/script JumpToHouse("@Paramedicus")↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs (look for Harrowing Reaper) ↑↑↑
naturally, They don't need much work. Future Final Story Dungeons can have the more complicated design if ZOS wanted to.Paramedicus wrote: »1) there should be good set gear inside group story dungeons just like in normal ones (there must be good incentive to do them over and over again). Those dungeons could be similar to typical ones IMO. I dont see need for reinventing dung formula for them.
As long as no sets drop from mobs and bosses and players can never get a full set by just doing Solo mode then that's fine.Paramedicus wrote: »2) For finishing solo mode player would get one green part of set gear (always same or one from same 3 to choose). This hopefully would act as incentive to return to those story dung but with group.
If they are just grinding for gear then that would be fine as they would still have to play the whole story at least once to unlock it. If players want to complete the story then they need to actually do the quest line.Paramedicus wrote: »3) unlocking those story dungeons (group mode) should probably be account-wide, because finishing whole story on every alt would be frustrating.
It actually wouldn't be that much work in the grand scheme of things as the those sections in the story are basically solo dungeons already. Just Add more difficult mobs and make the mini-bosses along the way more difficult.Paramedicus wrote: »But tbh if devs would want to chose easy solution then adding solo mode to every dungeon (w/o creating new type of dungeon like yours) could be enough.
Yeah, it would work similar to rewards for leveling up. So if there are three different sets in given dungeon you could choose only (and always) chest from on of them at end of quest.As long as no sets drop from mobs and bosses and players can never get a full set by just doing Solo mode then that's fine.
Go ahead. I don't think devs reads topics on this forum (tho maybe when some discussion gets massive attention from community) but we can still talk about it and entertain ourselves.would you mind if I added your idea to the post?
/script JumpToHouse("@Paramedicus")↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs (look for Harrowing Reaper) ↑↑↑
So your main idea is to remove the current rewards that story players have and force them to group to receive rewards they can have now. You know what, the day when ZOS removes such rewards from chapters and story DLCs would be a day I stop paying for that content.
That is not what I said at all.
I said that a player cannot farm the Easy Solo mode of a Dungeon for compete dungeon sets and other unique items. If they want Gear Sets then they have to play the harder Group content in Normal or Veteran.
That made me think that even if you are not proposing removing existing rewards from already sold content you want to remove such rewards from story content for future chapters and story DLCs.Example: items like the "Jade Dragon set" or "Regal Dragon Imp pet" would be earned from achievements for the Veteran Group Dungeon version of Dragonhold.
since those items are already available - a good reward for the dungeon would be
- Nahfahlar theme Helmet + Shoulder
- Nahfahlar Imp pet.
Personally I don't see a reason to differentiate rewards based on difficulty (or modes) from a player point of view. If I already done Dragonhold for the 'story' reward why should I do the same thing again in another mode to get the proposed Nahfahlar Imp pet reward? What is the point of repeating the same thing for me as a player? I understand when developer wants to force player to do the same thing multiple times but I don't understand the reason for a player to be eager to do this.
/script JumpToHouse("@Paramedicus")↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs (look for Harrowing Reaper) ↑↑↑
So you mean them as an addition not only to existing story rewards but also to future story rewards in future content. Thanks for clarification.And, as you may have noticed, I placed an EDIT afterwards that said:since those items are already available - a good reward for the dungeon would be
- Nahfahlar theme Helmet + Shoulder
- Nahfahlar Imp pet.
I said Jade Dragon Armor and Regal Dragon imp as examples that players are familiar with.
If that confused you at first then that is something I can correct for the future.
I see. Well, I don't think there needs to be additional collectible as a separate reward. I know I wouldn't want it personally. I have nothing against XP or loot (sets) in another modes (though I can say that I am relieved when I finish collecting some dungeon / trial set or when I don't need it - need in a "RP with min-maxing" sense).If you perhaps read the rest of the post you would see that the proposal included Gear Sets that are specific to those Final Story Boss dungeons.
I assume you would return for much the same reason anyone returns to group dungeons whether it is Normal or Veteran.
Friends, XP, and/or Loot.
Yeah we asked for a solo option for dungeons for years now but never made it on the list. Cross our fingers it will make it at some point. I think it would be a good way to
- Allow easy xp to new players as well as update the daily undaunted solo quest to be dungeons instead of delves
- Still requires dungoen group play since you can't get the dungeon sets in solo mod its littalry just for expeirence and the enjoyment of the story
- I would also like to see the quest in dungeons be daily like trials. After the first completions you no longer get the skill point just a box to open with a chance to get an armor piece. In solo mode you just get xp and a small amount of gold.
5th - What about the Undaunted Quests & Content?
The Undaunted Guild is specifically for Group content. So if you want to do Undaunted Quests or obtain undaunted keys, dungeon skill point, Set gear, Geodes, etc. Then you have to play the group content.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Paramedicus wrote: »Yeah, it would work similar to rewards for leveling up. So if there are three different sets in given dungeon you could choose only (and always) chest from on of them at end of quest.As long as no sets drop from mobs and bosses and players can never get a full set by just doing Solo mode then that's fine.
Gear drops being incentive for grinding those dungs in groups wouldnt suffice ofc, so these dungs should still be added to undaunted rotation (or there should be new undaunted quest introduced - like in your first post).Go ahead. I don't think devs reads topics on this forum (tho maybe when some discussion gets massive attention from community) but we can still talk about it and entertain ourselves.would you mind if I added your idea to the post?
As I posted in the other threads about the same sort of ideas:
What I want to see is more of a solo mode as we have through much of the base game where the computer fills in the remaining members of the group that we lack. There could be an assortment of class/faction NPCs that we could choose from to take the group to 4 members. While I might choose 1 tank, 1 healer, and another DPS to fill out my group you may wish to experiment with a different configuration. It would also be a great learning and testing environment. Want to check out how your skills in one role or another are working? Here is where you can do that without other players suffering the consequences of your mistakes. ZOS likes for players to try different roles and activities. This would be a good way to encourage running dungeons and other group activities. It would open more of the game to a large part of the player base thereby adding value to ESO. Imagine the financial windfall from new sales of dungeon DLCs, increased ESO+ membership, and crown store purchases.
Moreover this type approach would be in keeping with Matt's blueprint for the game. Ignore the threads that you see about how ESO is an RPG or MMO. Instead take it from the person who developed,built, and runs the game. This quote from Matt Frior is just as true today as it was in 2016:
ESO is not really a traditional MMO, so we don’t use that term much around the office – and it is this distinction that separates it from other games. If you want to play it solo, like you did with other Elder Scrolls games, you can do that. If you want to play it super-grindy with dungeons, Trials, and group bosses as the core of you experience, you can join up with others and do that too. It’s really up to you to figure out how you want to play it, as we don’t enforce a play style one way or the other. In fact, ESO has been super-successful at taking gamers not used to massive online games, introducing them to the concepts of group play by making it fun and optional, and turning them into online gamers.
I believe that such a solo mode for group content would be the easiest way to make the game as accessible to the many without placing any undue burden on the few. Instead of a cost it is a moneymaker. It holds true to both the history of the TES franchise and to the vision of the creator of ESO. I'm all for it.
Players can do a Solo dungeon with no more than Two people in their group. This is an MMO so players should be able to enjoy the story with a friend at least
BASICS
The way it is set up. "Play the way you want" philosophy that ZOS touts for ESO is not compatible with the current Season formula for two reasonsThe game would be better if the Dungeons & Main Boss Fights had a "Solo/Group" setting
- Half the Story is behind the Group DLC
- Half the Story is catering to casual or beginner players
- Solo: You can play on easy and experience the story throughout the year (no dungeon sets)
- Group: harder difficulty, play with a group, and get more loot from the Dungeons & Main boss fights
This is especially the case if ZOS is going to integrate the DLC dungeons even more into the story.
Also, with Solo Story mode, ZOS would not have to make Group DLC Dungeons easier in order to cater to Casual Players.
On Group Mode they could make Dungeons even harder than they are now because it is aimed at players seeking Harder content and more reward.
They could make a Hard Mode for the Final Story Bosses that have mechanics on par with DLC dungeon bosses
It is a simple solution
Detailed Explanation1st - let's establish who is the target audience of the Current Season System.
Players like me who play the Dungeons, Chapters, and Story zone as they release throughout the year. I'm a Veteran player so I have a full grasp of the story and I never feel that I am missing out.
2nd - How is this a problem?
For solo players, or anyone just getting into the game, they are missing out on the story context because they have to unlock the dungeons at level 45 or greater. Then they get the prologue quests and it's just a mixed bag of a story that feels out of order if you started with the latest chapter.
Which it is out of order if you started in the latest chapter but that is a different topic that you can find here from our friend @VaranisArano
( https://forums.elderscrollsonline.com/en/discussion/413807/what-order-should-i-do-esos-story-arcs-a-guide/p1 )
Recently people have been arguing about why ZOS should cater to casual players, a common response being;
"If you want the story then find a group"
However..There is another side of the problem of how dungeons were integrated into the season.
3rd - What is the other side of the problem?
The year long storyline, that includes difficult Dungeons as part of the narrative, had ultimately built up to a Final fight full of tedious encounters & bosses that were designed so that a Beginner at the game could beat it. Which is disappointing for a player whose journey over the year was leading to this final climatic moment.
The Season is separated between Beginner Friendly Quest Zones & Dungeons that are designed for Veterans, this created an inconsistent gameplay experience in the Story for both Casual & Hardcore Players.
How can we meet both sides?
4th - What is a the solution?
Part 1 - design a solo mode for the dungeons.
What is a "Solo" dungeon: Has normal mobs and toned down bosses. Mobs only drop miscellaneous white gear - no sets. Upon completing the Dungeon Quest players earn a single green-blue tier Overland set item from the main NPC involved in the story. Just like any Overland quest
This allows players to experience the story if they need to catch up or want to just take their time without being rushed by a group.
EDIT: Players can do a Solo dungeon with no more than Two people in their group. This is an MMO so players should be able to enjoy the story with a friend at least
If you want the Dungeon set items, achievements, undaunted keys, dungeon skill point, Geodes, etc. the you have to play the group content.
Part 2 - Design the Final Story Bosses as un-lockable dungeons called Lairs. There will be two versions of Lairs:
Solo and Group.
These Lairs will get their own tab in the Dungeon Finder because they are unlocked by playing the story.
There will be a Dungeon Mode for the Final Bosses of the following;
- Base Game
- Morrowind
- Clockwork City
- Summerset
- Murkmire
Followed by the Final bosses of this Season;
- Mulaamnir
- Laatvulon
- Kaalgrontiid
Each ending will be a Lair that players unlock.
The Developers already said that they want to make the Dungeons more involved in the story and the Final Boss lairs were basically Solo Dungeons already.
So now those final battles will be utilized as dungeons that have a setting of;
Solo, Group, and Group Veteran
It would still be an epic conclusion that the Season was building up to as well as a challenging repeatable activity with dungeon sets and unique items Players could obtain.
Example: Possible rewards from achievements for the Veteran Group Dungeon version of Dragonhold.
- Nahfahlar theme Helmet + Shoulder
- Nahfahlar Imp pet.
Undaunted: Lair Weekly
At the Undaunted Camp meet a mysterious Argonian character known as (NAME) he seems to have something important to tell you. He will tell you a cryptic message of your destiny and you must go out and face it.
The Argonian will cycle Lairs every week. Which are Main story bosses as Group Dungeons.
This covers the Base game, Daedric War, Season of the Dragon, and the upcoming Dark Heart of Skyrim.
EDIT: Lairs will have their own tab and once a Player beats a Lair that specific activity is unlocked on the whole Account.
PlanemeldLair: Vault of Kings - Help Sai Sahan obtain the Amulet of Kings before Mannimarco
Lair: The God of Schemes - Make your way to Molag Bal and defeat the God of Schemes
Daedric WarLair: The Clockwork Vault - Defeat Barbas in the Clockwork City to restore Vivec
Lair: Cogitum Centralis - Find the Shadow of Sotha Sil and stop him before the Clockwork city is lost forever
Lair: The Crystal Tower - stop Nocturnal before she uses the tower to remake reality.
MurkmireLair: Vakka-Bok Xanmeer - Prevent Kassandra from acquiring the Remnant of Argon
Season of the DragonLair: Jode's Core - defend Jode's core and defeat Mulaamnir
Lair: Doomstone Keep - Assist Nahfahlar end a feud with Laatvulon and save Elsweyr
Lair: Dragonhold - Journey to Dragonhold and Defeat Kaalgrontiid to save Tamriel
What about the Undaunted Quests & Content?
The Undaunted Guild is specifically for Group content. So if you want to do Undaunted Quests or obtain undaunted keys, dungeon skill point, Set gear, Geodes, etc. Then you have to play the group content.
What about Trials?
Trials do not need a solo mode as they don't have any bearing on the main story.
Why is this the best solution?
1. It is a system that allows both playstyles throughout the whole story.
- solo playstyle (at a cost of dungeon specific loot)
- an MMO play-style where players can work together to beat the main story for epic rewards
2. This would be a system that encourages New Players to experience the Main Story at least once to unlock Lairs
3. We would get Overall more group content.
This system alone would create 8 group activities per year
- 4 dungeons
- 3 Boss Lairs (Chapter Boss, Zone boss, Season Boss)
- 1 Trial
It would generate, at the least, 9 more Boss Lair activities from previous content including- Mannimarco
- Molag Bal
- Barbas
- Shadow of Sotha Sil
- Nocturnal
- Kassandra
as well as the Bosses from 2019:
- Mulaamnir
- Laatvulon
- Kaalgrontiid