nerevarine1138 wrote: »The problem with solo players is NOT that it's group content, it's that it can't be PUG'd and requires PLANNED grouping which an incredibly tiny percentage of players can organize.
Make the phasing and grouping work for PUGs in Craglorn and most of these solo complaints will evaporate.
I've done PUGs for every single Craglorn quest. No idea what you're talking about.
I'm talking about those people who have stated in zone and in the forums as well as my own experience that forming a group and questing through the craglorn quest series has taken weeks and weeks if you didn't reach the content early post launch because the phasing of quest stages makes it impossible to group with other sot complete a phase they aren't on.
I mean even the number of people that are experiencing problems and those who didn't like yourself is anecdotal.
However, it is an objective fact that both the current phasing system and grouping requirements reduces the overall pool of available players at a given time to complete a given phase of the quest another player is one.
By itself grouping doesn't cause this in single instance situations like group dungeons.
Likewise, it's not as great in group-focused non-phased areas like public dungeons, because even if you don't manually group up, another player will eventually pass through that area to aid you.
The combination of not being able to complete quests solo and being locked out of phases from other potential group members is the biggest impediment to overall questing progress.
There needs to be something for PVE, to balance out the PVP, not everyone WANTS to PVP. I know, to you PVP folks that's care bear attitude, but those people pay money just the same, and it takes both types of players to keep a game floating.
If there are repeatable PVP quests, then the PVE should have the same thing.
And the OP is quite right, a lot of people signed up for this due to the Elder Scrolls solo games, and you can't just ignore their expectations in favor of PVP and group content. I know it's an MMO, but that does not mean everyone has to be grouped, it just means there are other players to interact with, in the manner of each persons choosing, nothing should be forced. I've been playing MMO's since I was 25, back when World of Warcraft wasn't even a dream. So I think I have the right to make this claim.
Where, I have yet to find one? Everything so far is one time, and then that's it.
If you are referring to the ability to enter an area and kill off boss mobs, that's not quite the same thing.
It seems like everything released so far have been things that weren't ready for launch. For the most part, they aren't addressing what players want in the new updates, which shows that they are not actually working on new content yet. They are finishing up old projects.
I dread the thought of a Craglorn delve scaled down to accommodate a solo player in light of how worthlessly easy VR1-10 zones have become. As it is now, many Craglorn delves with a duo feel trivial compared to attempting them alone.
But that isn't what the OP is suggesting. I think what he's talking about is scaling by instance, so when there's one person, that one person will find an equivalent challenge. For 2 it will be more challenging, etc.
Nobody is talking about making the game a faceroll. If anything, this would allow them to make the whole level higher, which I gather some people would like. For you, perhaps they'll allow you to tell the game to calibrate the difficulty for a group of 12, which you then take on solo. Why not? It would make for a pretty short YouTube video, but I'd watch it... ;-)
I dread the thought of a Craglorn delve scaled down to accommodate a solo player in light of how worthlessly easy VR1-10 zones have become. As it is now, many Craglorn delves with a duo feel trivial compared to attempting them alone.
But that isn't what the OP is suggesting. I think what he's talking about is scaling by instance, so when there's one person, that one person will find an equivalent challenge. For 2 it will be more challenging, etc.
Nobody is talking about making the game a faceroll. If anything, this would allow them to make the whole level higher, which I gather some people would like. For you, perhaps they'll allow you to tell the game to calibrate the difficulty for a group of 12, which you then take on solo. Why not? It would make for a pretty short YouTube video, but I'd watch it... ;-)
The four person delves are instanced. I took the suggestion to mean that by entering alone, I would be forced to play at "single player difficulty". I am not a fan of auto-scaling content. Even if there were a slider which you could use to select a difficulty setting, I don't trust anyone to do a very good job at designing content which scales like that. Especially from single player difficulty to twelve players. I don't think it really works. What do you do, buff mobs HP? It is more of a design challenge than it is worth.
I dread the thought of a Craglorn delve scaled down to accommodate a solo player in light of how worthlessly easy VR1-10 zones have become. As it is now, many Craglorn delves with a duo feel trivial compared to attempting them alone.
But that isn't what the OP is suggesting. I think what he's talking about is scaling by instance, so when there's one person, that one person will find an equivalent challenge. For 2 it will be more challenging, etc.
Nobody is talking about making the game a faceroll. If anything, this would allow them to make the whole level higher, which I gather some people would like. For you, perhaps they'll allow you to tell the game to calibrate the difficulty for a group of 12, which you then take on solo. Why not? It would make for a pretty short YouTube video, but I'd watch it... ;-)
The four person delves are instanced. I took the suggestion to mean that by entering alone, I would be forced to play at "single player difficulty". I am not a fan of auto-scaling content. Even if there were a slider which you could use to select a difficulty setting, I don't trust anyone to do a very good job at designing content which scales like that. Especially from single player difficulty to twelve players. I don't think it really works. What do you do, buff mobs HP? It is more of a design challenge than it is worth.
Rune_Relic wrote: »I dread the thought of a Craglorn delve scaled down to accommodate a solo player in light of how worthlessly easy VR1-10 zones have become. As it is now, many Craglorn delves with a duo feel trivial compared to attempting them alone.
But that isn't what the OP is suggesting. I think what he's talking about is scaling by instance, so when there's one person, that one person will find an equivalent challenge. For 2 it will be more challenging, etc.
Nobody is talking about making the game a faceroll. If anything, this would allow them to make the whole level higher, which I gather some people would like. For you, perhaps they'll allow you to tell the game to calibrate the difficulty for a group of 12, which you then take on solo. Why not? It would make for a pretty short YouTube video, but I'd watch it... ;-)
The four person delves are instanced. I took the suggestion to mean that by entering alone, I would be forced to play at "single player difficulty". I am not a fan of auto-scaling content. Even if there were a slider which you could use to select a difficulty setting, I don't trust anyone to do a very good job at designing content which scales like that. Especially from single player difficulty to twelve players. I don't think it really works. What do you do, buff mobs HP? It is more of a design challenge than it is worth.
The devs would design them based on 12 players.....simplifying the content to suit less players would then be much easier. Adding challenge is far more difficult than removing it.
WraithAzraiel wrote: »WHICH by the way we get do not ONCE but TWICE as every single player gets to experience every quest of every alliance. So if that amount of solo content doesn't slake your thirst, methinks it's time to admit you have a problem with being social.
I agree with the sentiment that leveling and questing should always be soloable, including craglorn.
Isn't Cyrodil lvl 50 content? Where is the content for the remainder of the game that is repeatable?
Isn't Cyrodil lvl 50 content? Where is the content for the remainder of the game that is repeatable?
And Craglorn is group trials (from the webpage "Take on 12-player Trials and get on the leaderboards".
Sallington wrote: »forbarcusb16_ESO wrote: »Wrothgar. Case closed. It's coming.
yeah, next year.
so why not charge solo player differently than group players? since solo players get 1/6 of the new content?
You get 100% of the content. If you choose to ignore 5/6 of it, that's your choice.
Wrong....I want to play group stuff but my dw redgaurd templar v12 is not welcomed....case in point I spent 48 minutes yesterday looking for group...I finally got in and then once they saw I was a heavy armor dw...I got kicked...I then got into another group who said they didn't care....at this point it was an hour to get into trial. ...att which point 8 mins into the trial 2 members left to go find another group.
When the pure stupidity of grouping is forced to call for specific builds and has long as there is no punishment for leaving a group....your statement is 100% incorrect. Why should I pay to wait while you are happily playing the game?
It's not a choice.
THIS...exactly what I was pointing to in my post. TESO was touted as "play as you want to play"....yet we are being railroaded into specific builds, with specific skills, specific armor loadout, using a small amount of weapons (mostly resto staff)...or we cant compete.
You can play however you want.
But everyone else is not forced to play w/ you if you are trying to get into high end content w/ a subpar build.
Maybe you didn't realize that Trials are timed, and you are bringing nothing to the table w/ your build but low DPS.
Sallington wrote: »forbarcusb16_ESO wrote: »Wrothgar. Case closed. It's coming.
yeah, next year.
so why not charge solo player differently than group players? since solo players get 1/6 of the new content?
You get 100% of the content. If you choose to ignore 5/6 of it, that's your choice.
Wrong....I want to play group stuff but my dw redgaurd templar v12 is not welcomed....case in point I spent 48 minutes yesterday looking for group...I finally got in and then once they saw I was a heavy armor dw...I got kicked...I then got into another group who said they didn't care....at this point it was an hour to get into trial. ...att which point 8 mins into the trial 2 members left to go find another group.
When the pure stupidity of grouping is forced to call for specific builds and has long as there is no punishment for leaving a group....your statement is 100% incorrect. Why should I pay to wait while you are happily playing the game?
It's not a choice.
THIS...exactly what I was pointing to in my post. TESO was touted as "play as you want to play"....yet we are being railroaded into specific builds, with specific skills, specific armor loadout, using a small amount of weapons (mostly resto staff)...or we cant compete.
You can play however you want.
But everyone else is not forced to play w/ you if you are trying to get into high end content w/ a subpar build.
Maybe you didn't realize that Trials are timed, and you are bringing nothing to the table w/ your build but low DPS.
That's my point though... why should a Nightblade be forced to use a Resto-staff Magica build to do 700 -1,000+ dps (My guild mate has this build and its amazing). Meanwhile my Nightblade with more of a stamina build, dual weld is maxing around 600 dps...and the only reason is because the Resto staff build just cant be beat. Period.
Weapons/skills need balanced. Min/Maxing should be more a result of you knowing how to synergize your skills (and maintaining a good rotation) vs. having one weapon/skill package far outpower another.
nerevarine1138 wrote: »Sallington wrote: »forbarcusb16_ESO wrote: »Wrothgar. Case closed. It's coming.
yeah, next year.
so why not charge solo player differently than group players? since solo players get 1/6 of the new content?
You get 100% of the content. If you choose to ignore 5/6 of it, that's your choice.
Wrong....I want to play group stuff but my dw redgaurd templar v12 is not welcomed....case in point I spent 48 minutes yesterday looking for group...I finally got in and then once they saw I was a heavy armor dw...I got kicked...I then got into another group who said they didn't care....at this point it was an hour to get into trial. ...att which point 8 mins into the trial 2 members left to go find another group.
When the pure stupidity of grouping is forced to call for specific builds and has long as there is no punishment for leaving a group....your statement is 100% incorrect. Why should I pay to wait while you are happily playing the game?
It's not a choice.
THIS...exactly what I was pointing to in my post. TESO was touted as "play as you want to play"....yet we are being railroaded into specific builds, with specific skills, specific armor loadout, using a small amount of weapons (mostly resto staff)...or we cant compete.
You can play however you want.
But everyone else is not forced to play w/ you if you are trying to get into high end content w/ a subpar build.
Maybe you didn't realize that Trials are timed, and you are bringing nothing to the table w/ your build but low DPS.
That's my point though... why should a Nightblade be forced to use a Resto-staff Magica build to do 700 -1,000+ dps (My guild mate has this build and its amazing). Meanwhile my Nightblade with more of a stamina build, dual weld is maxing around 600 dps...and the only reason is because the Resto staff build just cant be beat. Period.
Weapons/skills need balanced. Min/Maxing should be more a result of you knowing how to synergize your skills (and maintaining a good rotation) vs. having one weapon/skill package far outpower another.
You aren't forced to use a staff build to be competitive, much less viable. My guild's been running trials with half melee/half staff groups, and we're doing pretty insane damage. So either our staff users are just the best in the game, or our melee people actually know how to use their weapons well.