witchdoctor wrote: »I genuinely would not care if they added a solo mode (although I think it would be a waste of resources), but if they did there should absolutely be no dungeon set drops.
It should have overland set drops as per the zone it is found, and by the same rules as a public dungeon or delve. Perhaps bound so as not to flood the market on popular sets.
In other words, Automaton would not drop in Darkshade Caverns (Solo). Instead, MS would, similar to how it drops in Forgotten Crypts.
Your a couple of days late champ. There’s already a recent poll:
https://forums.elderscrollsonline.com/en/discussion/508738/story-mode-dungeons-do-we-want-them#latest
Dusk_Coven wrote: »People forget that dungeons right now are already under-rewarding for solo players.
If I solo a group dungeon right now I am getting only 1/4 of the rewards -- I am doing the work of 4 people but getting only the rewards of one.
Sorry, this is completely wrong.- solo playstyle to follow the year long story arc (at a cost of dungeon specific loot)
So... bringing high-powered friends to overpower the dungeon and carry you means you should get epic rewards?- an MMO play-style where players can work together throughout the year to beat the main story for epic rewards
eklhaftb16_ESO wrote: »Really though, all instanced content should be scaleable. Why shouldn't one be able to run raids solo? Why shouldn't one be able to run vMA in a dungeon group, or a private instance of a delve in a raid group? It's all the same content, technically: there's trash, and then there's a boss, and then there is trash, and then there's another boss, and so on. Everything else is just numbers, and numbers can be changed.
/script JumpToHouse("@Paramedicus")↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑
When talking about Solo mode I am saying Easy
Meaning that the Dungeon would as hard as a Delve or Public Dungeon, with mobs of 3-4 people and bosses that do far less damage. It would be like how Final Bosses in the story work right now. Group content should be harder
Most people I see asking for solo mode are New or Solo players that just want to follow the story that takes over the course of the year. They are not looking for anything to grind.
…
I think creating a Solo mode just so you can grind the content away from other people does not encourage the social aspect of the game.
It s not a problem of normal dungs being too easy, but it is problem when game lures veteran players to do them (i.e. exp bonus for running random normal). Normal dungs are designed for low level players which are learning how to play. There should be 3rd difficulty option (like hm for whole dung) so 160cp+ players could leave normal dungs for newbies. I guess that DLC dungeons are supposed to work like additional layer of difficulty, but they are added to one que with base ones, which is -well, we can all agree on these one- bit tarded. I guess, ZOS did that because they were afraid that if queue for DLC and base dungs were separated, then it would be too hard to get group for DLC (?).Dusk_Coven wrote: »The problem with this point of view is, normal dungeons WITH FOUR PEOPLE is already Easy and fast.
You want to make Solo mode EVEN EASIER? It's not necessary. Just make the difficulty feel the same except that only one person is required.
/script JumpToHouse("@Paramedicus")↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑
Paramedicus wrote: »There should be 3rd difficulty option (like hm for whole dung) so 160cp+ players could leave normal dungs for newbies.
Really? I didn't know that. And when I wrote that there should be 3rd option difficulty for whole dungeon and I called it HM, it was just by blind luck. Geez what a coincidence!Dusk_Coven wrote: »[Yes it's called Veteran Hard Mode. There's even a whole queuing category for Veteran modes only.
Next logical step for ZOS should be then to turn ESO into single player game. Imagine how much money could they save by turning off servers, firing programers who code for multiplayer aspect of game, designers making group content, testers checking class balance.. Oh this list could be much longer. Maybe long enough, that with saved money ZOS could turn ESO into TES 6?! Everyone liking this idea, agree with my post: say not to Starfield - TES 6 first!!!!Dusk_Coven wrote: »ZOS should recognize that people don't really care about grouping. They care about rewards. Grouping just gets them whatever reward they want faster.
/script JumpToHouse("@Paramedicus")↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑
As players we aren’t trading anything. All we can do is suggest. There isn’t always an “us versus them”@MattT1988
@witchdoctor
The post has been updated with the idea that I want to focus on. Which is group Dungeon mode for the story as fair trade for the Solo mode that players are asking for
As players we aren’t trading anything. All we can do is suggest. There isn’t always an “us versus them”@MattT1988
@witchdoctor
The post has been updated with the idea that I want to focus on. Which is group Dungeon mode for the story as fair trade for the Solo mode that players are asking for
You want the final bosses in the story to be harder, that’s a fine request. Just request that.
I still see people asking for help defeating them. The only thing that I can see happening is they put a HM scroll in at these bosses. I’m in favor of that. Extra rewards? No. The story is the reward, the challenge is the reward.
doesn't feel like an unfair trade to either side.
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 ***
doesn't feel like an unfair trade to either side.
The idea of a single player story mode for dungeons, especially those where the story from the zone goes through them, does not hurt anyone. It does not take away from anyone's game and can only serve to enhance the game play of some players. 3
In other words it is not unfair to anyone and there is no reason to make dungeons out of regular content as the OP is basically suggesting. Further, it has a much better chance to get Zos' attention that the overly complicated and unnecessary suggesting made here.
Besides, the "trade" is irrelevant because this is not a trade situation and you really have nothing to trade in this to begin with.
doesn't feel like an unfair trade to either side.
The idea of a single player story mode for dungeons, especially those where the story from the zone goes through them, does not hurt anyone. It does not take away from anyone's game and can only serve to enhance the game play of some players. 3
In other words it is not unfair to anyone and there is no reason to make dungeons out of regular content as the OP is basically suggesting. Further, it has a much better chance to get Zos' attention that the overly complicated and unnecessary suggesting made here.
Besides, the "trade" is irrelevant because this is not a trade situation and you really have nothing to trade in this to begin with.
@idk
The reason I say trade is because last time I brought up the concept of "Story Group Final Bosses" a while ago people countered that it would not be fair unless dungeons got a solo mode.
So I try to propose a system that encompasses both so then both play styles feel catered to.
It's not about us vs them or "I give you this for that" - but if we are going to propose a Solo mode of existing content then why not also have a Group mode of existing content?