tomofhyrule wrote: »[
And yet, both of those examples you give have an end: you finish your library or you finish the house… and then what?
Even PvE content currently has an end, because once you have all of the trifectas, you… just go do it on a different character/role? Help others? That’s about it, so if your entire goal is to be a one-character wonder who never plays with others, even that’s not possible. The only way to satisfy those solo players in general is for ZOS to keep churning out content faster and faster, so there is more content than can reasonably be completed before the next drop. And that’s unsustainable (not to mention would also means stopping any content that isn’t overland quests).
I also worry that if ZOS carers too heavily to the people who favor ESO as an exclusively solo game, that they’ll 1) drive off the more MMO people (which we already are starting to see with Subclassing, since the loudest voices supporting it are the soloists, whereas the people who deride it are concerned about balance in PvE/PvP), and 2) lose all of the soloists when TES6 releases.
So if TES6 is going to give the soloists everything they want, why would they return to an utterly inferior experience like ESO? The release of TES6 will be a death knell for this game, and the only way it will survive that is to offer something that TES6 doesn’t: PvP and PvE group content.
Wouldn’t it be ironic if the suits know that, and the fact that ESO plays so heavily towards soloists is part of the reason that they’re dragging their feet on TES6…
Exactly my and OP point.Of course, a pug group likely won't appreciate a blind runScalecaller Peak is DLC, they just added it to base game because nobody wants to run it for the discussed reasons. As for the rest, we are not talking about a player being killed during dungeon run, I seen players being killed in vet FG1, this is not the issue. We are talking about failure to complete dungeon, when 1 player being killed leads to whole PUG group wipe or mechanics that wipes entire group with no chance to recover, so group abandons dungeon after few tries and players never complete it even once.Just wanted to add to that:
Vaults of Madness - Base Game - Mini-Boss (Wraith)
Spindlecluth II - Base Game - 2nd Boss
Crypt of Hearts II - Base Game - Mini-Boss (Mezeluth)
Elden Hollow I - Base Game - 2nd Boss
Tempest Island - Base Game - 2nd & 3rd Boss
... and many more that will wipe a PuG that doesn't know what it is doing.This is the reason 99% players fails to complete DLC dungeons. We may be tired after work, we do not have hours to spend in the game trying this and that etc. Yet all of you saying this is how it is supposed to be: 99% of us (according to the stats) will pay money for content development so only you (1%) will enjoy the game and we won’t? Do you think people will agree or start leaving the game? Are you willing to pay literally 100 times more for the game to cover the cost of game development, maintenance and support if 99% players quit? ZOS is not a charity, it can not do it without profit.The only thing they should stop: making dungeons TOO easy and placing rewards for just vet. We need more decent rewards for challenging actions in such dungeons (not a title or memento). That's it. And yes, i did HMs in a first run for first hour in the last ones and this is too simple (i remember how i've been tryharding March of Sacrifices on HM for hours).
Ah, but here is the problem between expectations and reality.tomofhyrule wrote: »[
And yet, both of those examples you give have an end: you finish your library or you finish the house… and then what?
Even PvE content currently has an end, because once you have all of the trifectas, you… just go do it on a different character/role? Help others? That’s about it, so if your entire goal is to be a one-character wonder who never plays with others, even that’s not possible. The only way to satisfy those solo players in general is for ZOS to keep churning out content faster and faster, so there is more content than can reasonably be completed before the next drop. And that’s unsustainable (not to mention would also means stopping any content that isn’t overland quests).
Agree that yes, it would eventually end. But it could take a long time, depending on what they introduced.
As far as churning out content faster and faster, why would they need to do that? Let's say they add a collectible item system of 10000 items and most players will maybe collect 10 a day. That's 1000 days to complete the collection. That's 3 years of engagement, longer for those who collect less/day. For example, there are 6000+ lorebooks. I grab lorebooks whenever I see them and sometimes specifically spend a gaming session collecting them (after having an internal debate with myself about why I should bother because I'll never complete the collection - there are occasions when the "why bother?" side wins and rather than logging into ESO, I play something else). And I still have 1000 to go after playing the game for 6+ years. Unfortunately, quite a few of those 1000 are on a list of books in trials and dungeons. But when I do decide, okay, I'll do it, I generally try to collect 10, and it can take over an hour depending on where they're located.
Technically, this isn’t a bug, it’s a feature.That aside, what's frustrating for me as a (mainly) solo player is that there are systems I would participate in if I could finish them. Like I said, I do occasionally collect lorebooks, but it's always an internal debate with myself as to why I should spend the time when I can't complete the collection.
Let’s not beat around the bush: an MMO catering to soloists, PvE groups, and PvP players will never fully satisfy soloists the same way as a game which focuses exclusively on solo content.So if TES6 is going to give the soloists everything they want, why would they return to an utterly inferior experience like ESO? The release of TES6 will be a death knell for this game, and the only way it will survive that is to offer something that TES6 doesn’t: PvP and PvE group content.
I play ESO and SP games. It isn't either/or. When Oblivion remastered was released, I bought it instantly. But I'm still playing ESO. And as a (mainly) solo player, if ZOS is interested in keeping me around when TES6 releases, they need to give me something to do that isn't grindy and same old, same old (grindy meaning doing the same instance over and over again - collecting lorebooks isn't grindy because it takes you all over the world to different locations).
ESO makes more solo content than anything else, full stop.Anyway, maybe I'm wrong. Maybe there aren't very many soloists left in ESO (I couldn't blame those who have left) and that's why ZOS seems to be more focused on grouping lately (for example, the one new dungeon requiring two players to lower the bridge). If that's the direction, I'm fine with it. I'll move on. I'll be looking for an indication of direction, in terms of solo/grouped systems, from the next reveal. I don't need them to announce a new system for us, but I do expect to see some indication that they know we exist and are working on something. If there are quite a few solo players here, then I would expect ZOS to be thinking about how to retain them. So far, there hasn't been anything that suggests to me that they're doing that.
tomofhyrule wrote: »Ah, but here is the problem between expectations and reality.
Remember, ZOS is releasing content they expect people to spend a while on. Look at Scribing from last year - collect all of the Scripts on all of your characters from various dailies, and then collect a bunch of ink. Look at Subclassing - get all of the skills up from all classes on your characters. They even say in the preview articles for both that these should be long-term projects. They expect you to still be doing that until the next big thing comes out in U50 next June.
And what does the ESO playerbase do? Grindgrindgrindgrind. Post a forum thread: “This came out a week ago and I’m not done, why is ESO so grindy??? I need it NAO!!!1!!1!”
ZOS’s “Here’s a year-long project for you” is the playerbase’s “release-day grindfest”
The goal is to encourage people to interact with other parts of the game. You say it yourself - you are closing away part of the game for yourself because you don’t want to interact with it. That’s why leads and the like are found in all content, or events target different things, or endeavors and Golden Pursuits are very varied - because they want players to expand beyond one single playstyle (and thereby have more hooks to keep them in ESO in the future)
Overland? Solo. Delves? Solo. Questing? Solo. Even the Public Dungeons and WBs can be soloed. And yes, players who adamantly refuse to group can even solo most dungeons - only a few have pads or levers to cross (and many can be skipped if you know the trick, like how it is possible in Naj to streak across the gap from the side plate and make it into the dungeon solo).
I am not a huge fan of blocking access via plates or whatever, but to claim that they don’t make anything for solo players is patently false. Grouping actually breaks a fair number of quests in the game.
But anyone who is willingly cutting themselves off from parts of the game needs to recognize that not everything ESO does will land with them.