As for dungeons it is better to have people work together
Another issue here is how would reward system work if player can have a team of companion do the same work as 3 other players and get same reward as other that have to put time and effort to form a group and finish that dungeon? Should those player with all companion in dungeon have the same reward or will they complain until they also get the same reward as other with real player?
Even if it was restricted to instances, I think it would ultimately be bad for the community. It is better for the health of the game when players are incentivized to group and play together. There are already a lot of options for solo play, including normal dungeons.
I couldn't disagree more. The vast majority of guilds and discord communities in this game are social and highly flexible. Only a tiny minority of content in the game is challenging and requires optimized builds; and all of it is available in easier, more accessible forms.I've played a few MMOs and the community here is definitely the worst for "play my way or you don't get to play at all."
Ask yourselves, how would it hurt you if ZOS implemented this feature? It's likely that those who would use it the most would never group with you, anyway.
Group content is essential for players to have reasons to interact with each other. This is very important for an online game. The entire purpose for playing a game online is to connect with other people. It's important that they have reasons to work together to achieve common goals.
I've explained that already. But to say it in a different way, I think it's essential for an online game to have group content. By group, I mean a group of players, not a player with npc companions.
Group content is essential for players to have reasons to interact with each other. This is very important for an online game. The entire purpose for playing a game online is to connect with other people. It's important that they have reasons to work together to achieve common goals.
This extends beyond pure gameplay to also making the effort to meet like-minded people who want to experience content in the same way.
It's important to retain the group content we have to preserve the social fabric of the game. Dungeons and other forms of group content are an important part of this as they are inlets to the greater community of players. It would ultimately hurt me and everyone who plays ESO as an MMO if these inlets ceased to exist.
There's no reason why a single player game played offline game couldn't have the same influx of new content. The only reason to play a game that requires a constant network connection with a central server is to network with other people.
Group content is essential for players to have reasons to interact with each other. This is very important for an online game. The entire purpose for playing a game online is to connect with other people. It's important that they have reasons to work together to achieve common goals.
Not for some of us. The reason I play an MMO like ESO is because the content is ongoing, so the game isn't static. Sure I still play Oblivion and Skyrim, but even with player-made mods, the games are not getting more Bethesda content. Beth doesn't even seem to be interested in TES VI much any more.... so *shrug* - ESO it is. And no, I (and others I know) have no interest at all in grouping/interacting with others in game.
Actually, I knew going into this game in 2017 that I was no longer (after WoW and RIFT) going to do group content or pvp....
Sure it does. By making it solo content, it is no longer group content, but instead solo content that can be optionally played grouped. As such, it is largely removed as a strong incentive for players to make the leap from playing ESO as a single player game to connecting with the greater community.Giving people who never group anyway the possibility to solo content doesn't change anything for you.
There's no reason why a single player game played offline game couldn't have the same influx of new content. The only reason to play a game that requires a constant network connection with a central server is to network with other people.
Group content is essential for players to have reasons to interact with each other. This is very important for an online game. The entire purpose for playing a game online is to connect with other people. It's important that they have reasons to work together to achieve common goals.
Not for some of us. The reason I play an MMO like ESO is because the content is ongoing, so the game isn't static. Sure I still play Oblivion and Skyrim, but even with player-made mods, the games are not getting more Bethesda content. Beth doesn't even seem to be interested in TES VI much any more.... so *shrug* - ESO it is. And no, I (and others I know) have no interest at all in grouping/interacting with others in game.
Actually, I knew going into this game in 2017 that I was no longer (after WoW and RIFT) going to do group content or pvp....
There's no reason why a single player game played offline game couldn't have the same influx of new content.
Sure it does. By making it solo content, it is no longer group content, but instead solo content that can be optionally played grouped. As such, it is largely removed as a strong incentive for players to making the leap from playing ESO as a single player game to connecting with the greater community.
People who enjoy playing with other will never use companions instead. People who don't enjoy playing with others might do it when it's needed, but they hate it, or they don't do it at all. I might be old-fashioned, but I don't need "incentives" to do something in a game - I just do what I enjoy (that's the reason I'm playing a game, after all), spare me the rest, and that's it.
I couldn't disagree more. The vast majority of guilds and discord communities in this game are social and highly flexible. Only a tiny minority of content in the game is challenging and requires optimized builds; and all of it is available in easier, more accessible forms.
Group content is essential for players to have reasons to interact with each other.
The entire purpose for playing a game online is to connect with other people. It's important that they have reasons to work together to achieve common goals.
ESO has already been extensively modified to accommodate those who prefer to play it as a single player game. When this game launched, it was much more group-centric.
It's important to retain the group content we have to preserve the social fabric of the game. Dungeons and other forms of group content are an important part of this as they are inlets to the greater community of players. It would ultimately hurt me and everyone who plays ESO as an MMO if these inlets ceased to exist.
Why do you play Massively Multiplayer Online games then?That's news to me. I don't play MMOs to connect with other people
Why do you play Massively Multiplayer Online games then?That's news to me. I don't play MMOs to connect with other people
It's a rhetorical question. This has been a common divide in ESO since the start because of its TES lineage.
But it is an MMO -- or Online RPG as ZOS would prefer to call it -- and I think it's important to retain aspects of that. Anyway, I've stated my points and I'll let them stand.
Why do you play Massively Multiplayer Online games then?
But it is an MMO -- or Online RPG as ZOS would prefer to call it -- and I think it's important to retain aspects of that
Why not allow 11 companions at the same time? That way people can solo 12 man dungeons. How far do some of the players want to go down this road? (I know there aren't 11 companions available at this time, but there will be in the next couple years at the current rate they're being created)