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I don't understand people who want Solo Content

  • SantieClaws
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    Overall it will probably be the more solo oriented player, the crafter, the trader, who will provide a long term stable community for this game. Raiders come in, get their kicks and then burn out pretty quickly when the next big shiny thing comes along. Those who feel something for the world and their characters and are able to take the time to enjoy the game at a slower pace are probably going to be those people who will be around for years. I know this from six years in LOTRO and seeing the kind of players who stuck around and those that didn't.
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  • Wolfshead
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    You're playing a MMO (Massive Multiplayer Online) and you say you don't want to group with others and would rather be alone? Do you guys really not understand what a MMO is?

    You're saying "Yea, I want a MMO, but just without the other players." That's not how it works.

    If you want solo content go play Skyrim, or another Elder Scrolls game, and wait for the next one. ZoS said that they would be focusing on grouping and making the game more social before they came out and now all of you are surprised that a MMO doesn't encourage single player?

    [Moderator Note: Edited per our rules on Trolling & Baiting]

    Thing is in a perfect wolrd of MMO the are people online 24/7 but sad true is that no perfect world of MMO which mean you don't always can found people when you want to play always and also fact is that people do need to sleep, go to work, go to school, take care of there family and so on and best solution is to both have group content and solo content so you as customer can get best value for money you spend on the MMO you are playing.
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  • AngryNord
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    They've promised fixed grouping in v5. Hopefully they'll keep to it. If so it seems it'll cure a lot of the problem with grouping in Craglorn...
    Otherwise the best solution might have been to make the Craglorn dungeons uninstanced, i.e. like the Public/Solo dungeons in other zones.
  • fromtesonlineb16_ESO
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    Xeres14 wrote: »
    Well I'm pretty sure the leveling content is mostly geared for solo players. As for end game I think there should be something for everyone if they can do it, but I think solo content will have little replayability.
    So, 'solo' repeatable content has "little replayability" while 'group' repeatable content is presumably greatly replayable.

    Care to explain why re-running one or two dungeons over-and-over-and-over again hoping for the phat lewt you want is replayable while similar and usually more varied over-world repeatable content isn't?
    Edited by fromtesonlineb16_ESO on October 8, 2014 1:06PM
  • Pallmor
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    You're playing a MMO (Massive Multiplayer Online) and you say you don't want to group with others and would rather be alone? Do you guys really not understand what a MMO is?

    You're saying "Yea, I want a MMO, but just without the other players." That's not how it works.

    If you want solo content go play Skyrim, or another Elder Scrolls game, and wait for the next one. ZoS said that they would be focusing on grouping and making the game more social before they came out and now all of you are surprised that a MMO doesn't encourage single player?

    [Moderator Note: Edited per our rules on Trolling & Baiting]

    I'm sorry, did God put you in charge of defining what an MMO is and how it should be played while I wasn't paying attention?

    I like playing in a world with other real players, I love impromptu grouping and the fun that can come from it. But I don't like being FORCED to group. Real life forces me to do enough stuff I don't like without my entertainment doing it too.
  • eventide03b14a_ESO
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    R1ckyDaMan wrote: »
    You can have it all. I grant you there is plenty of solo content in this game and there is comparatively very little in the way of group content 1-49. The answer is to add more group content to that level range. But honestly given how quickly you fly through the first 50 levels I'd say it doesn't matter that much anyway.

    There is absolutely nothing stopping anyone grouping between lvls 1 - 49 (apart from phasing of course).

    There is a difficulty barrier in the way of anyone doing craglorn on their own while choosing to help people or asking for help along the way.
    No there isn't technically anything stopping people. I duoed a lot of the non vet content with my partner, but only because we wanted to spend time together. No part of it justified being in a group though.
    :trollin:
  • eventide03b14a_ESO
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    RSram wrote: »
    I do see the OP's argument as valid, but ESO was advertised that if you liked Skyrim, you would like ESO. Well Skyrim is a solo game correct?

    ESO offers an enormous value for solo players. With the exception of group dungeons, most of the challenges can be done solo.

    The OP needs to thank the solo players for continuing to play ESO despite their complaints because these players keep the money rolling in for more game expansions.

    Most of the my die hard MMO friend have already canceled their subscription to ESO because the game offered nothing new to the MMO experience, so they played all the content and went back to WOW.
    Who advertised it that way? I don't remember any mention by ZOS about Skyrim specifically.
    :trollin:
  • Audigy
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    R1ckyDaMan wrote: »
    You can have it all. I grant you there is plenty of solo content in this game and there is comparatively very little in the way of group content 1-49. The answer is to add more group content to that level range. But honestly given how quickly you fly through the first 50 levels I'd say it doesn't matter that much anyway.

    There is absolutely nothing stopping anyone grouping between lvls 1 - 49 (apart from phasing of course).

    There is a difficulty barrier in the way of anyone doing craglorn on their own while choosing to help people or asking for help along the way.
    No there isn't technically anything stopping people. I duoed a lot of the non vet content with my partner, but only because we wanted to spend time together. No part of it justified being in a group though.

    Plus the content already does not offer any type of challenge solo so that by duo or trio gameplay the game offers even less.

    That's what many people complain about, the incentive to group doesn't exist but suddenly is forced on people at VR 14 with the trials.

    This just doesn't work or make sense, there should be incentives from level 1 on to group while VR 14 needs more than just trials with forced groups.
  • R1ckyDaMan
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    R1ckyDaMan wrote: »
    You can have it all. I grant you there is plenty of solo content in this game and there is comparatively very little in the way of group content 1-49. The answer is to add more group content to that level range. But honestly given how quickly you fly through the first 50 levels I'd say it doesn't matter that much anyway.

    There is absolutely nothing stopping anyone grouping between lvls 1 - 49 (apart from phasing of course).

    There is a difficulty barrier in the way of anyone doing craglorn on their own while choosing to help people or asking for help along the way.
    No there isn't technically anything stopping people. I duoed a lot of the non vet content with my partner, but only because we wanted to spend time together. No part of it justified being in a group though.

    Why should it be justified?
    You grouped, you enjoyed it, whats the issue?
  • eventide03b14a_ESO
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    Wolfshead wrote: »
    You're playing a MMO (Massive Multiplayer Online) and you say you don't want to group with others and would rather be alone? Do you guys really not understand what a MMO is?

    You're saying "Yea, I want a MMO, but just without the other players." That's not how it works.

    If you want solo content go play Skyrim, or another Elder Scrolls game, and wait for the next one. ZoS said that they would be focusing on grouping and making the game more social before they came out and now all of you are surprised that a MMO doesn't encourage single player?

    [Moderator Note: Edited per our rules on Trolling & Baiting]

    Thing is in a perfect wolrd of MMO the are people online 24/7 but sad true is that no perfect world of MMO which mean you don't always can found people when you want to play always and also fact is that people do need to sleep, go to work, go to school, take care of there family and so on and best solution is to both have group content and solo content so you as customer can get best value for money you spend on the MMO you are playing.
    And sometimes we only have an hour to play and by the time you form a group it's too late to do anything meaningful. I am extremely irritated by the OP criticizing those of us that enjoy solo play. My suspicion is that he has a difficult time finding a group and instead of placing the blame on ZOS he blames the solo players. You know what would make forming groups a hell of a lot easier? If they allowed cross faction grouping in dungeons. Hell even in zones like Craglorn which is essentially neutral, they should allow cross faction grouping. Another way of course would be for them to greatly improve the grouping tools.

    See those are solutions OP. Real solutions instead of blaming people that enjoy solo content.
    :trollin:
  • eventide03b14a_ESO
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    Xeres14 wrote: »
    Well I'm pretty sure the leveling content is mostly geared for solo players. As for end game I think there should be something for everyone if they can do it, but I think solo content will have little replayability.
    So, 'solo' repeatable content has "little replayability" while 'group' repeatable content is presumably greatly replayable.

    Care to explain why re-running one or two dungeons over-and-over-and-over again hoping for the phat lewt you want is replayable while similar and usually more varied over-world repeatable content isn't?
    I think it mostly boils down to the endless dialog and running from point A to collect x items and then returning them for a useless reward.

    Grouping in a dungeon is an entirely different experience usually involving killing lots of things including difficult bosses.
    :trollin:
  • Rune_Relic
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    RSram wrote: »
    I do see the OP's argument as valid, but ESO was advertised that if you liked Skyrim, you would like ESO. Well Skyrim is a solo game correct?

    ESO offers an enormous value for solo players. With the exception of group dungeons, most of the challenges can be done solo.

    The OP needs to thank the solo players for continuing to play ESO despite their complaints because these players keep the money rolling in for more game expansions.

    Most of the my die hard MMO friend have already canceled their subscription to ESO because the game offered nothing new to the MMO experience, so they played all the content and went back to WOW.

    Exactly... so who is the kind of players that actually bankrole the game ?
    Who exactly is the loyal player group ?
    Those MMO vets will jump ship for the next bestest MMO...as they have demonstrated post after post after post.
    Wildstar is coming. Camelot undaunted is coming. Wow expansion is coming...blah blah blah.
    Then the few remaining MMO vets tell the solo players from TES to bugger off ?
    Great thinking batman.

    Edited by Rune_Relic on October 8, 2014 1:23PM
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  • LonePirate
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    AngryNord wrote: »
    They've promised fixed grouping in v5. Hopefully they'll keep to it. If so it seems it'll cure a lot of the problem with grouping in Craglorn...
    Otherwise the best solution might have been to make the Craglorn dungeons uninstanced, i.e. like the Public/Solo dungeons in other zones.

    Agreed. Converting all of the Craglorn delves from instanced to public would solve many problems people are having with Craglorn.
  • fromtesonlineb16_ESO
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    Xeres14 wrote: »
    Well I'm pretty sure the leveling content is mostly geared for solo players. As for end game I think there should be something for everyone if they can do it, but I think solo content will have little replayability.
    So, 'solo' repeatable content has "little replayability" while 'group' repeatable content is presumably greatly replayable.

    Care to explain why re-running one or two dungeons over-and-over-and-over again hoping for the phat lewt you want is replayable while similar and usually more varied over-world repeatable content isn't?
    I think it mostly boils down to the endless dialog and running from point A to collect x items and then returning them for a useless reward.

    Grouping in a dungeon is an entirely different experience usually involving killing lots of things including difficult bosses.
    Solo content: Endless dialog and running from point A to collect x items and then returning them for a useless reward.

    Group content: Grouping in a dungeon ... involving endlessly re-killing lots of things including difficult bosses and at the end not getting the drop you need.

    Fact is boredom is in the eye of the beholder, the reality of these two things is the same: re-play the same content over and over and over, in one case you get arguably 'useless' rewards in the other case you usually get nothing worthwhile at all either.

    The difference is in the player:

    Me: gear is a means to an end
    You: gear is all that matters

    Because when boiled down that's the only difference in these scenarios. There are many cases of difficult solo content in the MMO world, so 'difficult' isn't a synonym for 'group'.


    Oh, one more thing, I don't want my core character progression gated by forced group-or-die content, that's why I expect most 'soloers' perfer their playstyle, I'm not beholden to you in order to progress.
    Edited by fromtesonlineb16_ESO on October 8, 2014 1:45PM
  • rlbolab14a_ESO
    You know, I was writing something down and it got me thinking. When EQ first came around, there really wasn't that many quests available. sure there where some quests but nothing like today's MMO's (GW2, SWTOR, ESO). That old school EQ wasn't really solo friendly, trust me, as a ranger it was hard to solo. EQ forced that Holy Trinity in order to progress, they enforced grouping if you wanted to level up. But as time passed they realized that they needed more soloing content, which opened up more quests, AA's, and finally mercenaries.

    Today's MMO's are all about quests. And these quests are normally solo quests, not group quests. Today's MMO's have also done away with the holy trinity from the Everquest days. Just the fact alone that they have eliminated the holy trinity should be evidence enough that the MMO community is more of a soloing experience where you can meet up with people in area's to complete something that is to difficult for one person to do. I believe that today's MMO's nailed the 'advancement' portion of the MMO but have lost sight or can't tie in the end game portion which is something that EQ has always excelled at. The end game is what has kept EQ going strong for over 20 years! All of today's titles have been missing that portion and I believe that's where this group/solo conflict comes from. These three games I mentioned above are the last three games I've played and all of them have been soloing content with no end game content for groups/guild/raids, or that they have tried to make PvP their end game content which doesn't work because many people do not like PvP.

    I believe that these people on here blaming the soloer's for there not being any group content may just be focusing their frustrations in the wrong direction. They should be focusing on pushing for more guild/raid/ end game content. Perhaps they should take another page from EQ, I remember raids going into raid zone to kill dragons, or gods. Perhaps we should do the same, Skyrim had dragons in it and ESO has gods in it as well. Make some new raid zones where we can take on these very difficult encounters for a chance at rare armor/weapon drops to push that end game/grouping/raiding experience. But you have to keep new content out there for the soloer's to feel involved. This is possible to do, it's what has kept EQ going for such a long time. Each expansion they release has solo area's, grouping area's, and raid area's. This is what's missing, it's not the player's, it's the content. We need to focus our frustration in the right direction.
  • Pmarsico9
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    The issue is that there needs to be solo content from VR10-14.

    It's that simple. Everything else has a solid amount of solo content. You should never have to group to attain levels, that is stupid and has lead to

    "UC Grind LFM!!!" Where people aren't doing anything but getting to max level then spamming zone chat to form groups to actually run the content at VR14.
  • Elvent
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    I don't understand people who think MMO (Massively Multiplayer Online) means required group content and solo content not allowed, I just don't understand those people or what their own definitions of MMO means.
  • Thrymbauld
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    In the real world(significantly more massive and multiplayer than any game) you get "groups" by making them. Not everyone will want to be in your group. Many will prefer to go it alone. You network and make friends with similar interests, and with these friends you tackle the grouping experiences of life.

    Consider an MMO to be a whole lot more like mass transit than a carpool. If you carpool with three buddies, you've got a social group, which you prearranged and prepared for. If you're on the bus, alone, you're with seventy strangers soloing the same world.

    If you would rather carpool, it's time to start talking to some of these seventy strangers. Don't be disappointed when some can't or won't do it your way, it'll just get you down.

  • eventide03b14a_ESO
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    R1ckyDaMan wrote: »
    R1ckyDaMan wrote: »
    You can have it all. I grant you there is plenty of solo content in this game and there is comparatively very little in the way of group content 1-49. The answer is to add more group content to that level range. But honestly given how quickly you fly through the first 50 levels I'd say it doesn't matter that much anyway.

    There is absolutely nothing stopping anyone grouping between lvls 1 - 49 (apart from phasing of course).

    There is a difficulty barrier in the way of anyone doing craglorn on their own while choosing to help people or asking for help along the way.
    No there isn't technically anything stopping people. I duoed a lot of the non vet content with my partner, but only because we wanted to spend time together. No part of it justified being in a group though.

    Why should it be justified?
    You grouped, you enjoyed it, whats the issue?
    I think you're missing my point. I never said it should or shouldn't be justified, only that it wasn't. Please pay attention before responding and you will save yourself from looking foolish. I was disappointed there wasn't more challenging group content but that is something I am hoping ZOS will address in the future. I don't really know where you got the impression that I had fun since I never said that. In fact most of the time it was tedious to be honest. We had to make sure that we both had the quest and that we were on right step. Downloading an addon that automatically shared quests helped but frankly ZOS should have just included a section in the quest journal that displayed quests that the party both had. There were many quests were we had to each collect our own update and often we had to wait for them to respawn. Simply put it took longer and was more cumbersome to group than if I had just done it solo, so really I don't think "fun" is the word I would use.
    :trollin:
  • GreySix
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    ESO is the only MMO I've seen that is relatively grouping unfriendly in comparison to other AAA MMOs.

    Name one other AAA MMO that forbids grouping in the main story quests.
    Crotchety Old Man Guild

    "Hey you, get off my lawn!"
  • Elvent
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    GreySix wrote: »
    ESO is the only MMO I've seen that is relatively grouping unfriendly in comparison to other AAA MMOs.

    Name one other AAA MMO that forbids grouping in the main story quests.

    I can agree with this. There should be solo content but FORCED solo content should not exist in MMOs. It should be optional.
  • Nestor
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    Varicite wrote: »

    WoW endgame is not exactly solo-friendly. You won't be soloing Celestials, raids, PvP, arenas, etc. You won't be getting the best gear solo.

    Ah, see the end game is not the reason I play these games. Same with a large number of TES players. I don't care about end game PvP, Trials, Raids or any of that other stuff. I don't need the best gear to enjoy the game. So, none of this matters to me. I am in it for the questing and exploration.


    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • eventide03b14a_ESO
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    LonePirate wrote: »
    AngryNord wrote: »
    They've promised fixed grouping in v5. Hopefully they'll keep to it. If so it seems it'll cure a lot of the problem with grouping in Craglorn...
    Otherwise the best solution might have been to make the Craglorn dungeons uninstanced, i.e. like the Public/Solo dungeons in other zones.

    Agreed. Converting all of the Craglorn delves from instanced to public would solve many problems people are having with Craglorn.
    I completely disagree. I like that they are instanced. In fact I wish this game had more instance dungeons. It actually ruins my immersion when I am exploring a dungeon and come across an NPC who says "thank the divines someone showed up" and there are 10 other people in same place. There should be a dialog option that says "what about them?". Honestly non group members ruin the experience in these dungeons.
    :trollin:
  • eventide03b14a_ESO
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    Xeres14 wrote: »
    Well I'm pretty sure the leveling content is mostly geared for solo players. As for end game I think there should be something for everyone if they can do it, but I think solo content will have little replayability.
    So, 'solo' repeatable content has "little replayability" while 'group' repeatable content is presumably greatly replayable.

    Care to explain why re-running one or two dungeons over-and-over-and-over again hoping for the phat lewt you want is replayable while similar and usually more varied over-world repeatable content isn't?
    I think it mostly boils down to the endless dialog and running from point A to collect x items and then returning them for a useless reward.

    Grouping in a dungeon is an entirely different experience usually involving killing lots of things including difficult bosses.
    Solo content: Endless dialog and running from point A to collect x items and then returning them for a useless reward.

    Group content: Grouping in a dungeon ... involving endlessly re-killing lots of things including difficult bosses and at the end not getting the drop you need.

    Fact is boredom is in the eye of the beholder, the reality of these two things is the same: re-play the same content over and over and over, in one case you get arguably 'useless' rewards in the other case you usually get nothing worthwhile at all either.

    The difference is in the player:

    Me: gear is a means to an end
    You: gear is all that matters

    Because when boiled down that's the only difference in these scenarios. There are many cases of difficult solo content in the MMO world, so 'difficult' isn't a synonym for 'group'.


    Oh, one more thing, I don't want my core character progression gated by forced group-or-die content, that's why I expect most 'soloers' perfer their playstyle, I'm not beholden to you in order to progress.
    Are you kidding me? I never said anything about gear mattering to me. 99% of the loot in this game is junk. I use pieces from the warlock set and the rest I craft myself. Who are you tell me what I find enjoyable or not or what my motivation is? Presumptive much? I enjoy the experience of grouping with other people. Believe me the loot is not my objective. I never even said anything about equating group to difficulty. One would certainly hope that group content would be more difficult, but honestly a good group challenge has to have more than just a mob with more HP. Hopefully it will justify having other people in the group simply because a single person cannot do it alone solely because of the mechanics.
    For instance, group member 1 becomes incapacitated, group member 2 distracts the boss while group member 3 heals and group member 4 saves group member 1.

    That's a scenario that cannot be soloed because if you are the one incapacitated then it's game over. You get it now? It's the experience not the reward. Please don't suppose you know how I feel or what I want.
    :trollin:
  • LonePirate
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    Pmarsico9 wrote: »
    The issue is that there needs to be solo content from VR10-14.

    The city quests in Cyrodiil are pretty much the only content for solo players who want to progress from VR10 to VR14 without grinding in Craglorn. Even then, the mobs are only VR5; but I guess something is better than nothing.I used them to level my character from VR1 to VR8 before Craglorn arrived in May - back when the quests rewarded far less XP and VP than they do today. I still run them regularly even at VR14 because you can average 75-80g per minute doing some of them.
  • ebondeath
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    Oh yay. One of these posts.

    Look, I play Skyrim and various other solo games alongside MMOs. Here's an analogy that will hopefully make sense:

    Playing solo games is akin to talking to imaginary friends. You can pretend, but in the end you know you're alone with an AI with pre-programmed responses and playing with digital robots all the time is not satisfying.

    Playing MMOs is a lot like being in school (or work, or Thanksgiving with extended family). These people can be cool to chat with, but that doesn't mean you necessarily want to hang out with them. Having other (real, not AI) people around as background noise is comforting and reassuring. You can be alone or social in a single game, based on your choices.

    MMOs are not just for extroverts and people without kids, kthanks.
    Edited by ebondeath on October 8, 2014 2:40PM
    ╔═════════════⌈Alannah Corvaine⌋══════════════╗
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  • Holycannoli
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    I'm a soloer. There's nothing more annoying than standing around spamming "LFG" to do content. I had more than enough of that with EQ and DAOC.

    This game doesn't let you queue for a lot of content, not after a very small level cap is exceeded. I'm actually standing at a dungeon right now spamming "LFG" because I can't queue for it because I guess I'm too high level now.

    Games like WoW and Rift where you can queue for content are fine. I'll group in those games because it's not a hassle and waste of time. In ESO it's a waste of time. It's like going back in time 13 years. No good.
  • Brother_Numsie
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    Would have been nice if they staggered their content a bit better. Craglorn -> Solo content -> Upper Crag -> Solo content, would probably see less complaints.
    Of course you would also throw a bone to the PVP crowd somewhere in there, like a Dueling Arena or something while they are waiting for the Imperial City.

    A little something for everyone goes a long way. ;)

    As for Craglorn, because of the way (and order) they released the content and the fact we have no idea when Solo content is going to be released (looks like not very soon) then they should have put a way around the physical blocks in the quest lines that prevent solo players from continuing on (not an easy go around mind you).

    It shouldn't be an easy ride, wouldn't expect that. I don't know if this is the reason that people who think there should be only group content dislike solo player content. A lot of solo players enjoy difficult content too.
    Edited by Brother_Numsie on October 8, 2014 3:06PM
  • Varicite
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    Nestor wrote: »
    Varicite wrote: »

    WoW endgame is not exactly solo-friendly. You won't be soloing Celestials, raids, PvP, arenas, etc. You won't be getting the best gear solo.

    Ah, see the end game is not the reason I play these games. Same with a large number of TES players. I don't care about end game PvP, Trials, Raids or any of that other stuff. I don't need the best gear to enjoy the game. So, none of this matters to me. I am in it for the questing and exploration.


    Then what is your issue w/ ESO's system? You can do pretty much everything solo until endgame.

    You can just grind out VR10-14 in Craglorn w/out joining a group if you're concerned w/ not being "max level".

    There's also repeatable quests in Cyrodiil, though I don't usually count these as a lot of PvE players dislike the Cyro atmosphere.

    There will be repeatable crafting quests coming soon (should have been in 1.4, but didn't quite make the cutoff).

    There's also Wrothgar in the works, which is geared toward solo players.

    It's not that I don't sympathize w/ solo players (I play most of my time solo these days as well), it's just that I'm not quite certain exactly what solo players actually want for their endgame experience.

    Outside of daily / weekly quests and crafting, there's not really much that you can do solo. Even if you bring out new zones (like Wrothgar), if it's the size of the existing zones, the average player will have entirely exhausted the zone in a day or two. You can only explore until you've seen everything already.

    Of course, I recognize the need to cater to all types of players in this economy; I'm not so naive to think that a MMO these days can simply ignore parts of the player base and hope for continued success.

    What would you personally like to see as a "solo endgame" that coincides w/ the current meta?
  • R1ckyDaMan
    R1ckyDaMan
    ✭✭✭✭
    Varicite wrote: »
    Nestor wrote: »
    Varicite wrote: »

    WoW endgame is not exactly solo-friendly. You won't be soloing Celestials, raids, PvP, arenas, etc. You won't be getting the best gear solo.

    Ah, see the end game is not the reason I play these games. Same with a large number of TES players. I don't care about end game PvP, Trials, Raids or any of that other stuff. I don't need the best gear to enjoy the game. So, none of this matters to me. I am in it for the questing and exploration.


    Then what is your issue w/ ESO's system? You can do pretty much everything solo until endgame.

    You can just grind out VR10-14 in Craglorn w/out joining a group if you're concerned w/ not being "max level".

    There's also repeatable quests in Cyrodiil, though I don't usually count these as a lot of PvE players dislike the Cyro atmosphere.

    There will be repeatable crafting quests coming soon (should have been in 1.4, but didn't quite make the cutoff).

    There's also Wrothgar in the works, which is geared toward solo players.

    It's not that I don't sympathize w/ solo players (I play most of my time solo these days as well), it's just that I'm not quite certain exactly what solo players actually want for their endgame experience.

    Outside of daily / weekly quests and crafting, there's not really much that you can do solo. Even if you bring out new zones (like Wrothgar), if it's the size of the existing zones, the average player will have entirely exhausted the zone in a day or two. You can only explore until you've seen everything already.

    Of course, I recognize the need to cater to all types of players in this economy; I'm not so naive to think that a MMO these days can simply ignore parts of the player base and hope for continued success.

    What would you personally like to see as a "solo endgame" that coincides w/ the current meta?

    New quests tied to new delves and such added to previous maps that scale to your level would be a good start, so the quest giver give a quest that is suited to your level, sends you to an instanced delve that is scaled to your level.

    It is a shame that all those zones cannot be reused because of the level system.

    Then again they could even make hard mode or "vet mode" of the first alliance area's.

    And to make more group stuff they could even make even harder versions where if not in a group you would get smashed.
    Edited by R1ckyDaMan on October 8, 2014 3:26PM
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