instead of arguing from your own point of view, and specially all the namecalling, I urge to all to see this as concerns from players. As we are all different. All our points are valid.

    so maybe those who are a fan of grouping together, say what you think would be an improvement for solo play and those a fan of solo play, say what would be an improvement for group play. There are no enemy's in this argument, just people who play and enjoy the same game, but from a different, personal and unique perspective.
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    Through me you pass into eternal pain:
    Through me among the people lost for aye.

    PC player - EU
  • UrQuan
    UrQuan
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    daemonios wrote: »
    UrQuan wrote: »
    To be very blunt, MM just means massively multiplayer, and has never meant "must group". Any MMO that ignores the solo play aspect is sure to fail. Why? Because there are a lot of players who don't care to ever group up, there are a lot more players who like to do both solo play and group play, and there are players who like group play best but still play solo some of the time when waiting for friends to come online, farming, etc.
    I understand what you're saying. However, when solo content starts ruining group content, I think a line must be drawn. VR zones were supposed to be essentially group content, or very hard solo content. Look at them now. Craglorn was supposed to be end-game, non-instanced, group PvE. It's now mostly soloable, and easily so.

    My point is: if you want to solo, you now have 17 entire zones full of questlines, delves and public dungeons. It takes weeks, if not months, to clear every single one of those ONCE. In the mean time, for groups/raids you have:

    - 1 whole zone of dysfunctional PvP (which isn't even an option for everyone, since many people don't like to PvP, even though they like group content); or
    - 8 veteran dungeons, 3 trials and 1 arena, which you could do all in a day or two.

    And soloers STILL complain that ONE freaking puzzle that requires 2 players in ONE group dungeon is a sign that ESO is unfriendly to solo gameplay...
    Sure, but did you read the rest of my post aside from the part that you quoted? Because if you did you'll see that I agree with you on that :)

    Well, maybe not so much on the Cadwell's Silver and Gold zones - having the entire game suddenly change massively from "almost anyone with any build can solo this" to "only the strongest players with the best builds can solo this, and everyone else will have to learn to group up" was never a good idea. It's better now that it's more difficult than pre-vet, but not such a massive jump. Now it can actually help prepare people for proper endgame content rather than just making people rage quit.

    Having said that, what I'd really like to see through the Silver and Gold zones is a gradual increase in difficulty at-level. So by the last of the Gold zones if you've been playing solo the whole way you've really had to learn how to play effectively, and you should be well prepared for endgame stuff. Conversely, if you haven't been able to do all of it solo, and have had to group up for some of it, you should have learned to play in a group.

    Anyway, I agree with the rest of what you say.
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  • Glurin
    Glurin
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    daemonios wrote: »
    I think you are forgetting the MM part of MMORPG.

    To be very blunt, if you want a single-player game there are plenty to choose from. I'd rather ZOS fix the current group content (PvP performance is unbearable and end-game PvE is fast following its tracks) and develop new group content.

    Soloers are already responsible for some of the worst changes to this game, namely the nerfs to many epic fights and all VR content. I can't blame you for asking, but I seriously hope they don't even consider it.

    And I think you are forgetting the RPG part of MMORPG.

    The problem I have with group only content is that there is always somebody in the group that just wants to rush through things for whatever reason. This results in you being forced to rush through as well just to keep up, so you don't get to experience the underlying story or the context of the task at hand. Instead you play "go to the arrow and do something". You don't know why you're doing it or what effect it will have or even if you really want to do it at all, but you don't have a choice because your partner(s) doesn't like to read.

    It's especially pronounced when presented with any kind of choices in the quest. Option A gives you some intrigue and a little insight into the motives and history of those occupying the area by solving the challenge with a simple puzzle. Option B just has you kill the guy and take his lunch money. Guess which option the group takes 99% of the time.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Moonshadow66
    Moonshadow66
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    daemonios wrote: »
    Now for the bad news: ZoS HATES solo players. Don't believe me? Then explain to me the purpose of the pressure pads that can be found in certain dungeons such as Direfrost Keep:

    CXgaT2I.jpg

    There is no possible reason for these pads to be there other than to bar solo players from progressing through the dungeon.
    OR maybe they simply decided to have a different puzzle for a change, and this one in particular happens to require 2 people. In ONE dungeon out of the whole game. But congrats on pulling the persecution complex card.
    UrQuan wrote: »
    To be very blunt, MM just means massively multiplayer, and has never meant "must group". Any MMO that ignores the solo play aspect is sure to fail. Why? Because there are a lot of players who don't care to ever group up, there are a lot more players who like to do both solo play and group play, and there are players who like group play best but still play solo some of the time when waiting for friends to come online, farming, etc.
    I understand what you're saying. However, when solo content starts ruining group content, I think a line must be drawn. VR zones were supposed to be essentially group content, or very hard solo content. Look at them now. Craglorn was supposed to be end-game, non-instanced, group PvE. It's now mostly soloable, and easily so.

    My point is: if you want to solo, you now have 17 entire zones full of questlines, delves and public dungeons. It takes weeks, if not months, to clear every single one of those ONCE. In the mean time, for groups/raids you have:

    - 1 whole zone of dysfunctional PvP (which isn't even an option for everyone, since many people don't like to PvP, even though they like group content); or
    - 8 veteran dungeons, 3 trials and 1 arena, which you could do all in a day or two.

    And soloers STILL complain that ONE freaking puzzle that requires 2 players in ONE group dungeon is a sign that ESO is unfriendly to solo gameplay...

    It might be only one group dungeon, but there's also a public dungeon (Lost City of the Na-Totambu in the Alik'r Desert) that requires more than one player to step on pressure plates. When no one else is around but you, you can just go home.
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  • Moonscythe
    Moonscythe
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    "I think you are forgetting the MM part of MMORPG."

    I am getting so sick of this comment. MM means Massively Multiplayer is does not mean those masses of players are playing in a group just that they are playing in the same world. I have lots of problems with that part as well but I am aware of what I am doing when I join an MMO and there are more than enough people who play solo or at most with a single companion for many reasons none of which are being anti-social to ask for some consideration without the snark.
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  • Earelith
    Earelith
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    Sallington wrote: »
    daemonios wrote: »
    I think you are forgetting the MM part of MMORPG.

    To be very blunt, if you want a single-player game there are plenty to choose from. I'd rather ZOS fix the current group content (PvP performance is unbearable and end-game PvE is fast following its tracks) and develop new group content.

    Soloers are already responsible for some of the worst changes to this game, namely the nerfs to many epic fights and all VR content. I can't blame you for asking, but I seriously hope they don't even consider it.

    Super agree. This is already the best solo MMO I've ever experienced. Levels 1-50 are fantastic. The state that PvP is in is abysmal, just awful. That should be their top priority, since it's really the only endgame with replayability.

    On my 10+ years of mmos I yet to find a happy pvper :)...all pvp games are "unbalanced" and "awful"...is it the games fault or the nature of pvp gameplay unfortunately always leave a bad taste to the player?
    Edited by Earelith on May 20, 2015 6:57PM
  • Moonshadow66
    Moonshadow66
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    Moonscythe wrote: »
    "I think you are forgetting the MM part of MMORPG."

    I am getting so sick of this comment. MM means Massively Multiplayer is does not mean those masses of players are playing in a group just that they are playing in the same world. I have lots of problems with that part as well but I am aware of what I am doing when I join an MMO and there are more than enough people who play solo or at most with a single companion for many reasons none of which are being anti-social to ask for some consideration without the snark.

    ^This.
    I don't understand (and cannot get a translation for) the last word, but I agree on everything else you wrote.
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    Lady Olivieri - Breton Nightblade VR16, EP, Tamriel Hero | Donna Demnevanni - Breton Templar VR16, DC, Tamriel Hero
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    Caia Cosades - Imperial Nightblade, EP

  • Rioht
    Rioht
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    daemonios wrote: »
    My point is: if you want to solo, you now have 17 entire zones full of questlines, delves and public dungeons. It takes weeks, if not months, to clear every single one of those ONCE. In the mean time, for groups/raids you have:

    Unfortunately, not 1 of those 17 zones offer solo players ANY gear progression for endgame. Level 1-50 zones are irrelevant post VR, and silver /gold present essentially no reward other than grinding spots to get to VR14 and a few skill points. You cannot progress your endgame gear anywhere outside of group content.
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