LOL... Solo option as a massive step backwards? MMORPG, with a solo option on everything, that would be progress and interesting compared to forced grouping that exists in countless sub par MMO's all over the map.
But i dont think solo option would be the best way.. Rather a guild wars 1 style or DDO style, that i would have loved.. Massive cities with all sorts of people to meet friend, then you go adventuring in the world with people you meet in the cities or alone if there is no people that would like to play like you do.
Solo/private instances would not take anything away from group players but instead, it would make their experience even better since they would not have people in group s that really only want some achievment for a dye or want some item from the dungeon. These folks who are not motivated for group play would have option to go alone and do the thing they wa<nt their own way, at the same time, groups would consist of peoplee who are REALLY interested in doing group content at full motivation.
I also believe rthat player numbers would increase as there are more optoions to play for all kinds of people out there.
Many may disagree but it is my opinion there is too much Group Content forced upon solo players. I am a solo player. I do not like running in groups. The World Bosses, Undaunted Pledges and much of Craglorn with the exception of the Craglorn quest line are all geared for group play. My suggestion is to have a solo option for all group content. The rewards do not have to be the same since the difficulty would change but there should be a solo option.
Not everyone can solo everything and some classes solo things much easier than other classes.
My biggest problem with that once the initial rush of a new content release, you have a very difficult time getting anyone to help you.
So you have to literally rush through any new content just so you can get it done.
When they changed all the world bosses, I rushed all my characters through them all while people were still farming them. Now I don't ever have to do them again and after that, I can't stand doing them right now because it was so painful trying to get them done.
I rushed my characters through the bosses in Wrothgar, Hew's Bane and the Gold Coast for the same reasons.
I just spent the last month pounding Craglorn to get all my characters through that story and content because I am afraid that at some point, no one will be there and getting the bosses, hard delves, dungeons and story done will be impossible.
I would much prefer to not have to rush all my characters through the content that I am unable to solo but I feel I am forced to do that so I can complete it. It doesn't allow me to enjoy the content at my own pace because I'll nevet get it done if I do that.
Before anyone says "lol L2P Git Gud"
I have soloed normal Fungal Grotto on a stam NB. Ive done a few vet dungeons (in a group) including vWGT, vCOA, and some others on a stam NB.
Group dungeons (pledge dungeons) and trials should stay group. Overland content, all delves and Craglorn dungeons (which are so long and unrewarding, almost no one does them) should be soloable (or change/bump rewards to make them more desirable to do).
Many may disagree but it is my opinion there is too much Group Content forced upon solo players. I am a solo player. I do not like running in groups. The World Bosses, Undaunted Pledges and much of Craglorn with the exception of the Craglorn quest line are all geared for group play. My suggestion is to have a solo option for all group content. The rewards do not have to be the same since the difficulty would change but there should be a solo option.
To everyone trying to hide behind the ricepaper-frail deflection of 'go play skyrim', consider very carefully that Elder Scrolls has no player base without the single player game fans having been handed this MMOificated Elder Scrolls game rather than ES6.
All I and a number of my friends have ever wanted was multi-player LAN play in our elder scrolls games.
So we're making due with this MMOified thing. We weren't touching it at release. It was a crap MMO hitting all the same pants-on-head ridiculous points as pretty much every mmo that came before it, but this one had Elder Scrolls lore and graphics.
Big.
Freaking.
Woop Dee doo.
For most of two years, we mocked this games very existence without mercy or relent.
Why? Because it was, in our eyes, a pathetic nd arrogant betrayal of a playerbase nearly 20 years in the cultivating.
One Tamriel got some of my groups attention. We looked into it. Some of us liked what we were seeing in the massive de-MMOifying of the newest elder scrolls game.
I've been running around in game with anywhere from 2-7 of my best gaming and work buddies since one Tamriel hit. We're liking it pretty ok. We mock the unexplained absence of underwater exploration, but it isn't a big deal that it isn't here.
What would be a big deal would be if we couldn't play most of it like an elder scrolls game. Ya know, like more than half of us have been doing since Arena and Daggerfall kept us awake far too often on school and work nights.
I'm fine with content requiring a group, but the simple fact at hand is this - Elder Scrolls does not have, and has never had, a hardcore multi-player customer base.
Me and my buddies are not antisocial. We've had no trouble doing every bit of group content we've felt like doing so far.
We couldn't possibly care less about the vast majority of players not in our real life clique though.
Why not?
Because we're here for an elder scrolls with multi-player experience, not the experience of putting up with every one man clown show in the game.
We don't care about your metas. We don't care about your achievements.
Did we recently complete white gold tower with no tank and everyone off healing while dpsing? Rather fantastically, we did.
Do I have a clue what the difficulty setting was? No.
We'd still have preference for LAN/Internet multiplayer.
Then we wouldn't have to put up with the annoyingly MMO junk.
So, yelling at people like me and mine top 'go play skyrim' is really about as effective as poisoning yourself and waiting for us to get sick.
There's an amazingly good chance we don't care what you think, and if Bethesda/Zenimax bother us into quitting, you won't hear much about it.
Because we basically don't care what you think.
And I think too much MMOification is crap in an elder scrolls game. I'm liking One Tamriel pretty well. I'm not liking how mmoified all the skills and powers are, but it could be worse.
Ta.
Many may disagree but it is my opinion there is too much Group Content forced upon solo players. I am a solo player. I do not like running in groups. The World Bosses, Undaunted Pledges and much of Craglorn with the exception of the Craglorn quest line are all geared for group play. My suggestion is to have a solo option for all group content. The rewards do not have to be the same since the difficulty would change but there should be a solo option.
Miss_Morphine wrote: »NewBlacksmurf wrote: »Miss_Morphine wrote: »NewBlacksmurf wrote: »Disagree
It should actually be the other way around
All solo content should have at least a duo or trio option
With the exception of vma and main story quests all of it does...
@Miss_Morphine
Actually All and no exceptions. Especially the main story and vMSA
It's a game forced to play on an online MMO server so all content should allow at least two or three
It's as simple as one character being talked to and the others just taging along....it is One Tamriel right?
I agree when it comes to the main story quests. I never really understood the decision to make them solo only.
vMA? I'm not for diverting a large amount of resources to make ESO into Skyrim but I'm not for taking things from niches either. It's a different kind of content that appeals a lot to some people. Why would I want to make it basically dead in its current incarnation? We have vDSA for the same thing in a group. It would become another vDSA and the scoring landscape would completely change, killing the place for some.
Wifeaggro13 wrote: »Miss_Morphine wrote: »NewBlacksmurf wrote: »Disagree
It should actually be the other way around
All solo content should have at least a duo or trio option
With the exception of vma and main story quests all of it does...
no it really does not .its solo content . what he is saying is the content should have a group option that is un soloable with itemization that is greater then the solo version.
What happened to a person simply saying, "This is not something I enjoy", and moving on, opposed trying to alter everything to fit their whims.
Many may disagree but it is my opinion there is too much Group Content forced upon solo players. I am a solo player. I do not like running in groups. The World Bosses, Undaunted Pledges and much of Craglorn with the exception of the Craglorn quest line are all geared for group play. My suggestion is to have a solo option for all group content. The rewards do not have to be the same since the difficulty would change but there should be a solo option.
Dungeons are the thing where the need for private instance is really required. As it is now, these groups are almost always ruled by elitis min maxers who dictate who can and can not do the content. If you are looking for relaxed progression, you need to be in a guild with similar minded people which really is harder than one can imagine as we all have our guilds right now, there are folks that wwe enjoy talking with and we have guild stores and banks and all, but ifts strangely hard to find people who want to go slow on dungeons. Everyone seems to think its best done very quick.
What happened to a person simply saying, "This is not something I enjoy", and moving on, opposed trying to alter everything to fit their whims.
Well I mean this game was literally made to bring in players of a SINGLE PLAYER RPG series you may have heard of called "The Elder Scrolls".
Would you rather everyone that doesn't participate in group stuff just quit?
WoW tried that in WoD with their raid or die game design... The game lost over 60% of its subscription base (from the expansion's launch to the next time numbers were reported)... And I assume it lost even more than that because they refused to release subscriber numbers during quarterly calls from then on.
Catering only to endgame group content in an MMO kills the MMO.
As one of the wisest people on this forums said (sorry, I don't remember your nickname):
"MMORPG - Massive multiplayer online role play game. What exactly in this definition says there should be any group content?"
I can agree with the OP. At least Craglorn should be real solo friendly, as One Tamriel have promised.
And I still can't forgive ZOS for new world bosses.
Giles.floydub17_ESO wrote: »
@EvilCroc your bosses because WBs are to much of a challenge. They should be a challenge. Most of them can be done wiki but they should require a decent group of 12 at least with maybe only 6 if they're amongst the best on the server.
Currently most are a joke.
Giles.floydub17_ESO wrote: »
@EvilCroc your bosses because WBs are to much of a challenge. They should be a challenge. Most of them can be done wiki but they should require a decent group of 12 at least with maybe only 6 if they're amongst the best on the server.
Currently most are a joke.
No, they should not be. Forced grouping in overall solo zones is nonsense. Delves, dolmens, even public dungeons are easily solo-able. WB - not. This is sick. I need to w8 people on each WB just to complete zone map. Waste of time.
What happened to a person simply saying, "This is not something I enjoy", and moving on, opposed trying to alter everything to fit their whims.
Well I mean this game was literally made to bring in players of a SINGLE PLAYER RPG series you may have heard of called "The Elder Scrolls".
Would you rather everyone that doesn't participate in group stuff just quit?
WoW tried that in WoD with their raid or die game design... The game lost over 60% of its subscription base (from the expansion's launch to the next time numbers were reported)... And I assume it lost even more than that because they refused to release subscriber numbers during quarterly calls from then on.
Catering only to endgame group content in an MMO kills the MMO.