Solo Endgame needed - Must Group Must End.

  • Audigy
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    Audigy 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.

    The term best could be seen as a case of its own.

    For instance, Trial gear could give specific traits or stats to improve the performance of a group. It would then be better in Trials, but for instance not in AVA or questing-

    I would like to see the quality of loot not based on "how much work was put into it", so that something is better than the rest. No, I think it would be nice to have gear designed for a purpose so that someone who does not do that content, wont be as good in that content like those who did participate in.

    Someone who doesn't do a Trial but quest, might get an item set that improves his survivability against enemies not in dungeons. The person who does acquire gear in a dungeon will have a bonus XP / damage modifier for said content.

    This would ensure that everyone has the "best" gear in his content and others would see "oh this is one of those in Trials", "oh this guy made the 4 month quest chain" etc.
  • Panda244
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    No.

    Why?

    Because it's a Massively Multiplayer Online Role Playing Game.

    And as Wraith pointed out, you shouldn't be able to get endgame gear by yourself, you should need a group, and coordination to do it. I understand your living situation, I myself, have a wife, and a dog, and music playing all at the same time most days. I hardly use TS, and when I do, I don't talk back, I'll just listen, and I only do it when I'm PvPing or doing a Trial, the rest of the game you can easily learn, and complete, without any "speaking" or coordination, it's just a grind-fest.

    I'd also like to point out that that 1-50 aside from if you do dungeons, is completely solo, sure, you can choose to do it with a friend. But otherwise, 100% alone. The entire. Time.

    I'll reiterate myself again, it's an MMORPG, it's the "best" gear in the game. It should not be obtainable by your lonesome.

    Besides, Trials gear is absolute garbage, currently the best gear in game for Stamina builds comes from PvP boxes, and the best magicka based gear is Martial Knowledge, found in Cyrodiil Dolmens, and trash loot in Craglorn. I don't even know why people run Trials anymore because technically, it's not even an endgame. It's a pile of dung, scented with Febreeze.
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  • Razzak
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    Making groups and doing content with others, would be much more enjoyable if we had a proper, always working grouping tool. Something like GW2 has.
  • infraction2008b16_ESO
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    Soloeus 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.

    Don't get me wrong I'm all for soloable daily zones, but not for solo only. This is an mmo, it needs to encourage (but not force) people to play together. Not say you have to be in a group or you have to be solo to enter a zone.
  • Rune_Relic
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    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.
    Edited by Rune_Relic on March 26, 2015 10:38AM
    Anything that can be exploited will be exploited
  • AlienSlof
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    Soloeus wrote: »
    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.

    I agree with this 100%.

    I'd love to explore, for example, Craglorn, alone or with a friend, going at my own pace and enjoying the scenery and quests without that rushed through feeling with a larger group.

    Plus, as a retiree with time on her hands, quite often during the day when I do most of my playing, many people are at work/uni/school and so not around for me to group up with. Having the choice to play content alone or with a group could be made optional and it wouldn't hurt anyone.

    RIP Atherton, my beautiful little gentle friend, my Shining Light. I will miss you forever. Without you I am a hollow shell.
  • infraction2008b16_ESO
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    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?
  • Gidorick
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    @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.

    That being said, there are SOME aspects of ESO which just don't lend themselves to solo-play. But Adventure Zones, like Craglorn, should totally be solo-able with a group of NPC Companions.
    Edited by Gidorick on March 26, 2015 11:00AM
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  • AlienSlof
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    Gidorick wrote: »
    @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. :wink:

    This would work for me. :)

    RIP Atherton, my beautiful little gentle friend, my Shining Light. I will miss you forever. Without you I am a hollow shell.
  • Tankqull
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    dont play mmos if you want to solo. solo games are made for that. its plain and simple
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Keron
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    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.
    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.

    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.
    Edited by Keron on March 26, 2015 11:05AM
  • Rune_Relic
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    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?

    Agreed.... it should scale.... solo>groupsize. No argument from me. The option is scaling to solo size.

    I have the problem where I am a night owl and there is no-one for me to group with full stop.
    I have to solo everything through circumstance rather than choice.
    I am fine with that.. crap happens. But group only content creates an impossible hurdle for me to climb.
    I am a completionist...I have left all the group dungeons until last.
    At some point I will "have" to do those and craglorn....solo.
    Anything that can be exploited will be exploited
  • Faugaun
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    Soloeus 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.

    What's wrong with doing PvP for PvP rewards? You seem to enjoy that content ...and as others have pointed out it combined with crafted sets can make quite competitive builds...
  • Jar_Ek
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    In case anyone has failed to understand the main arguments on both sides, they are:

    Solo content should be provided that provides equivalent level rewards for the same or greater level of effort when compared to group only content. This effort is likely to be time sliced differently and the challenges should be broadly commensurate with the group content challenge level.

    Group content is harder because it requires, by definition, coordination and thus should reward better than solo content. Providing solo content with the same level of reward devalues the group content and potentially reduces the pool of players that are willing to do it (players migrate to the easiest and quickest means of advancement). This could impact the availability of players to do the group content (hence why 40man raids no longer exist in most mmo games).

    The thing is both sides are sort of right. Potential ways to solve the issues are to allow players to solo group content, but with npc support and different rewards (lesser but in the same ballpark) - as lotro has done. Provide long solo quests that provide equivalent rewards (issues here are the dev time to play time equation). Provide a token or reputation system that has the same rewards, but the reputation or tokens can be acquired faster through group content (rifts). I am sure there are other solutions.
  • michael_bimson
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    A quick google revealed that: 59% of females and 56.5% of males tend to group with other people, almost 20% of females and 24% of males play solo due to time constraints, 14.4% of females and 13.9% of males have no preference towards grouping or soloing and only 6.6% of females and 5.3% of males actually prefer to play alone.

    Source: https://blog.rjmetrics.com/2009/06/24/who-plays-mmos-an-analysis-of-mmorpg-player-demographics-and-mmorpg-player-stereotypes/

    I would class myself in the 24% of males that tend to solo because of time constraints. I can do group stuff at weekends but weekday evenings I tend to just do crafting things and collect resources in Upper Craglorn.

    Now its only one study and from 2009 at that, but it does highlight that there is a significant solo population (around 25%) in MMOs on average, and (delving into supposition here) this being an MMO based on a single player intellectual property it is likely that it would have a higher solo population (although, by now, many may have left). Therefore I would say that there is enough of a population to justify content aimed at that population, contrary to some assertions in this thread.

    However I personally feel that solo only, and for that matter group only, content is a mistake. People often cite that the game is solo from 1-vr10, this is not quite correct, it is soloable, but it does not prescribe grouping. It is both groupable and soloable. This, I feel, has to be the goal with all content, even end game / max level, it seems like an obvious mistake that ZOS release content that specifically excludes sections of the PvE player base. If this could be achieved with all content it would increase the appeal of the game to more players and therefore more income for ZOS, and more ESO for the rest of us.

    I appreciate that this would create problems when it came to difficulty, if an encounter is to be soloable it must therefore be easy for a group. So it would also require some sort of difficulty setting that scaled the player and was controlled by the player, but that is another thread entirely.

    Two final points: I play ESO for fun, that is the be-all and end-all for me, so, I admit, I don't understand the competitive mindset. As others have pointed out, some of the best gear is craftable, or PvP purchasable, so, and it is a genuine question, what is the big deal about trials equipment being exclusive? If there is no inherent superiority to it, is it just the unique look of it that must be kept exclusive?

    Secondly: a lot of posts can be summarised as saying that the definition of MMO is group end game, that's the way it is, everyone does it but what makes a product successful is often what it can provide that is unique to it. ESO has this huge single player intellectual property, it should be leveraged to the max to make it stand out from the competition.

    TLDR: there's enough solo players to justify soloable end game content, this should not be at the expense of groupable end game content and breaking from MMORPG tradition can be a good thing, bringing in new revenue streams and improving the all round game. More profit = More ESO.
  • Gidorick
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    Tankqull wrote: »
    dont play mmos if you want to solo. solo games are made for that. its plain and simple

    You do realize ESO waa created, at least in part, because of the outcry for a multilayer elder scrolls game from the single player community. I haven't played MMOs because I don't 'play nice with others'. This is an Elder Scrolls game and they should accommodate elder scrolls players... with hireable NPC Companions:http://forums.elderscrollsonline.com/en/discussion/146133/hirable-npc-companion-concept/p1
    Edited by Gidorick on March 26, 2015 11:30AM
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

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  • Rune_Relic
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    Keron wrote: »
    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.
    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.

    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.

    Yes. I understand where you are coming from.
    But more players can take on a bigger challenge anyway.
    You have 8x the players ...you be able to face 8x the danger.
    [so yes you should get 8x the reward]
    But how is that any different from 1x the players facing 1x the danger ?
    At the end of the day everyone has to give 100%.
    You cant give more than 100% individually.
    You can only player "your own" part

    You say group play is more difficult.
    I say no...
    Yes you have to coordinate..but your friends can carry you when you slip up.
    When you are alone you have to play tank/dps/healer all at once and tackle every threat.....rather than just a% of them.
    You have to be much more widely skilled individually.
    A 4 man group has 40 actives and 8 ultis at their disposal to face any danger.
    A solo only has 10 actives and 2 ultis to face down all kinds of threats.

    Group vs Solo reward.
    My opinion is there should have been solo skill trees and group skill trees.
    There should have been 1-50 solo training experience and 1-50 group training experience.
    Then and only then....scalable endgame content should have been available.

    {edit: Oh yes...group play gets synergies to make them vastly more powerful than solo play.}
    Edited by Rune_Relic on March 26, 2015 11:46AM
    Anything that can be exploited will be exploited
  • Keron
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    @Rune_Relic
    The point I was trying to make is: In a group encounter, you can have the strategical element of requiring:
    • 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)
    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.

    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.
  • Armes
    Armes
    Before 10-15 years I was also no-lifer playing almost 24/7. At this times started most of MMO games, some of them exist to this days. So I understand people who do not understand people who demand more solo content (especial "end game" content). But time is going and people like me are older now, do not have so much time for playing, but still loving play MMORPG games.
    So in modern MMORPG is suicide for them forcing people group for "high challenging end game content". I hate PvP (I do not understand what is funny on killing another "people", that´s not enjoying that´s sad) so I don´t understand, why at this moment, one of the most reward PvE content is placed in PvP zone - people killing me from behind during fishing, hmm, that´s is so brave from them... pff.
    And I don´t like so much playing in group, no time and no patience for do it. I understand group need content -- but I do not understand forcing to group. For example Craglorn quest - I´m able do it solo, but I can not finish the quest, because I need next three people for only step on some stone --- that is very stupid artificial barrier. If developers want some quest complete with more people, change difficulty, but this solution is frustrating for people. And the same is scaling group dungeons - I know, there are the ways how bypass it, but I take pleasure owerleveled dungeons and than do it solo, this is gone on now. And yes, soloing Craglorn delves and quests is very funny - first challenge content in the game from beginning.

    So one of the ZOS marketing blockbuster was : "Play as you want." So I say, give us this your promise. That´s so big problem give as more option´s - group or solo after entering zone, delves, etc.? All group of players will be happy - and dev will have less job, doing two zones in one :blush:
    Majority of player base of this game are casual solo players, RPs ,TES and LORE funs - not so much competitive with no-lifers, min/maxers, PvPs, younger people with more time etc - but still enjoying this game. And I think we are very loyal player base but not so noisy as another players - no time follow forum and write here. And we of course want to have also access to much content as is possible.
  • mlstevens42_ESO
    mlstevens42_ESO
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    I think one of the things the op was trying to say was that one of the ways to get the things for the ninth trait come from areas which are tough to do alone if they can be done alone. I am not talking about getting the nirncrux item but getting the trait in the first place.

    I have spent some time in Crag alone as well as in groups though have never completed trials or dungeons there. I have yet to get any nirnhoned items from any creatures I have killed there. The nirncrux needed for the items I have obtained a few times from mining gathering wood and the like. Seemed to me I did get one off a few mobs, but even so no items with the trait whatever. I have had to buy every last one that I have obtained.

    One can not research the trait if one can not get the items needed for said. These are costly least 12k per item that I have found. I am not sure all of it was about the set traits in the way people were thinking at least. It was not that one wanted to make a nine trait set necessarily but having the ninth trait available to make items with as part of the issue. As in I can not without items with a nirnhoned trait on them reseach nirnhoned and then make nirnhoned items. The rest of the traits seem to be readily available. The only place to get nirnhoned is in Craglorn and if one doesn't group that can be a difficult endeavor. (I do have to say that it is not as difficult to solo there as some might think.)

    I am undecided on the whole issue about groups need better gear then others can get. Most of it doesn't honestly seem to be all that great. It does look fancy though that I will grant.

    I am not against grouping at all I do however think there needs to be solo content that can get one to vr14 as it stops at vr 10 makes it a little rough. If they want to put some effort into making solo only.. hard to do things great. I wouldn't mind it ... expect it to happen .....well anyway. The reason I say this is the fighter's guild and mage's guild and the main quest.....solo only ....complaints about to hard.....nerfed into the ground...need I say more.
  • Rune_Relic
    Rune_Relic
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    Keron wrote: »
    @Rune_Relic
    The point I was trying to make is: In a group encounter, you can have the strategical element of requiring:
    • 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)
    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.

    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.

    I know what you are saying.
    one player cant be at multiple places at once so cant face down the threats that a group can.
    Makes solo play much harder as there is no positional/decoy/split damage advantage to use.

    I still don't think one playstyle necessarily has to be harder than the other just technically different rather than superior/inferior.

    Solo would have to be jack of all trade builds. Group obviously revolves around specialists so that they can focus their actives/ultis on their bars and be much more efficient than a soloist can be.

    Perhaps there should be 2 different types of encounters ?
    4+ should be based on specialist archetype build content that leverages positional play and synergies.
    1-3 should be based on generic build content that leverages versatility.
    Not far removed from what we have now with public and group dungeons.

    /shrugs

    ...end of the day I am more concerned with stonewalling content from any playstyle.

    Edited by Rune_Relic on March 26, 2015 12:20PM
    Anything that can be exploited will be exploited
  • Turelus
    Turelus
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    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.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • I_killed_Vivec
    I_killed_Vivec
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    There seems to be some confusion here. On one hand people are saying:

    "It's an MMO - it's meant for group play. Play Skyrim if you want to solo"

    On the other hand there are people saying

    "If solo trials gave the same rewards as group trials then nobody would group"

    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?

    Personally, I don't get the need for "reward" - I'm not a schoolchild who needs a gold star and a pat on the head. It's the accomplishment that interests me.

    I wouldn't mind some solo VR14 content - it would give me something interesting to do - but I would prefer it to be VR14 and not scalable. If it's scalable, if you can complete it at VR1 as easily as at VR14, then it loses that sense of accomplishment for me. There would be no idea of striving to complete something difficult. Though obviously scalability keeps the crowd who want to be "competitive" at level 50 happy.

    But I don't see how keeping some people happy with solo end game content makes people who want to group so angry. Play it or don't play it, the choice is yours - and that applies equally to both solo and group content.

  • Rune_Relic
    Rune_Relic
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    Turelus wrote: »
    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.

    But can a new player solo world bosses/ dolmens / delves and group dungeons ?
    Has the content been dummed down or do we find it easier with experience, level and CS ?
    What you consider soloable is groupable to new players... at least that's what zone chat tells me.
    Edited by Rune_Relic on March 26, 2015 12:41PM
    Anything that can be exploited will be exploited
  • Sotha_Sil
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    Please don't take Craglorn as an example for "group content not being a good idea" as the issue here is about quests getting instanced and this is for every quest in the whole game (!)...not the fact that you have to be grouped with 3 ppl to do it. By the way, craglorn quests should have been mandatory to open trials & end game content.

    I agree with others on the MMO part, even though leveling in ESO is mostly solo stuff, high-level content should not be or it will clearly have no sense at all. Can you imagine doing any of the existing end-game dungeon alone ? It would be so boring and clearly less fun than playing any other single-player game and everyone should be a healer/tank/dps kind of guy.
    Edited by Sotha_Sil on March 26, 2015 12:50PM
    Restoration is a perfectly valid school of magic, and don't let anyone tell you otherwise! - Spells and incantations for those with the talent to cast them!
  • dawnhawk
    dawnhawk
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    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?

    It's a result of decades of min/maxing. You can not "win" an mmo. You don't "finish" an mmo. Therefore many people grasp onto other means by which to feel they accomplished and measure said accomplishment.

    Many still play for the teamwork and challenge, but there is always the overhead of progression and scaled content.

    Typically this occurs by having increasingly difficult content lead (via gear only acquired via previous content) to more difficult content (via gear only acquired in previous difficult content).

    If you could progress via solo (without ever having setbacks resulting from other people's stupidity)... Many would choose that over the opposite because it doesn't require either 1) rolling the dice on a pug or 2) fostering actual virtual relationships with strangers to find like minded players while sorting out the chaff or dragging people you actually know into the game and hoping your schedule match.





  • Theosis
    Theosis
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    I absolutely agree with the OP. There is nothing to do at end game for people like us except the same stuff we can do at level 10.

    If we wanted to play skyrim we would be playing skyrim. We want to play ESO and we are a very large part of the player base.
    This is were my signature would be if I was allowed one.
  • Rescorla_ESO
    Rescorla_ESO
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    If the OP isn't going to join groups to run veteran dungeons, raids and trials, why does he want the gear he can acquire soloing to be as good as endgame raid gear? That makes zero sense. Crafted gear is more than good enough to complete any solo content in the game, which is ridiculously easy already. I stopped upgrading my crafted gear while working on VR levels just to make the game more challenging. Also, expecting gear that you can acquire easily solo to be as good as the gear it takes a raid team working together, often failing multiple times before they succeed is beyond silly. Be content with the quality of gear you earned by yourself
  • Extremeties
    Extremeties
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    Soloeus wrote: »
    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.


    As much as I am in the same situation living wise as you, I don't agree that solo players should be able to obtain the higher quality gear as some people who group up and take on tougher content. There's absolutely ZERO logic in that thought process. They COULD do something similar to what WoW did years ago with their token system that allowed solo people to upgrade gear to be a notch below raid/higher end gear but I strongly disagree that solo players should be able to obtain the higher quality gear. Makes no sense man.

    Also, you now have the Champion levels and to work on to further increase your characters power. Work on those... You're noticeably stronger with those points invested then without. Huge differences with points
    Edited by Extremeties on March 26, 2015 12:50PM
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