Solo version for 4 player dungeons

Vilhjálmur
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A lot of the times when i'm running dungeons I always like to look around and explore, but that's really hard to do when everyone is rushing through dungeons and you need to keep up just so you don't waste people's time, so there's details and neat things you want to look for in the dungeon but can't because your team is already on the next boss

I'm wondering if ZOS will ever do solo 4 man dungeons just so people can appreciate the maps they put a bunch of effort into making, it really seems like a lot of the stuff they work and all the details they put into dungeons is missed by a lot of players because everyone is rushing through it, and that's completely fine but sometimes it really would be nice to tackle a dungeon on your own without the pressure of your team or being kicked from the instance after everyone left

I know there's dungeon mechanics that need a full group but I mean zos could just get rid of those and decrease the number of enemies in the dungeon just so it can be soloable (and also get rid of certain loot drops like sets and monster gear just so people don't exploit the mode), even if they can't make a solo version for 4 man dungeons it would be great to have an option to stay in the dungeon after everyone is gone

I doubt zos will make something like this and I'm sure a lot of people woulnd't like it, I just think it would be a nice addition to the game
  • RD065
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    Oh I hate this. I guess that's why we get delves.
  • RD065
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    Clarify, I hate the rush. I like to take my time as well and look around.
  • Dusk_Coven
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    Search forum for "story mode". Multiple threads on this topic.
    And delves are not the same at all because they are public. You have no idea if you've missed something because it hasn't respawned since the last person killed it. You'd need an addon to spoiler you for boss locations, etcetera.
    True solo story mode for dungeon is what we need.
    Edited by Dusk_Coven on February 20, 2020 6:49AM
  • Carespanker
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    Most veteran dungeons (and even some dlc's) are soloable already though... this game doesn't need to be easier.
  • Vilhjálmur
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    Most veteran dungeons (and even some dlc's) are soloable already though... this game doesn't need to be easier.

    Doesn't need to be easy, just an option for people that don't like to minmax and are just in for the exploring aspect of the game, it's also not taking away the option to run 4 man vets
  • fiender66
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    Yep, random dungeons (that I once used to speed lvl my 40 something toons) are boring and often frustrating, more or less like the 3 dolmens circuit in Alik'r. Now I do it no more.
    OFC it's different when you do a dungeon within a group of friends and/or guild mates.
    ALL the public dungeons in the game are actually soloable with any decent build. Trials and vets are meant for groups, and this, in a MMO, makes fair sense
  • Nairinhe
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    Most veteran dungeons (and even some dlc's) are soloable already though... this game doesn't need to be easier.

    [Snip]
    fiender66 wrote: »
    ALL the public dungeons in the game are actually soloable with any decent build. Trials and vets are meant for groups, and this, in a MMO, makes fair sense

    Public dungeons or group dungeons?

    [Removed for baiting]
    Edited by ZOS_Volpe on February 20, 2020 2:43PM
  • xXMeowMeowXx
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    They are fixing Direfrost Keep from being able to be soloed to my disappointment. But that probably helps answer ZoS’ thoughts on your idea.
  • Freakin_Hytte
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    There is no reason to do this, you can already solo all the dungeons on normal and a lot of them on vet. There's no need for a solo mode when you can already run dungeons solo.
    And you don't have to be a min/max person to complete the dungeons on normal solo.

    They could just remove the group mechanics where you actually have to be more than 1 as in ICP or direfrost keep
    Edited by Freakin_Hytte on February 20, 2020 8:44AM
  • Kurat
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    No one stops you from soloing dungeons. Most of base game normal dungeons are easily soloable and similar to overland content difficulty.
    What we need is more solo arenas.
  • FierceSam
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    I like looking around dungeons too.

    I miss a lot simply rushing through them killing things.

    There are two solutions I’ve found.

    First, you can solo them right now. That can be a challenge, but it’s doable. That way everything is entirely at your own pace. Soloing normal dungeons is probably the closest you will get to a ‘solo story’ mode. But even then, some of the content is designed to be for multiple players, especially the DLC dungeons.

    Second, you can team up with at least 1 other player and either do all the exploring and looking around you like after the fighting or, if there’s 4 of you or you don’t use the group finder and just walk in, you can take all the time you like.

    I found that with Wrathstone (and less so with Scalebreaker) there was a lot of demand for doing ‘story’ runs in our guild where everyone tried to follow the quest. Lots of players did them and it was a fun way to introduce some players to dungeons.
  • idk
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    Most veteran dungeons (and even some dlc's) are soloable already though... this game doesn't need to be easier.

    This would not be correct for a great many of players in ESO.

    Considering Zos is making dungeon stories more important as they are tying them to the zone stories which are inherently solo it makes sense to have a solo version of the related dungeons. This alone, and that it harms no one, is a sound reason for Zos to consider the idea.
  • sudaki_eso
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    join a guild and run the dungeon with friends or play them alone on normal, most of them dont have a mechanic that need more than one player.
    PS4 EU - StamDK
  • r34lian
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    You can always solo base game dungeons
    Besides we always have public dungeons and delves
    It's a mmo not a single player rpg
    2000 CP • 18 Maxed Characters • 6 Altmers • 7 Redguards • Necromancer Orc • Warden Dunmer • DK Nord • DK Imperial • Templar Breton
  • Nairinhe
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    r34lian wrote: »
    It's a mmo not a single player rpg
    Don't tell me how to play, and I won't tell you where you should go
  • Tommy_The_Gun
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    Tbh. The only end-game solo PvE we have is Maelstrom arena. And imho it is kinda sad. Creating more content like that would be cool. Dungeons (especially DLC ones) could technically receive an "update" so you would have different achivements & rewards if you play it in "solo mode". Imagine how much more atractive this type of content would look like if you had an option to play it "group mode" or "solo mode" (play as you want). It would for sure increse the sales of DLC dungeons. And just to be clear, I am not saying to make it super easy - more like nMA or vMA level, so the challange would still be there, and different achievements and colectible rewards would make sure that people would do both.
  • Grianasteri
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    A lot of the times when i'm running dungeons I always like to look around and explore, but that's really hard to do when everyone is rushing through dungeons and you need to keep up just so you don't waste people's time, so there's details and neat things you want to look for in the dungeon but can't because your team is already on the next boss

    I'm wondering if ZOS will ever do solo 4 man dungeons just so people can appreciate the maps they put a bunch of effort into making, it really seems like a lot of the stuff they work and all the details they put into dungeons is missed by a lot of players because everyone is rushing through it, and that's completely fine but sometimes it really would be nice to tackle a dungeon on your own without the pressure of your team or being kicked from the instance after everyone left

    I know there's dungeon mechanics that need a full group but I mean zos could just get rid of those and decrease the number of enemies in the dungeon just so it can be soloable (and also get rid of certain loot drops like sets and monster gear just so people don't exploit the mode), even if they can't make a solo version for 4 man dungeons it would be great to have an option to stay in the dungeon after everyone is gone

    I doubt zos will make something like this and I'm sure a lot of people woulnd't like it, I just think it would be a nice addition to the game

    In my experience, every base game dungeon can be soloed, certainly on normal. DLC dungeons are generally more demanding, and some have mechanics that require a group.

    In fact, most base game dungeons, perhaps all (Im still working through them) can be soloed on veteran as well.

    The point is, just head in on normal and take your time. If you need to then put some defensive sets on and/or increase the defensive skills (heals/shields/buffs) on your bars and you will have fun and can take your time.

    Admittedly, I was not soloing any dungeons until I was pretty high CPs, so its difficult for me to comment on the viability for players with much lower CPs, or none. But again, in my experience there are plenty of low to mid CP players who are able to perform to a high standard, regardless of CPs - its more about experienced and skill.

  • BackStabeth
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    A lot of the times when i'm running dungeons I always like to look around and explore, but that's really hard to do when everyone is rushing through dungeons and you need to keep up just so you don't waste people's time, so there's details and neat things you want to look for in the dungeon but can't because your team is already on the next boss

    I'm wondering if ZOS will ever do solo 4 man dungeons just so people can appreciate the maps they put a bunch of effort into making, it really seems like a lot of the stuff they work and all the details they put into dungeons is missed by a lot of players because everyone is rushing through it, and that's completely fine but sometimes it really would be nice to tackle a dungeon on your own without the pressure of your team or being kicked from the instance after everyone left

    I know there's dungeon mechanics that need a full group but I mean zos could just get rid of those and decrease the number of enemies in the dungeon just so it can be soloable (and also get rid of certain loot drops like sets and monster gear just so people don't exploit the mode), even if they can't make a solo version for 4 man dungeons it would be great to have an option to stay in the dungeon after everyone is gone

    I doubt zos will make something like this and I'm sure a lot of people woulnd't like it, I just think it would be a nice addition to the game

    If you want to do content in a specific way, join a guild that does content in that way.

    I feel you, when I queue for a dungeon that I have never done ( I haven't been playing even two months yet ) and someone is just wanting to get it over as fast as they possibly can for the undaunted pledge it's really annoying.

    It's even more annoying when you tell them right at the start that you are doing the quest, and it's your first time doing the dungeon and they blast through the content still.

    No matter how polite you are, if you do dungeons in pugs you are going to run across people who behave in the worst ways, it's a fact of life. When this has happened to me I just ignore them, I do what I need to do regardless. If they want to speed through and kill everything then that just means it's an easy run for me and they are expressing an overwhelming desire to carry me, so I let them. I don't like it nearly as much as doing the content with the people I queued with, but I am not going to allow someone to force me to play in a way I don't want to.

    Some people are just very selfish and don't care about the other people in their party. The really odd thing I find about that is that they queued for a pub, usually made up of people who are newish who are not established who have not built up a group of friends or been in a guild for very long. That would suggest they are not going to be the best they can be, they are not going to want to run the dungeon at break neck speeds and probably in many cases cannot. Why are they not queueing with friends or guildmates?

    Doesn't really happen anymore, now that I found a guild of good people who are happy to run dungeons at a normal, regular pace and also enjoy looking for chests or farming equipment. But I get it, I really do. There are a lot of people who are just plain selfish.
  • bmnoble
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    Most veteran dungeons (and even some dlc's) are soloable already though... this game doesn't need to be easier.

    For what % of the player base exactly? Soloing a dungeon for bragging rights(I consider that as a waste of time) and soloing to enjoy the dungeon are two different things.

    I would not mind a story version of the dungeons to play solo, just get rid of the set gear drops/motifs in that mode, so people don't use it to farm dungeons, keep the story quests and skill points, reduce the difficulty to around the same level as the public dungeons/tone down the mechanics.

    This game is marketed as play the way you want, big surprise people like to play story stuff by themselves.
  • myskyrim26
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    There is no reason to do this, you can already solo all the dungeons on normal and a lot of them on vet. There's no need for a solo mode when you can already run dungeons solo.
    And you don't have to be a min/max person to complete the dungeons on normal solo.

    They could just remove the group mechanics where you actually have to be more than 1 as in ICP or direfrost keep

    Maybe YOU can solo all the dungeons on normal and a lot of them on vet. I'm CP 730 and I can solo only three normal dungeons - beginners dungeons. I use an up-to-date build, golden gear, rotation, potions, food... But I can't solo all the normal dungeons. And a lot of players focused on lore and exploration can't even solo Fungal Grotto.
  • MrBrownstone
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    myskyrim26 wrote: »
    There is no reason to do this, you can already solo all the dungeons on normal and a lot of them on vet. There's no need for a solo mode when you can already run dungeons solo.
    And you don't have to be a min/max person to complete the dungeons on normal solo.

    They could just remove the group mechanics where you actually have to be more than 1 as in ICP or direfrost keep

    Maybe YOU can solo all the dungeons on normal and a lot of them on vet. I'm CP 730 and I can solo only three normal dungeons - beginners dungeons. I use an up-to-date build, golden gear, rotation, potions, food... But I can't solo all the normal dungeons. And a lot of players focused on lore and exploration can't even solo Fungal Grotto.

    I suspect it's because you use an up-to-date build. Don't use group builds (like Alcast's) for solo content, build for defense and healing. Damage is not the priority for solo play.
  • AcadianPaladin
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    I adore the limited number of group dungeons that I can solo on normal and would be happy to see a more solo friendly option so I can expand the list of dungeons that I can solo. Their big advantage to me over delves and public dungeons is that I never have to worry about other players interfering with my plans, can take all the time I want to set up an assault (no other players running in), can take all the time I want to loot and explore after killing the foes in an area (no respawns).

    It is not fun to try and slowly explore and clear delves or (especially) public dungeons. After you clear a chamber if you leisurely explore and hunt for loot, the same enemies you just killed will respawn on your head.

    Although for different reasons, delves, public dungeons and groups in group dungeons all encourage rushing - which I don't like.

    My healer sometimes pugs normal dungeons and she assures you that many who pug cannot solo them.

    Guilds are fine for many but not all. I play when it suits my own schedule - not when it suits the schedule of others in my guild. I play to spend time with my elf - not to spend time with other humans.

    I run dungeons for fun so I don't care about loot or grinding/farming for it.

    Edited by AcadianPaladin on February 24, 2020 3:12PM
    PC NA(no Steam), PvE, mostly solo
  • TheFM
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    A lot of the times when i'm running dungeons I always like to look around and explore, but that's really hard to do when everyone is rushing through dungeons and you need to keep up just so you don't waste people's time, so there's details and neat things you want to look for in the dungeon but can't because your team is already on the next boss

    I'm wondering if ZOS will ever do solo 4 man dungeons just so people can appreciate the maps they put a bunch of effort into making, it really seems like a lot of the stuff they work and all the details they put into dungeons is missed by a lot of players because everyone is rushing through it, and that's completely fine but sometimes it really would be nice to tackle a dungeon on your own without the pressure of your team or being kicked from the instance after everyone left

    I know there's dungeon mechanics that need a full group but I mean zos could just get rid of those and decrease the number of enemies in the dungeon just so it can be soloable (and also get rid of certain loot drops like sets and monster gear just so people don't exploit the mode), even if they can't make a solo version for 4 man dungeons it would be great to have an option to stay in the dungeon after everyone is gone

    I doubt zos will make something like this and I'm sure a lot of people woulnd't like it, I just think it would be a nice addition to the game

    This topic has been debated 58284929943 times. I'd be fine with a story mode as long as there were at best drops of gold and trash gear. You should not get the same drops with an easy mode as normal or vet dungeons.
  • idk
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    TheFM wrote: »
    A lot of the times when i'm running dungeons I always like to look around and explore, but that's really hard to do when everyone is rushing through dungeons and you need to keep up just so you don't waste people's time, so there's details and neat things you want to look for in the dungeon but can't because your team is already on the next boss

    I'm wondering if ZOS will ever do solo 4 man dungeons just so people can appreciate the maps they put a bunch of effort into making, it really seems like a lot of the stuff they work and all the details they put into dungeons is missed by a lot of players because everyone is rushing through it, and that's completely fine but sometimes it really would be nice to tackle a dungeon on your own without the pressure of your team or being kicked from the instance after everyone left

    I know there's dungeon mechanics that need a full group but I mean zos could just get rid of those and decrease the number of enemies in the dungeon just so it can be soloable (and also get rid of certain loot drops like sets and monster gear just so people don't exploit the mode), even if they can't make a solo version for 4 man dungeons it would be great to have an option to stay in the dungeon after everyone is gone

    I doubt zos will make something like this and I'm sure a lot of people woulnd't like it, I just think it would be a nice addition to the game

    This topic has been debated 58284929943 times. I'd be fine with a story mode as long as there were at best drops of gold and trash gear. You should not get the same drops with an easy mode as normal or vet dungeons.

    Correct, they should not. Zos has shown they are interested in providing a greater reward for when the challenge is greater. Considering a solo version of dungeons would not be for a solo challenge I expect the rewards to be lessened in accordance with the current design.

    While I have no interest in using a solo version I think it is time for them since Zos has chosen to wind a solo quest line through the dungeons. It should be done for these new DLC dungeons at the very least.
  • TheFM
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    idk wrote: »
    TheFM wrote: »
    A lot of the times when i'm running dungeons I always like to look around and explore, but that's really hard to do when everyone is rushing through dungeons and you need to keep up just so you don't waste people's time, so there's details and neat things you want to look for in the dungeon but can't because your team is already on the next boss

    I'm wondering if ZOS will ever do solo 4 man dungeons just so people can appreciate the maps they put a bunch of effort into making, it really seems like a lot of the stuff they work and all the details they put into dungeons is missed by a lot of players because everyone is rushing through it, and that's completely fine but sometimes it really would be nice to tackle a dungeon on your own without the pressure of your team or being kicked from the instance after everyone left

    I know there's dungeon mechanics that need a full group but I mean zos could just get rid of those and decrease the number of enemies in the dungeon just so it can be soloable (and also get rid of certain loot drops like sets and monster gear just so people don't exploit the mode), even if they can't make a solo version for 4 man dungeons it would be great to have an option to stay in the dungeon after everyone is gone

    I doubt zos will make something like this and I'm sure a lot of people woulnd't like it, I just think it would be a nice addition to the game

    This topic has been debated 58284929943 times. I'd be fine with a story mode as long as there were at best drops of gold and trash gear. You should not get the same drops with an easy mode as normal or vet dungeons.

    Correct, they should not. Zos has shown they are interested in providing a greater reward for when the challenge is greater. Considering a solo version of dungeons would not be for a solo challenge I expect the rewards to be lessened in accordance with the current design.

    While I have no interest in using a solo version I think it is time for them since Zos has chosen to wind a solo quest line through the dungeons. It should be done for these new DLC dungeons at the very least.

    Exactly, however I think it's also time that we get a vet overland instance as well, rewards could stay the same for all I care with maybe a higher amount of gold being dropped, but fair is fair.
  • Kalik_Gold
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    A lot of the times when i'm running dungeons I always like to look around and explore, but that's really hard to do when everyone is rushing through dungeons and you need to keep up just so you don't waste people's time, so there's details and neat things you want to look for in the dungeon but can't because your team is already on the next boss

    I'm wondering if ZOS will ever do solo 4 man dungeons just so people can appreciate the maps they put a bunch of effort into making, it really seems like a lot of the stuff they work and all the details they put into dungeons is missed by a lot of players because everyone is rushing through it, and that's completely fine but sometimes it really would be nice to tackle a dungeon on your own without the pressure of your team or being kicked from the instance after everyone left

    I know there's dungeon mechanics that need a full group but I mean zos could just get rid of those and decrease the number of enemies in the dungeon just so it can be soloable (and also get rid of certain loot drops like sets and monster gear just so people don't exploit the mode), even if they can't make a solo version for 4 man dungeons it would be great to have an option to stay in the dungeon after everyone is gone

    I doubt zos will make something like this and I'm sure a lot of people woulnd't like it, I just think it would be a nice addition to the game

    At this point in time, I’d suggest going on YouTube and trying a solo build (look for Hack The Minotaur solo build vids, or other’s). Then you could solo normal modes of And sometimes Vet dungeons.

    He also has a nice video on why Zos does need a Solo Story mode for dungeons.
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    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant • 1550+ Champion

  • Iccotak
    Iccotak
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    idk wrote: »
    Most veteran dungeons (and even some dlc's) are soloable already though... this game doesn't need to be easier.

    This would not be correct for a great many of players in ESO.

    Considering Zos is making dungeon stories more important as they are tying them to the zone stories which are inherently solo it makes sense to have a solo version of the related dungeons. This alone, and that it harms no one, is a sound reason for Zos to consider the idea.

    Exactly.
    What ZOS doesn't understand is that they are making an inconsistent game-play experience in the story (and yes that is important)
    Originally the common reasoning for the story being easy is that it was for New Players to experience - here's the problem with that line of reasoning.
    1. Why would they make greater effort to incorporate the dungeons into the Storyline of the Season if the story is supposed to be for solo/new players?
    2. Why would ZOS market a new storyline to their long-term players but ultimately make the experience for new players who have no idea what is going on in the story?
    3. Why would ZOS make these difficult Set-Pieces and a Year-Long Story that builds up the Final Boss of the Season only to end it with a lackluster boss fight that is solely for new players?
    TheFM wrote: »
    idk wrote: »
    TheFM wrote: »
    A lot of the times when i'm running dungeons I always like to look around and explore, but that's really hard to do when everyone is rushing through dungeons and you need to keep up just so you don't waste people's time, so there's details and neat things you want to look for in the dungeon but can't because your team is already on the next boss

    I'm wondering if ZOS will ever do solo 4 man dungeons just so people can appreciate the maps they put a bunch of effort into making, it really seems like a lot of the stuff they work and all the details they put into dungeons is missed by a lot of players because everyone is rushing through it, and that's completely fine but sometimes it really would be nice to tackle a dungeon on your own without the pressure of your team or being kicked from the instance after everyone left

    I know there's dungeon mechanics that need a full group but I mean zos could just get rid of those and decrease the number of enemies in the dungeon just so it can be soloable (and also get rid of certain loot drops like sets and monster gear just so people don't exploit the mode), even if they can't make a solo version for 4 man dungeons it would be great to have an option to stay in the dungeon after everyone is gone

    I doubt zos will make something like this and I'm sure a lot of people woulnd't like it, I just think it would be a nice addition to the game

    This topic has been debated 58284929943 times. I'd be fine with a story mode as long as there were at best drops of gold and trash gear. You should not get the same drops with an easy mode as normal or vet dungeons.

    Correct, they should not. Zos has shown they are interested in providing a greater reward for when the challenge is greater. Considering a solo version of dungeons would not be for a solo challenge I expect the rewards to be lessened in accordance with the current design.

    While I have no interest in using a solo version I think it is time for them since Zos has chosen to wind a solo quest line through the dungeons. It should be done for these new DLC dungeons at the very least.

    Exactly, however I think it's also time that we get a vet overland instance as well, rewards could stay the same for all I care with maybe a higher amount of gold being dropped, but fair is fair.

    OR more practical and make the End Story Bosses of Main Quest-lines into optional Group content.
    This way players can have a consistent game-play experience across the Major Set Pieces (when there is major conflicts in the story - i.e. Story Bosses)

    Which I have discussed in other threads
    https://forums.elderscrollsonline.com/en/discussion/512278/lairs-proposal-for-a-group-content-setting-of-story-bosses

    https://forums.elderscrollsonline.com/en/discussion/509067/solo-group-settings-play-the-way-you-want/p1
    Edited by Iccotak on February 20, 2020 1:28PM
  • Iccotak
    Iccotak
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  • Inaya
    Inaya
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    I have absolutely NO problem running dungeonss with a group other than the fact that I like to explore and loot everything lootable. MOST dungeons I've run are rush rush with no time to even grab a chest :(
  • Jaraal
    Jaraal
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    A lot of the times when i'm running dungeons I always like to look around and explore, but that's really hard to do when everyone is rushing through dungeons and you need to keep up just so you don't waste people's time, so there's details and neat things you want to look for in the dungeon but can't because your team is already on the next boss

    I'm wondering if ZOS will ever do solo 4 man dungeons just so people can appreciate the maps they put a bunch of effort into making, it really seems like a lot of the stuff they work and all the details they put into dungeons is missed by a lot of players because everyone is rushing through it, and that's completely fine but sometimes it really would be nice to tackle a dungeon on your own without the pressure of your team or being kicked from the instance after everyone left

    I know there's dungeon mechanics that need a full group but I mean zos could just get rid of those and decrease the number of enemies in the dungeon just so it can be soloable (and also get rid of certain loot drops like sets and monster gear just so people don't exploit the mode), even if they can't make a solo version for 4 man dungeons it would be great to have an option to stay in the dungeon after everyone is gone

    I doubt zos will make something like this and I'm sure a lot of people woulnd't like it, I just think it would be a nice addition to the game

    In my experience, every base game dungeon can be soloed, certainly on normal.

    I'd be interested to know how you get past Gamyne Bandu in Fungal Grotto 2.
    RIP Bosmer Nation. 4/4/14 - 2/25/19.
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