I_killed_Vivec wrote: »i think requiring grouping for endeavours is one small, crude way zos is trying to get this game's solo players to form those connections.
Or...
They are, under the guise of "adding more variety", actually discouraging players from doing endeavours.
Whatever they might say endeavours are for, we all know that it is to get round loot boxes, sorry crates. However, they also went on to say that endeavours would be things you do in any case... you earn without even trying!
Except that's not so true anymore - the grouping tasks are the thin end of the wedge compared to what was shown on the PTS. Instead of just "complete a dungeon" we get "complete a dungeon with a companion" and "complete dungeon x with a guild mate". More variety right?
But in reality more restrictions.
I don't believe for one moment that ZoS are trying to get people to group up, or join guilds, or play with companions (apart from buying the DLC of course). I think they want to wean people off the endeavours.
Let me explain... at the start, once I found out about endeavours, I had a compulsion to do them (and I suspect others feel the same way). I now have 20+K seals, and can't find anything worth spending them on. So I was already beginning to lose interest in endeavours. As I said, it had become a compulsion but letting go a little was a liberation. Now they mess with the endeavours and I just can't be bothered. They won't make me do something I don't want to do just for the seals, and I suspect that's the whole idea. They want people in the crown store buying crates!
But ZoS are playing a dangerous game. For me, and I'm sure many others, another thread that tied me to the game has been cut.
I've been playing since beta, and subscribing throughout since the game went live. This year was the first time I didn't buy the chapter... and I feel OK about that too.
Another thread has been cut...
Most endeavors already are solo friendly though. So I don't quite get the problem.
SilverBride wrote: »Most endeavors already are solo friendly though. So I don't quite get the problem.
Because endeavors such as "Complete an endeavor while grouped" have absolutely no benefit. The players do not even have to be near each other and no social interaction or group dynamics are involved. It is nothing more than a restriction and serves no purpose.
There are also many endeavors to do a trial or trials, run a dungeon or dungeons, participate in a battleground or battlegrounds. These are classicly group activities, so there are endeavors for groups.
Also wanted to follow up on the what if an endeavor was to "solo a dungeon".
That'd be awesome. I already treat "do a dungeon" endeavors as solo feats. Giving more players a reason to go out and try to solo dungeons is a great thing since it increases the number of players in the game who actually feel confident with their builds and dungeon mechanics, which actually improves group play overall.
SeaGtGruff wrote: »As much as I love solo play and generally avoid grouping, the main issue I have with this is not the requirement to be grouped for some activity, but rather the characterization that we're being "forced" to group. We have the freedom to choose whether to do something or not. No one hovers behind me while I'm playing the game, telling me which activities I must engage in, or that I must group with someone. If there's an endeavor that requires being grouped, I can choose whether or not to complete that particular endeavor, just as I currently choose whether or not to complete other endeavors based on how much I like or dislike the associated activities.
SilverBride wrote: »How would players feel about an endeavor to solo a dungeon?
SilverBride wrote: »CameraBeardThePirate wrote: »This is an MMO. It's pretty clear that something encouraging you to group is intended to get you to play with others.
I've yet to hear a good reason why grouping and playing with others should be encouraged. MMO means nothing more than multiple players are in the game world at the same time. It does not mean that only social people should be playing it or that all players should spend time interacting with others.
Those that enjoy grouping will naturally gravitate toward group activities and those that prefer a solo experience won't. Neither way is more right than the other and I am frankly disturbed that solo play is being presented as something that needs to be corrected.
Isn't that all a bit contradictory though. If "neither way is more right that the other" then why is it such a problem that one of those ways of playing the game have an endeavor suited for their preferred way to play? Especially when solo play has far and away more ways to complete endeavors.
SilverBride wrote: »I went to the update 39 patch notes to see what exactly was said about the changes to endeavors and this is what it says:
New Endeavor Activity Types
We are introducing multiple new Endeavor types in Update 39, all of which may now show up in your daily and weekly Endeavor activities, offering you new ways to earn Seals of Endeavor.
There is no mention of encouraging group play, yet I know of at least 3 new endeavors that require a group or playing a game of ToT against other players (npcs don't count in this one).
New ways to earn seals would be things like catch so many fish, which has been requested. New activities rather than the same ones only requiring a group to complete them.
Uhhhh, no, it isn't. Playing an MMO does not inherently involve grouping. It is an option, like everything else.CameraBeardThePirate wrote: »Sorry, but grouping up in an MMO is absolutely part of normal gameplay. It's literally in the name.
bulbousb16_ESO wrote: »Endeavours are totally optional and even still, they don't require grouping. to complete.
SilverBride wrote: »How would players feel about an endeavor to solo a dungeon?
SilverBride wrote: »How would players feel about an endeavor to solo a dungeon?
I_killed_Vivec wrote: »SeaGtGruff wrote: »As much as I love solo play and generally avoid grouping, the main issue I have with this is not the requirement to be grouped for some activity, but rather the characterization that we're being "forced" to group. We have the freedom to choose whether to do something or not. No one hovers behind me while I'm playing the game, telling me which activities I must engage in, or that I must group with someone. If there's an endeavor that requires being grouped, I can choose whether or not to complete that particular endeavor, just as I currently choose whether or not to complete other endeavors based on how much I like or dislike the associated activities.
While it is true that nobody is being "forced" to group up or join a guild, they are being told that they might not get all the seals each day if they don't.
Not for one moment is ZoS "encouraging" players to group, they are hoping people will lose interest in endeavours - and consequently have to visit the crown store to get the cosmetics they need (yes, I know, it's just a game, just pixels on a screen, nobody needs cosmetics).
It's all about making seals harder to get.
SilverBride wrote: »SilverBride wrote: »CameraBeardThePirate wrote: »This is an MMO. It's pretty clear that something encouraging you to group is intended to get you to play with others.
I've yet to hear a good reason why grouping and playing with others should be encouraged. MMO means nothing more than multiple players are in the game world at the same time. It does not mean that only social people should be playing it or that all players should spend time interacting with others.
Those that enjoy grouping will naturally gravitate toward group activities and those that prefer a solo experience won't. Neither way is more right than the other and I am frankly disturbed that solo play is being presented as something that needs to be corrected.
Isn't that all a bit contradictory though. If "neither way is more right that the other" then why is it such a problem that one of those ways of playing the game have an endeavor suited for their preferred way to play? Especially when solo play has far and away more ways to complete endeavors.
It's been very one sided. I've never seen anyone say that solo play should be encouraged but "MMO" and "encourage playing with others" has been repeated multiple times.
How would players feel about an endeavor to solo a dungeon?
FantasticFreddie wrote: »
There are literally arena endeavors.
Ty for the obvious idea.Well today I grouped for endeavor to complete endeavour while grouped. The "group content" in question was turning in my writs which I would do any way but which does complete the 2 quests endeavor. Say cheeeese.
I'm amazed at the number of people who seem to think that grouping when you don't feel like it, for an activity that probably doesn't even need a group to complete is somehow good for you. Personally, I signed up to have fun, not personal interaction coaching.
Being in a group is not an activity and this change is bad for everyone as it gives everyone less choice.
Before, when asked to complete a dungeon, you could do it the obvious way and join a group, or you could solo it. Now you are going to have to do it in a group and maybe in a group with guild-mates. This won't be much fun if your guild is going through a dead patch or if you can only play when most people are offline.
Arizona_Steve wrote: »I found myself in the opposite situation last night when I was trying to complete a dungeon for the endeavor. I tried to solo Fungal Grotto I - but I will admit to sucking pretty bad at it. Died multiple times and only made it as far as the first dreugh boss.
So I put out a request in zone chat to see if anyone wanted to group up for the endeavor. Crickets.
Same problem with resurrecting a dead player (another endeavor). Since people generally don't die these days, there's the option of "mutual rezzing" - but again, finding someone who is willing to get themselves killed on zone chat is a bit of a non-starter too.
Wasn't the best night for endeavors (I don't PvP so killing another player is not an option).