Of course it's relevant.KhajitFurTrader wrote: »fromtesonlineb16_ESO wrote: »What's also killing solo play is they raised the level cap even higher than soloers can get than now .. VR14 is the new cap and soloable content ends at VR10.
And with the upcoming Champion system, where the VR system gets abolished, that's not even relevant anymore. So relax. ^_^
1. Quest leveling to the new cap like 1-50, you know, how most other MMOs deal with leveling progress.What I haven't seen is a single person who wants more solo content actually say what they'd like to see in the game
What I haven't seen is a single person who wants more solo content actually say what they'd like to see in the game; just complaining about what there is already.
[snip]Alphashado wrote: »It's the same 3 people every other day starting a new thread about the exact same thing, and it goes like this:
I want to play your
Massively
Multiplayer
Online
Game
all by myself. I want access to every single bit of content all by myself and I want it right now. How dare you create a multiplayer game that requires multiple people for a full 5% of the content? The nerve!
Don't suppose you even remember Zenimax promoting the concept of "Play the Game the Way You Want"
Group content belongs into an MMO to not have it would be pretty bad by ZO.
SWTOR on release was pretty well done, so was WOW. You had zones and at these zones you have regular quests for solo gamers, group / elite quests for smaller groups and world bosses for 20 or more people. It creates a whole new atmosphere for players and a rock solid community to work with in future.
The current system at WOW but also ESO is doomed as you do everything solo and only the raids require a group. Of course people will then get angry if in every patch only raid content is added, but the problem isn't that content its the lack of it pre VR 12 and its alternative on VR 14.
arkansas_ESO wrote: »One of the bigger complaints people had about ESO was the lack of group based content. They're adding in what people asked for.
To be honest, solo players already have A LOT to do in ESO. Pretty much the entire game, apart from 4-man dungeons, Craglorn, and some parts of Cyrodiil, is made to be soloed, or at least can be. People even solo some of the Craglorn delves, surprisingly.
Attorneyatlawl wrote: »Group content belongs into an MMO to not have it would be pretty bad by ZO.
SWTOR on release was pretty well done, so was WOW. You had zones and at these zones you have regular quests for solo gamers, group / elite quests for smaller groups and world bosses for 20 or more people. It creates a whole new atmosphere for players and a rock solid community to work with in future.
The current system at WOW but also ESO is doomed as you do everything solo and only the raids require a group. Of course people will then get angry if in every patch only raid content is added, but the problem isn't that content its the lack of it pre VR 12 and its alternative on VR 14.
Quoted for truth. Games nowadays never even get to foster much of a community because 99% of the content is soloable easily, and no one really needs eachother but for competitive pvp and raids.
Attorneyatlawl wrote: »Group content belongs into an MMO to not have it would be pretty bad by ZO.
SWTOR on release was pretty well done, so was WOW. You had zones and at these zones you have regular quests for solo gamers, group / elite quests for smaller groups and world bosses for 20 or more people. It creates a whole new atmosphere for players and a rock solid community to work with in future.
The current system at WOW but also ESO is doomed as you do everything solo and only the raids require a group. Of course people will then get angry if in every patch only raid content is added, but the problem isn't that content its the lack of it pre VR 12 and its alternative on VR 14.
Quoted for truth. Games nowadays never even get to foster much of a community because 99% of the content is soloable easily, and no one really needs eachother but for competitive pvp and raids.arkansas_ESO wrote: »One of the bigger complaints people had about ESO was the lack of group based content. They're adding in what people asked for.
To be honest, solo players already have A LOT to do in ESO. Pretty much the entire game, apart from 4-man dungeons, Craglorn, and some parts of Cyrodiil, is made to be soloed, or at least can be. People even solo some of the Craglorn delves, surprisingly.
Also quoted for truth... I have solo'd as of patch 1.3 all but I think 2 craglorn delves + most of the craglorn quests, and back when craglorn came out they all could be solo'd (nerfs since have changed that to be basically undoable or close to it).
The only content in ESO that CANNOT be solo'd are some parts of cyrodiil PVP, 4-man vet dungeons, and the raids. Everything else IS solo. Solo'ers have more than enough content compared to people who want to group and have a challenge.
but this games Unfair to those that enjoy questing and its so hard to get a group to even quest in craglorn, especially when your only Vet 7,8,9 below V12.
i've just got to Vet 9 and now unless i can get into groups i'm stuck.
This should not be the case all MMO's i've played you play to top level then you Raid except i cant even do any of that because i'm to low level even if new content comes out I'm to low level.
tho latly been slowly starting to hate this game anyways, i had friends try it, they hated it some lasted to Vet2 then quit. tho there hardcore raiders and leveling 1-50 then basically leveling 1-50 again because thats what the Vet area's are basic 1-50 twice with Major Problems wasent there idea of Fun
and most moan about wow but then were do we all end up, back in wow lol when everyone jumped the SWTOR ship all or most ended up back in wow, where do we go when this gets anoying hehehe.
besides this game should of been Solo right till top level VR 12 (incl craglorn) and made the raids in Craglorn as well the Vet dungeons everything else should of been Solo, thats how normal MMO's work. Not one big group for 2 level's questing area.
Attorneyatlawl wrote: »Group content belongs into an MMO to not have it would be pretty bad by ZO.
SWTOR on release was pretty well done, so was WOW. You had zones and at these zones you have regular quests for solo gamers, group / elite quests for smaller groups and world bosses for 20 or more people. It creates a whole new atmosphere for players and a rock solid community to work with in future.
The current system at WOW but also ESO is doomed as you do everything solo and only the raids require a group. Of course people will then get angry if in every patch only raid content is added, but the problem isn't that content its the lack of it pre VR 12 and its alternative on VR 14.
Quoted for truth. Games nowadays never even get to foster much of a community because 99% of the content is soloable easily, and no one really needs eachother but for competitive pvp and raids.
That's why VR zones where HARD, to make you group. Problem IMO is and always has been that grouping isn't optimized yet in the game. ZOS mistake was to lower the difficulty instead of fixing grouping
Attorneyatlawl wrote: »Group content belongs into an MMO to not have it would be pretty bad by ZO.
SWTOR on release was pretty well done, so was WOW. You had zones and at these zones you have regular quests for solo gamers, group / elite quests for smaller groups and world bosses for 20 or more people. It creates a whole new atmosphere for players and a rock solid community to work with in future.
The current system at WOW but also ESO is doomed as you do everything solo and only the raids require a group. Of course people will then get angry if in every patch only raid content is added, but the problem isn't that content its the lack of it pre VR 12 and its alternative on VR 14.
Quoted for truth. Games nowadays never even get to foster much of a community because 99% of the content is soloable easily, and no one really needs eachother but for competitive pvp and raids.
That's why VR zones where HARD, to make you group. Problem IMO is and always has been that grouping isn't optimized yet in the game. ZOS mistake was to lower the difficulty instead of fixing grouping
See this right here is the real problem. NO, it was NOT hard actually. It was exactly where it needed to be. I enjoyed the heck out of it too, way more that the 1-50 stuff. Let alone vet dungeons and Trials which were very nice for a raider like me.
Yet as usual, there is always the din of voices clammoring that this or that is "too hard" - players that group as well as solo players do this.
The expectation is that one should just faceroll everything in the game all the time and never die once, or have to stop for two lousy seconds on the fast track to insta-cap and actually use some noodle before going in all Leroy Jenkins into a pack of mobs that just might kick their booty if they didn't consider a different approach.
Trust me, those of us playing here who feel this way about content - group or solo content - spend far more time feeling "shafted" than any other subset of players I can think of. You really think there should be a string a videos from guilds posted with naked runs of AA because the content is just too hard?? Come on....lol
Meh ---- in the end the problem with MMOs in general is that because they have to cater all playstles they are virtually required to make content that on the one hand requires no skill or forethought whatsoever to complete along with more challenging content. Then we end up with the inevitable rift between groups of alienated players attacking each other for"doing it wrong" either way.
All this being said, the endless arguing over more or less solo content does nothing. Content for everyone and all types is a challenge to produce and unfortunately in ZoS's case, they have not proven to be particularly skilled in developing and delivering that in a consistent manner let alone with good timing. The game is still incredibly new and it has a long way to go before it gets optimized down to clockwork - if it ever gets there. What game did?
Attorneyatlawl wrote: »Group content belongs into an MMO to not have it would be pretty bad by ZO.
SWTOR on release was pretty well done, so was WOW. You had zones and at these zones you have regular quests for solo gamers, group / elite quests for smaller groups and world bosses for 20 or more people. It creates a whole new atmosphere for players and a rock solid community to work with in future.
The current system at WOW but also ESO is doomed as you do everything solo and only the raids require a group. Of course people will then get angry if in every patch only raid content is added, but the problem isn't that content its the lack of it pre VR 12 and its alternative on VR 14.
Quoted for truth. Games nowadays never even get to foster much of a community because 99% of the content is soloable easily, and no one really needs eachother but for competitive pvp and raids.
That's why VR zones where HARD, to make you group. Problem IMO is and always has been that grouping isn't optimized yet in the game. ZOS mistake was to lower the difficulty instead of fixing grouping
See this right here is the real problem. NO, it was NOT hard actually. It was exactly where it needed to be. I enjoyed the heck out of it too, way more that the 1-50 stuff. Let alone vet dungeons and Trials which were very nice for a raider like me.
Yet as usual, there is always the din of voices clammoring that this or that is "too hard" - players that group as well as solo players do this.
The expectation is that one should just faceroll everything in the game all the time and never die once, or have to stop for two lousy seconds on the fast track to insta-cap and actually use some noodle before going in all Leroy Jenkins into a pack of mobs that just might kick their booty if they didn't consider a different approach.
Trust me, those of us playing here who feel this way about content - group or solo content - spend far more time feeling "shafted" than any other subset of players I can think of. You really think there should be a string a videos from guilds posted with naked runs of AA because the content is just too hard?? Come on....lol
Meh ---- in the end the problem with MMOs in general is that because they have to cater all playstles they are virtually required to make content that on the one hand requires no skill or forethought whatsoever to complete along with more challenging content. Then we end up with the inevitable rift between groups of alienated players attacking each other for"doing it wrong" either way.
All this being said, the endless arguing over more or less solo content does nothing. Content for everyone and all types is a challenge to produce and unfortunately in ZoS's case, they have not proven to be particularly skilled in developing and delivering that in a consistent manner let alone with good timing. The game is still incredibly new and it has a long way to go before it gets optimized down to clockwork - if it ever gets there. What game did?
Why did SWTOR fail? It had a great solo-play story line but end game content was a flop so people just didn't stick to the game and left. Remember that in an MMORPG, the solo content is supposed to be a learning curve to develop your character & hone your skills before engaging in grouped, end game multiplayer content.
TESO was clearly released unfinished and lacking any endgame content which is what ZOS is trying to address with increasing levels of difficulty. AA & Hel Ra made people rethink their builds and actually use and understand why they where using their ultimates like Negate, nova etc etc..
The release of Hard Modes was made to quench the thirst for even harder content for groups that did runs after runs of AA in ~13 min, where fully stuffed and had nothing else to do than speedruns.
Now they are releasing Arena for groups of 4 players who want to engage in actual challenging content (Crypt of Hearts is a joke compared to Arena, even Normal Mode) and a new trial that no guild has been able to complete yet (granted if we all had our characters & stuff from live server, things would probably go faster).
This means that ZOS has learn't from SWTOR failure, that they are satisfied with the extend of the easy-solo content and are aiming to please the more hardcore/endgame players (note that a great number of Hardcore guilds quit the game before summer because the game just wasn't challenging enough for them). Hardcore guilds create content & publicity, communitiesn they bring players, they make content that makes non hardcore players dream (in the good way) and try harder to be on par.
In the end it's all about money. Solo players will never be satisfied in an MMORPG because some content will never be accessible to them and will end up unsubing. MMO players and hardcore players will keep playing as long as they have challenging multiplayer content to do and a nice side story on the side for those who like that.
Despite the cry and rage we can see in forums, there are probably more MMO & Hardcore players than solo players (like in any MMO) and ZOS clearly wants to please them with the new updates that are coming in order to avoid a SWTOR-like fisaco.
The difference between this MMO and the others (just like SWTOR) is that it's based on the lore and history introduced in solo games.
Let's hope ZOS keeps doing what they are doing and doesn't end up like SWTOR. It's better to loose some solo-players that to go F2P because all the players that reach endgame stop playing.
LonePirate wrote: »Attorneyatlawl wrote: »Group content belongs into an MMO to not have it would be pretty bad by ZO.
SWTOR on release was pretty well done, so was WOW. You had zones and at these zones you have regular quests for solo gamers, group / elite quests for smaller groups and world bosses for 20 or more people. It creates a whole new atmosphere for players and a rock solid community to work with in future.
The current system at WOW but also ESO is doomed as you do everything solo and only the raids require a group. Of course people will then get angry if in every patch only raid content is added, but the problem isn't that content its the lack of it pre VR 12 and its alternative on VR 14.
Quoted for truth. Games nowadays never even get to foster much of a community because 99% of the content is soloable easily, and no one really needs eachother but for competitive pvp and raids.
That's why VR zones where HARD, to make you group. Problem IMO is and always has been that grouping isn't optimized yet in the game. ZOS mistake was to lower the difficulty instead of fixing grouping
See this right here is the real problem. NO, it was NOT hard actually. It was exactly where it needed to be. I enjoyed the heck out of it too, way more that the 1-50 stuff. Let alone vet dungeons and Trials which were very nice for a raider like me.
Yet as usual, there is always the din of voices clammoring that this or that is "too hard" - players that group as well as solo players do this.
The expectation is that one should just faceroll everything in the game all the time and never die once, or have to stop for two lousy seconds on the fast track to insta-cap and actually use some noodle before going in all Leroy Jenkins into a pack of mobs that just might kick their booty if they didn't consider a different approach.
Trust me, those of us playing here who feel this way about content - group or solo content - spend far more time feeling "shafted" than any other subset of players I can think of. You really think there should be a string a videos from guilds posted with naked runs of AA because the content is just too hard?? Come on....lol
Meh ---- in the end the problem with MMOs in general is that because they have to cater all playstles they are virtually required to make content that on the one hand requires no skill or forethought whatsoever to complete along with more challenging content. Then we end up with the inevitable rift between groups of alienated players attacking each other for"doing it wrong" either way.
All this being said, the endless arguing over more or less solo content does nothing. Content for everyone and all types is a challenge to produce and unfortunately in ZoS's case, they have not proven to be particularly skilled in developing and delivering that in a consistent manner let alone with good timing. The game is still incredibly new and it has a long way to go before it gets optimized down to clockwork - if it ever gets there. What game did?
Why did SWTOR fail? It had a great solo-play story line but end game content was a flop so people just didn't stick to the game and left. Remember that in an MMORPG, the solo content is supposed to be a learning curve to develop your character & hone your skills before engaging in grouped, end game multiplayer content.
TESO was clearly released unfinished and lacking any endgame content which is what ZOS is trying to address with increasing levels of difficulty. AA & Hel Ra made people rethink their builds and actually use and understand why they where using their ultimates like Negate, nova etc etc..
The release of Hard Modes was made to quench the thirst for even harder content for groups that did runs after runs of AA in ~13 min, where fully stuffed and had nothing else to do than speedruns.
Now they are releasing Arena for groups of 4 players who want to engage in actual challenging content (Crypt of Hearts is a joke compared to Arena, even Normal Mode) and a new trial that no guild has been able to complete yet (granted if we all had our characters & stuff from live server, things would probably go faster).
This means that ZOS has learn't from SWTOR failure, that they are satisfied with the extend of the easy-solo content and are aiming to please the more hardcore/endgame players (note that a great number of Hardcore guilds quit the game before summer because the game just wasn't challenging enough for them). Hardcore guilds create content & publicity, communitiesn they bring players, they make content that makes non hardcore players dream (in the good way) and try harder to be on par.
In the end it's all about money. Solo players will never be satisfied in an MMORPG because some content will never be accessible to them and will end up unsubing. MMO players and hardcore players will keep playing as long as they have challenging multiplayer content to do and a nice side story on the side for those who like that.
Despite the cry and rage we can see in forums, there are probably more MMO & Hardcore players than solo players (like in any MMO) and ZOS clearly wants to please them with the new updates that are coming in order to avoid a SWTOR-like fisaco.
The difference between this MMO and the others (just like SWTOR) is that it's based on the lore and history introduced in solo games.
Let's hope ZOS keeps doing what they are doing and doesn't end up like SWTOR. It's better to loose some solo-players that to go F2P because all the players that reach endgame stop playing.
There is so much pompous bombast and nonsense in this post that my head is spinning faster than a tornado. Why exactly must this game be like every other MMO out there? Why can it not create its own identity and rules? More importantly, why does it need to obey the MMO rules which exist in your head?
I do need to give you credit for making me laugh when you said hardcore players/guilds create publicity for games. You then went on to top yourself by saying there are more hardcore players than solo players in this game - a fact that is easily disputed by wandering into any zone in this game. I thought ZOS was clueless about this game's player base but you may have just trumped them with that whopper of a delusion.
Attorneyatlawl wrote: »Group content belongs into an MMO to not have it would be pretty bad by ZO.
SWTOR on release was pretty well done, so was WOW. You had zones and at these zones you have regular quests for solo gamers, group / elite quests for smaller groups and world bosses for 20 or more people. It creates a whole new atmosphere for players and a rock solid community to work with in future.
The current system at WOW but also ESO is doomed as you do everything solo and only the raids require a group. Of course people will then get angry if in every patch only raid content is added, but the problem isn't that content its the lack of it pre VR 12 and its alternative on VR 14.
Quoted for truth. Games nowadays never even get to foster much of a community because 99% of the content is soloable easily, and no one really needs eachother but for competitive pvp and raids.
That's why VR zones where HARD, to make you group. Problem IMO is and always has been that grouping isn't optimized yet in the game. ZOS mistake was to lower the difficulty instead of fixing grouping
See this right here is the real problem. NO, it was NOT hard actually. It was exactly where it needed to be. I enjoyed the heck out of it too, way more that the 1-50 stuff. Let alone vet dungeons and Trials which were very nice for a raider like me.
Yet as usual, there is always the din of voices clammoring that this or that is "too hard" - players that group as well as solo players do this.
The expectation is that one should just faceroll everything in the game all the time and never die once, or have to stop for two lousy seconds on the fast track to insta-cap and actually use some noodle before going in all Leroy Jenkins into a pack of mobs that just might kick their booty if they didn't consider a different approach.
Trust me, those of us playing here who feel this way about content - group or solo content - spend far more time feeling "shafted" than any other subset of players I can think of. You really think there should be a string a videos from guilds posted with naked runs of AA because the content is just too hard?? Come on....lol
Meh ---- in the end the problem with MMOs in general is that because they have to cater all playstles they are virtually required to make content that on the one hand requires no skill or forethought whatsoever to complete along with more challenging content. Then we end up with the inevitable rift between groups of alienated players attacking each other for"doing it wrong" either way.
All this being said, the endless arguing over more or less solo content does nothing. Content for everyone and all types is a challenge to produce and unfortunately in ZoS's case, they have not proven to be particularly skilled in developing and delivering that in a consistent manner let alone with good timing. The game is still incredibly new and it has a long way to go before it gets optimized down to clockwork - if it ever gets there. What game did?
Why did SWTOR fail? It had a great solo-play story line but end game content was a flop so people just didn't stick to the game and left. Remember that in an MMORPG, the solo content is supposed to be a learning curve to develop your character & hone your skills before engaging in grouped, end game multiplayer content.
TESO was clearly released unfinished and lacking any endgame content which is what ZOS is trying to address with increasing levels of difficulty. AA & Hel Ra made people rethink their builds and actually use and understand why they where using their ultimates like Negate, nova etc etc..
The release of Hard Modes was made to quench the thirst for even harder content for groups that did runs after runs of AA in ~13 min, where fully stuffed and had nothing else to do than speedruns.
Now they are releasing Arena for groups of 4 players who want to engage in actual challenging content (Crypt of Hearts is a joke compared to Arena, even Normal Mode) and a new trial that no guild has been able to complete yet (granted if we all had our characters & stuff from live server, things would probably go faster).
This means that ZOS has learn't from SWTOR failure, that they are satisfied with the extend of the easy-solo content and are aiming to please the more hardcore/endgame players (note that a great number of Hardcore guilds quit the game before summer because the game just wasn't challenging enough for them). Hardcore guilds create content & publicity, communitiesn they bring players, they make content that makes non hardcore players dream (in the good way) and try harder to be on par.
In the end it's all about money. Solo players will never be satisfied in an MMORPG because some content will never be accessible to them and will end up unsubing. MMO players and hardcore players will keep playing as long as they have challenging multiplayer content to do and a nice side story on the side for those who like that.
Despite the cry and rage we can see in forums, there are probably more MMO & Hardcore players than solo players (like in any MMO) and ZOS clearly wants to please them with the new updates that are coming in order to avoid a SWTOR-like fisaco.
The difference between this MMO and the others (just like SWTOR) is that it's based on the lore and history introduced in solo games.
Let's hope ZOS keeps doing what they are doing and doesn't end up like SWTOR. It's better to loose some solo-players that to go F2P because all the players that reach endgame stop playing.
Alphashado wrote: »Should there be more ways to get your character to lvl cap w/o being forced into a group? Yes.
Does that mean you should be allowed to solo every ounce of content in the game? No.
Alphashado wrote: »Once again I challenge you to name me one successful MMO that has EVER created endgame group and raid content that was also designed to be solo'd.
Nox_Aeterna wrote: »The simple reality is , ESO has no endgame solo PvE content , which many can accept and wait for the new zone while they hunt achivs and so on , BUT the only way to lvl cap shoundt be by doing craglorn.
leandro.800ub17_ESO wrote: »I got to VR12 only doing solo stuff so..... apart from occasional group for dungeon or anchor
Alphashado wrote: »leandro.800ub17_ESO wrote: »I got to VR12 only doing solo stuff so..... apart from occasional group for dungeon or anchor
How so? There are people on this thread that say such a thing is impossible.
Nox_Aeterna wrote: »Attorneyatlawl wrote: »Group content belongs into an MMO to not have it would be pretty bad by ZO.
SWTOR on release was pretty well done, so was WOW. You had zones and at these zones you have regular quests for solo gamers, group / elite quests for smaller groups and world bosses for 20 or more people. It creates a whole new atmosphere for players and a rock solid community to work with in future.
The current system at WOW but also ESO is doomed as you do everything solo and only the raids require a group. Of course people will then get angry if in every patch only raid content is added, but the problem isn't that content its the lack of it pre VR 12 and its alternative on VR 14.
Quoted for truth. Games nowadays never even get to foster much of a community because 99% of the content is soloable easily, and no one really needs eachother but for competitive pvp and raids.
That's why VR zones where HARD, to make you group. Problem IMO is and always has been that grouping isn't optimized yet in the game. ZOS mistake was to lower the difficulty instead of fixing grouping
See this right here is the real problem. NO, it was NOT hard actually. It was exactly where it needed to be. I enjoyed the heck out of it too, way more that the 1-50 stuff. Let alone vet dungeons and Trials which were very nice for a raider like me.
Yet as usual, there is always the din of voices clammoring that this or that is "too hard" - players that group as well as solo players do this.
The expectation is that one should just faceroll everything in the game all the time and never die once, or have to stop for two lousy seconds on the fast track to insta-cap and actually use some noodle before going in all Leroy Jenkins into a pack of mobs that just might kick their booty if they didn't consider a different approach.
Trust me, those of us playing here who feel this way about content - group or solo content - spend far more time feeling "shafted" than any other subset of players I can think of. You really think there should be a string a videos from guilds posted with naked runs of AA because the content is just too hard?? Come on....lol
Meh ---- in the end the problem with MMOs in general is that because they have to cater all playstles they are virtually required to make content that on the one hand requires no skill or forethought whatsoever to complete along with more challenging content. Then we end up with the inevitable rift between groups of alienated players attacking each other for"doing it wrong" either way.
All this being said, the endless arguing over more or less solo content does nothing. Content for everyone and all types is a challenge to produce and unfortunately in ZoS's case, they have not proven to be particularly skilled in developing and delivering that in a consistent manner let alone with good timing. The game is still incredibly new and it has a long way to go before it gets optimized down to clockwork - if it ever gets there. What game did?
Why did SWTOR fail? It had a great solo-play story line but end game content was a flop so people just didn't stick to the game and left. Remember that in an MMORPG, the solo content is supposed to be a learning curve to develop your character & hone your skills before engaging in grouped, end game multiplayer content.
TESO was clearly released unfinished and lacking any endgame content which is what ZOS is trying to address with increasing levels of difficulty. AA & Hel Ra made people rethink their builds and actually use and understand why they where using their ultimates like Negate, nova etc etc..
The release of Hard Modes was made to quench the thirst for even harder content for groups that did runs after runs of AA in ~13 min, where fully stuffed and had nothing else to do than speedruns.
Now they are releasing Arena for groups of 4 players who want to engage in actual challenging content (Crypt of Hearts is a joke compared to Arena, even Normal Mode) and a new trial that no guild has been able to complete yet (granted if we all had our characters & stuff from live server, things would probably go faster).
This means that ZOS has learn't from SWTOR failure, that they are satisfied with the extend of the easy-solo content and are aiming to please the more hardcore/endgame players (note that a great number of Hardcore guilds quit the game before summer because the game just wasn't challenging enough for them). Hardcore guilds create content & publicity, communitiesn they bring players, they make content that makes non hardcore players dream (in the good way) and try harder to be on par.
In the end it's all about money. Solo players will never be satisfied in an MMORPG because some content will never be accessible to them and will end up unsubing. MMO players and hardcore players will keep playing as long as they have challenging multiplayer content to do and a nice side story on the side for those who like that.
Despite the cry and rage we can see in forums, there are probably more MMO & Hardcore players than solo players (like in any MMO) and ZOS clearly wants to please them with the new updates that are coming in order to avoid a SWTOR-like fisaco.
The difference between this MMO and the others (just like SWTOR) is that it's based on the lore and history introduced in solo games.
Let's hope ZOS keeps doing what they are doing and doesn't end up like SWTOR. It's better to loose some solo-players that to go F2P because all the players that reach endgame stop playing.
This is one of the most delusional calls i ever saw on a MMO forum.
Mate , get real.
The amount of casuals , be them solo/group... ANY GROUP of casuals really , will blast the amount of harcore ANYTHING out of the window , on any themepark MMO like ESO lols.
I never saw someone actually try to make a call that the hardcore are a majority group, because it is just ridiculous really.
And dont lump MMO players in that mess , many MMO player are SOLO PLAYERS , ESO just sucks on this endgame, which is not a flaw every game share.
I took my time around all zones , did not rush anything , looked for achievements ,chests , books, some theory crafting , almost no PVP (just pve quests and dungeons)Alphashado wrote: »leandro.800ub17_ESO wrote: »I got to VR12 only doing solo stuff so..... apart from occasional group for dungeon or anchor
How so? There are people on this thread that say such a thing is impossible.
/Sarcasm off. Of course it is possible. Just not very easy. ZoS just needs more time to balance things out. They can't do everything at once.
LonePirate wrote: »In case anyone was unaware, the current 1.4 update on the PTS contains new one time only certification quests for all six crafting skills which new low level players and existing players (even VR12s) can complete as solo quests. VR (all?) layers also have three new repeatable crafting quests for Blacksmithing, Clothing and Woodworking which require the player to craft some gear and deliver it to Craglorn. The certification quests offer 47 gold, quest XP, crafting inspiration points and some crafting related items like hemming or water, for instance. The tea crafting quests pay 302 gold and offer quest XP. I am unsure if non-VR characters have alternatives to these gear crafting quests.