WraithAzraiel wrote: »I think its a pity that each of those threads turns into a battle between Solo and Premade players.
In my opinion both things can co-exist in a well thought out MMO. Sure WOW and others don't serve this argument justice as they focus in groups, but hey there are other games too
The first step to give a solo player something for their money is accessibility. Craglorn, Trials, VR dungeons are inaccessible right now, either due the broken LFG, but also the sheer insane demands by people in chats. It would help to soften these obstacles, so that everyone who wants to go to Craglorn or a Trial will be able to do so. Same applies to guild traders, where only members can sell - same procedure of inaccessibility drives many solo gamers away from that content.
But if we turn our eyes away from Trials & Co. then there could be solo quest chains, chains that takes weeks to complete like at SWG. These then serve the solo gamer as a second way to reach high end items, new crafting traits etc.
The Trials are quicker, but they are based on luck still. Those quest chains would take much longer, but guarantee the solo player who would still use the benefits of an MMO (like in public dungeons now) access. This procedure would help them to get away from wrestling group leaders about spots and being excluded due their available time or personal sacrifices for guild memberships or TS.
The issue with ESO is that we have no group content from 1-VR10 and then all of a sudden the game is only playable in them. Same mistake WOW did with Wrath and it is still considered the biggest mistake of Blizzard in history.
A good MMO needs solo and group content, equally spread with similar achievements to gain. Excluding one or the other is bad.
Taking a page out of SWG's book with the long ass quest chains for solo-ers would be nice. But offering Trial-grade gear for solo content won't ever end well.
WraithAzraiel wrote: »My question remains the same, what the hell is solo end game content?
Solo Endgame Content means areas where you do not have to be in a group, and for that matter, cannot enter as a group. You have only yourself to rely on. If you really need to ask what "Solo Endgame Content" is, then I wonder if you also need to ask what Chocolate is.
I don't enjoy raids/trails and impatient rude people. I also don't enjoy rushing through content, and I don't like it when entering into a piece of content pre-obligates a large block of my time. Unfortunately, this means I cannot even compete in PVP. My items get weaker every few weeks/months (because stronger stuff comes out that I cannot get), and any fun or challenge is removed because I can just rely on the others to cover my weaknesses (challenge), and the people grouping up are hardly fun to group with.
I don't like Teamspeak - I understand why people use it, but my living situation doesn't permit it. I always have music playing, a girlfriend I am talking too, and other things going on - and hearing everyone's bad jokes and opinions about everything coming through my speakers wrecks my immersion and makes it feel like I am no longer playing for my own fun, but to appease others.
The solution?
Solo Endgame Content which provides THE SAME QUALITY of reward as group endgame content. The specific items which are granted through these endeavors should have the same potency as group endgame content. Much of the game is already ruined for me and the only thing that can "save it" for me is being able to play how I want to, and that means getting equal reward for my work. Not V10 items or V12 items or whatever that is obsolete as yesterday's trash.
I also want this content to be challenging - I feel having nobody there to save you provides the first challenge.
I like an open world like this, inhabited by many players I can choose to interact with - but I don't want to be forced to perform things I hate doing to be allowed to compete in PVP. The main reason I would play this game again is to enjoy the endgame PVP, and solo content. Crafting, Harvesting and Creating. And, I want a full experience in this - I don't want my experience diminished because I don't enjoy the "Forced Must Group Always" logic.
Rune_Relic wrote: »Yes solo and group should both be viable means to achieve any objective.
1. The "MMO = group" is a strawman - massive multiplayer does not mean "group only". There is no group in there. It means lots of people sharing the same space. Wether to group, how many, who with is a personal CHOICE or a design decision.
2. The "because MMO" is also a strawman. Relying on previous game models to dictate how all future models shall be built is simply lame. ZOS has tried to create a unique product in the market place. If they mimicked everyone else they wouldn't have a unique product. They would just be a clone of <insert your bestest ancient MMO that everyone left because it was so awesome here>
3. The OP wasn't rude until everyone started chomping on his arse for the heathen suggestion of solo option in a game.
4. The group only model worked so well that everyone praised craglorn.....not!
I am quite surprised at some of the replies on this thread. There is obviously a lot of people here with preconceived ideas of what an MMO should be (based on years of baggage) rather than what it can be (to be welcoming to all and be inclusive rather than exclusive). I guess guilds are at risk if there is no group only agenda so it must be some kind of defence mechanism to generate such animosity.
@Soloeus I agree that ESO should provide us with the opportunity to solo much of the group content, this is why I suggested Hirable NPC Companions here: http://forums.elderscrollsonline.com/en/discussion/146133/hirable-npc-companion-concept/p1
Basically, this would give us solo-minded players NPCs that we can hire to allow us to not have to group, but we could have a group consisting of NPCs. While this wouldn't be a PERFECT solution it would go a long way into adding diversity of play into ESO.
Let me know what you think.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
While I am of the firm opinion that the reply to OP that I posted earlier in this thread does not fall into the category that you refer to, I still feel the need to "defend" the MMO position a little.Rune_Relic wrote: »I am quite surprised at some of the replies on this thread. There is obviously a lot of people here with preconceived ideas of what an MMO should be (based on years of baggage) rather than what it can be (to be welcoming to all and be inclusive rather than exclusive). I guess guilds are at risk if there is no group only agenda so it must be some kind of defence mechanism to generate such animosity.
infraction2008b16_ESO wrote: »Rune_Relic wrote: »Yes solo and group should both be viable means to achieve any objective.
1. The "MMO = group" is a strawman - massive multiplayer does not mean "group only". There is no group in there. It means lots of people sharing the same space. Wether to group, how many, who with is a personal CHOICE or a design decision.
2. The "because MMO" is also a strawman. Relying on previous game models to dictate how all future models shall be built is simply lame. ZOS has tried to create a unique product in the market place. If they mimicked everyone else they wouldn't have a unique product. They would just be a clone of <insert your bestest ancient MMO that everyone left because it was so awesome here>
3. The OP wasn't rude until everyone started chomping on his arse for the heathen suggestion of solo option in a game.
4. The group only model worked so well that everyone praised craglorn.....not!
I am quite surprised at some of the replies on this thread. There is obviously a lot of people here with preconceived ideas of what an MMO should be (based on years of baggage) rather than what it can be (to be welcoming to all and be inclusive rather than exclusive). I guess guilds are at risk if there is no group only agenda so it must be some kind of defence mechanism to generate such animosity.
I agree but the op is asking for solo only content (I.e. like the main story instances where none of your group mates can enter). As for definitions this is a massively multiplayer online game and the term multiplayer needs to be at the heart. If you can't enter an instance with a group what's the point of it being online at all?
WraithAzraiel wrote: »And I don't want to insult or berate you, I want you to be successful. I want you to adapt and overcome. I want you and others like you to step out of your comfort zones and experience everything the game has to offer.
I want you to love it like I love it, even with all it's flaws.
I want you to be realistic. You creating this thread, isn't going to affect change.
Besides, there's already MORE solo content incoming. But I highly doubt it's going to offer Trial gear as quest rewards.
1. I don't want to "adapt and overcome" - this isn't real life, and there is no real life reward for doing so. There is only FUN and NOT FUN. There is no overcome. Either you are having fun or you aren't, done and done. To overcome not having fun, having fun is the only alternative - meaning, in essence, the only solution to all the woes of grouping is Solo Play.
2. I also don't want to experience everything the game has to offer. I cannot dedicate enough time to do DSA, or any of the Trials in Craglorn, for example. I just don't enjoy it, and don't want to experience it. But I don't want skipping this content to render me unable to compete in PVP, which is where I do have my group fun.
When I want to group, I do PVP. I don't enjoy other people when I want to PVE, but when I PVP, I am the opposite.
Ti3. Just like when everyone said the game would be pay to play by sub forever and it wasn't. Instead, change happened because the devs listened (I don't like the change, personally, but I can live with it).
Lastly, I can overlook the many many flaws in this game - the only thing I want - the ONLY thing I want - is to enjoy myself when I am playing. This means not having to perform content that I hate in order to advance.
dont play mmos if you want to solo. solo games are made for that. its plain and simple
While I am of the firm opinion that the reply to OP that I posted earlier in this thread does not fall into the category that you refer to, I still feel the need to "defend" the MMO position a little.Rune_Relic wrote: »I am quite surprised at some of the replies on this thread. There is obviously a lot of people here with preconceived ideas of what an MMO should be (based on years of baggage) rather than what it can be (to be welcoming to all and be inclusive rather than exclusive). I guess guilds are at risk if there is no group only agenda so it must be some kind of defence mechanism to generate such animosity.
I agree with what you said that an MMO does not need to be group-only just because it has been this way always. Tradition is the fastest way to stagnation.
What I do not agree is that the rewards for both need to be the same. The added level of strategy inherent to group play can and should be rewarded always.
So, in essence: Yes, there needs to be challenging content that makes Solo (and preferably also Duo) players happy. Yes it is as much important as the group content. Yes it should also be rewarding in the sense that it gives access to high end equipment. No, it should never make the same top end equipment available as group content.
I can, as a maximum, accept things like @Audigy proposed in his/her post: Items that confer very strong bonuses but which are restricted to be active only as long as you are not in a group. The moment you group up, these bonuses deactivate completely.
That would be a compromise that I could agree to.
EDIT: To add one thing: I am a solo/duo only player. I go around either alone or in group with my wife. I have not been in any veteran group instance let alone trial. I am not member of a PvP guild, I enjoy Cyrodiil as a lone wolf. I am not a member of any kind of guild, since my schedule even guarantees being kicked from trading guilds regularly for being inactive.
The one thing I do care about is this topic getting attention from ZOS.
@Rune_Relic
The point I was trying to make is: In a group encounter, you can have the strategical element of requiring:and all of that at the same time. No matter how good you are as a single player, you will never be able to achieve more than two of those at the same time, thereby generating encounters that are much less "strategic" and much more "tank&spank". Even if you put in special attacks that need to be evaded by the solo player, thus breaking up the monotony, you will still have all those things consecutively instead of in parallel.
- Opponent Control (the tank controlling the opponent's target)
- Healing
- Buffing/Debuffing and Buff/Debuff removal
- Strategic Damage Dealing (e.g. by bringing in adds that enhance the boss and need to be preferentially killed)
- Positioning (e.g. cone attacks or "attack that hits the furthest away player" or things like that)
While I do not want to say that a solo encounter cannot be as difficult as a group encounter, I will say that it lacks the strategic component of simultaneous coordination.
Also you have to take into consideration that difficulty is also a measure of suitability of the build (player setup) to a task. While in a group encounter you have much more leeway in that regard, because of the fact already mentioned by you (others can pick up ones own slack), a solo encounter would either be stupidly easy for the right build or impossibly difficult for the wrong one.
One could argue that because it is solo endgame and high risk/high reward category, that players have to adjust and make a build appropriate for the encounter. Nonetheless, a mechanic like that will generate even more dissent within the player base. We should be able to agree on that based on recollection of all those "play the way you want"-posts.
And exactly because of these reasons, the equipment gained in these solo-endgame-encounters at the very least has to be restricted to be ONLY useful for exactly those encounters. Thus, the compromise I described in the post quoted by you.
Well they're making an entire zone based on solo content where players can test themselves on their own.
However the game needs more group content if you ask me, outside of PVP, Dungeons & Trials there is just no need to group up. You can play all the core zones level 1 - VR10 without ever having to work with another player.
Since release they have made the game far easier to play, you can solo most world bosses and dolmens once you're into the VR levels.
OP you have to have understand that while you may call it a strawman argument, this is an MMO. The came at its core was designed on the idea of players working with each other, that's why it's an online game and not another in the single player TES series.
Pure solo players shouldn't every be the primary focus of an MMO game, because a majority of the players come to play the game with others to overcome hard group challenges.
I_killed_Vivec wrote: »So people don't want to play in groups for the challenge, it's just for the (shared) rewards? And everybody would abandon grouping (with all of its strategies and tactics) for the lesser challenge of playing Skyrim online?
I don't enjoy raids/trails and impatient rude people. I also don't enjoy rushing through content, and I don't like it when entering into a piece of content pre-obligates a large block of my time. Unfortunately, this means I cannot even compete in PVP. My items get weaker every few weeks/months (because stronger stuff comes out that I cannot get), and any fun or challenge is removed because I can just rely on the others to cover my weaknesses (challenge), and the people grouping up are hardly fun to group with.
I don't like Teamspeak - I understand why people use it, but my living situation doesn't permit it. I always have music playing, a girlfriend I am talking too, and other things going on - and hearing everyone's bad jokes and opinions about everything coming through my speakers wrecks my immersion and makes it feel like I am no longer playing for my own fun, but to appease others.
The solution?
Solo Endgame Content which provides THE SAME QUALITY of reward as group endgame content. The specific items which are granted through these endeavors should have the same potency as group endgame content. Much of the game is already ruined for me and the only thing that can "save it" for me is being able to play how I want to, and that means getting equal reward for my work. Not V10 items or V12 items or whatever that is obsolete as yesterday's trash.
I also want this content to be challenging - I feel having nobody there to save you provides the first challenge.
I like an open world like this, inhabited by many players I can choose to interact with - but I don't want to be forced to perform things I hate doing to be allowed to compete in PVP. The main reason I would play this game again is to enjoy the endgame PVP, and solo content. Crafting, Harvesting and Creating. And, I want a full experience in this - I don't want my experience diminished because I don't enjoy the "Forced Must Group Always" logic.