It looks like you don't get the point. No one has mentioned changing any of the content. Simply remove the multiplayer checks. That's it.Ok, I know this going to be unpopular but....
I think Craglorn should stay group oriented.
Just like PvP has Cyrodil, and PvE has the rest of the game, I believe that there should be a place for groupers. Soloers have the majority of the game at their finger tips, and yet group-centered play is barely anywhere to be found. Grouping, for a great amount of the game, is mostly just for ease or helping a friend. But hardly is there anything worthy of being called 'group content', where it is literally impossible to progress without a group.
That was where Craglorn was supposed to come in. I know many don't like it, but it was created with group minded players in mind. Soloers will eventually get things like Orsinium and Murkmire in the future, so all it really is matter of patience. If the issue is about difficulty, then hope/request that those future zones are difficult.
Let the groupers have their zone, and you can have yours.
Ok, I know this going to be unpopular but....
I think Craglorn should stay group oriented.
Just like PvP has Cyrodil, and PvE has the rest of the game, I believe that there should be a place for groupers. Soloers have the majority of the game at their finger tips, and yet group-centered play is barely anywhere to be found. Grouping, for a great amount of the game, is mostly just for ease or helping a friend. But hardly is there anything worthy of being called 'group content', where it is literally impossible to progress without a group.
That was where Craglorn was supposed to come in. I know many don't like it, but it was created with group minded players in mind. Soloers will eventually get things like Orsinium and Murkmire in the future, so all it really is matter of patience. If the issue is about difficulty, then hope/request that those future zones are difficult.
Let the groupers have their zone, and you can have yours.
Ok, I know this going to be unpopular but....
I think Craglorn should stay group oriented.
Just like PvP has Cyrodil, and PvE has the rest of the game, I believe that there should be a place for groupers. Soloers have the majority of the game at their finger tips, and yet group-centered play is barely anywhere to be found. Grouping, for a great amount of the game, is mostly just for ease or helping a friend. But hardly is there anything worthy of being called 'group content', where it is literally impossible to progress without a group.
That was where Craglorn was supposed to come in. I know many don't like it, but it was created with group minded players in mind. Soloers will eventually get things like Orsinium and Murkmire in the future, so all it really is matter of patience. If the issue is about difficulty, then hope/request that those future zones are difficult.
Let the groupers have their zone, and you can have yours.
I am not saying nerf or buff the difficulty of crag content, just that since there is no challenging single player content end game and if you are a solo oriented player there should be an option for you to run it individually. It will still be more viable and more appealing to quest with multiple people (quicker finish times, easier) but for those who want to undertake it themselves or basically have to (no one on when they play, lack of a decent group finder) this is a very sound idea
It looks like you don't get the point. No one has mentioned changing any of the content. Simply remove the multiplayer checks. That's it.Ok, I know this going to be unpopular but....
I think Craglorn should stay group oriented.
Just like PvP has Cyrodil, and PvE has the rest of the game, I believe that there should be a place for groupers. Soloers have the majority of the game at their finger tips, and yet group-centered play is barely anywhere to be found. Grouping, for a great amount of the game, is mostly just for ease or helping a friend. But hardly is there anything worthy of being called 'group content', where it is literally impossible to progress without a group.
That was where Craglorn was supposed to come in. I know many don't like it, but it was created with group minded players in mind. Soloers will eventually get things like Orsinium and Murkmire in the future, so all it really is matter of patience. If the issue is about difficulty, then hope/request that those future zones are difficult.
Let the groupers have their zone, and you can have yours.
nerevarine1138 wrote: »
But those only apply to a handful of quests, and Dibella forbid you have to occasionally group up in an MMO.
Not everything is meant to be completed by one person. In fact, most things aren't. The fact that some people find ways around that (overleveling content, tweaking builds that are ideal for soloing content that was never meant to be soloed, etc.) doesn't mean the developers need to cater to that playstyle.
nerevarine1138 wrote: »
But those only apply to a handful of quests, and Dibella forbid you have to occasionally group up in an MMO.
Not everything is meant to be completed by one person. In fact, most things aren't. The fact that some people find ways around that (overleveling content, tweaking builds that are ideal for soloing content that was never meant to be soloed, etc.) doesn't mean the developers need to cater to that playstyle.
First of all, this change would not be catering to the soloing playstyle. Regardless of this change, these quests will be more viable in quickness and lower in difficulty if you group. Grouping therefore would still be encouraged. This is a small change that would greatly improve eso for many of those who bought this game mainly as an solo rpg and actually want challenging solo content but are prevented because of this mechanic. When there is little to no challenging hard content, one might wonder if assisting such a playstyle at little to no expense to those who prefer to group is such a bad idea like you are suggesting. And you're reasons, such as overleveling content (wtf? its an endgame zone) and using ideal builds for 4 man content are possible just by making a hardy aoe build and are not some sort of exploit zenimax hasnt intended like you are suggesting.
(Also btw, you are one of my favorite commenters and I respect your opinion, just in this case I feel the logic in my case is better)
nerevarine1138 wrote: »nerevarine1138 wrote: »
But those only apply to a handful of quests, and Dibella forbid you have to occasionally group up in an MMO.
Not everything is meant to be completed by one person. In fact, most things aren't. The fact that some people find ways around that (overleveling content, tweaking builds that are ideal for soloing content that was never meant to be soloed, etc.) doesn't mean the developers need to cater to that playstyle.
First of all, this change would not be catering to the soloing playstyle. Regardless of this change, these quests will be more viable in quickness and lower in difficulty if you group. Grouping therefore would still be encouraged. This is a small change that would greatly improve eso for many of those who bought this game mainly as an solo rpg and actually want challenging solo content but are prevented because of this mechanic. When there is little to no challenging hard content, one might wonder if assisting such a playstyle at little to no expense to those who prefer to group is such a bad idea like you are suggesting. And you're reasons, such as overleveling content (wtf? its an endgame zone) and using ideal builds for 4 man content are possible just by making a hardy aoe build and are not some sort of exploit zenimax hasnt intended like you are suggesting.
(Also btw, you are one of my favorite commenters and I respect your opinion, just in this case I feel the logic in my case is better)
I understand the desire to have things be accessible to all players, regardless of how many people are attempting the content, but it wasn't long ago that people were demanding that group dungeons be soloable (yes, really).
I know that a lot of people like playing MMOs solo. I'm one of them. But it's an MMO. There should be a good amount of content that forces people to group up. If the entire game can be completed without grouping, there's no real point to it being multiplayer.
CreepySpydre wrote: »Whether one agrees or not, they said force grouping was a wrong approach, this of course was with the VR silver and gold runs. Then they make Craglorn a forced group approach, its like a dog going back to its own vomit. They did not learn from their own mistake they admit they have done.
TheShadowScout wrote: »
As for endgame single player content... one of the "coming soon" new regions is supposed to become just that...
CreepySpydre wrote: »Whether one agrees or not, they said force grouping was a wrong approach, this of course was with the VR silver and gold runs. Then they make Craglorn a forced group approach, its like a dog going back to its own vomit. They did not learn from their own mistake they admit they have done.
Where in Cadwell's Gold/Silver is there forced grouping?