As I've said in other threads, imo forced grouping was one of the main reasons WOW killed EQ. It was just more solo friendly at the time(mmo shouldn't HAVE to mean you wait until you can get a group to play, it just means other people play in the same world)I play and enjoy ESO simply because it IS solo friendly. Would love to see this implemented.

Let me be the first to ... well... disagree then.
Soloing is fine, I spend 90% of my ingame time soloing stuff, because I want to go my own pace and not rely on someone else. BUT in my opinion, every MMO needs a part that can not be soloed. If you want top notch gear, you have to work together with other people.
Now, most 4 player dungeons do not yield top notch gear, I know. But some of them, CoA for example, do (BSW). You can solo CoA btw, it's just not exactly easy. Making everything soloable takes away the last remains of social aspect of the game and makes it a bit like the current event, where 200 sociopaths are fighting over a water bottle in Clockwork City.

 or a lame bust -- would be nice though. But I'd prefer, as I said before, that there was more specific solo instance content of the Maelstrom Arena calibre; even if that means reusing assets from existing dungeons (just not as a watered down version of the group content).
 or a lame bust -- would be nice though. But I'd prefer, as I said before, that there was more specific solo instance content of the Maelstrom Arena calibre; even if that means reusing assets from existing dungeons (just not as a watered down version of the group content).                     Let me be the first to ... well... disagree then.
Soloing is fine, I spend 90% of my ingame time soloing stuff, because I want to go my own pace and not rely on someone else. BUT in my opinion, every MMO needs a part that can not be soloed. If you want top notch gear, you have to work together with other people.
Now, most 4 player dungeons do not yield top notch gear, I know. But some of them, CoA for example, do (BSW). You can solo CoA btw, it's just not exactly easy. Making everything soloable takes away the last remains of social aspect of the game and makes it a bit like the current event, where 200 sociopaths are fighting over a water bottle in Clockwork City.
Let me be the first to ... well... disagree then.
Soloing is fine, I spend 90% of my ingame time soloing stuff, because I want to go my own pace and not rely on someone else. BUT in my opinion, every MMO needs a part that can not be soloed. If you want top notch gear, you have to work together with other people.
Now, most 4 player dungeons do not yield top notch gear, I know. But some of them, CoA for example, do (BSW). You can solo CoA btw, it's just not exactly easy. Making everything soloable takes away the last remains of social aspect of the game and makes it a bit like the current event, where 200 sociopaths are fighting over a water bottle in Clockwork City.
Believe me when I say I'm not being aggressive, as I am genuinely curious. And I do appreciate that you stated it's your opinion. But why do you think playing an mmo means I must not only socialize(i do) but with people who also play the same game,(again, I do) same server, have the same times to play, and plan and organize said time just to hope to advance a character(gear etc) or be thrust in a PUG situation which COULD turn out ok, but could also turn into a debacle that nightmares are made from. Since the days of EQ1 I've heard "solo suxors" play single if you want to solo, it's in the name MMO you HAVE to group.
Why? MMO just means you all play in the same world. Why does it mean you have to staple someone to your rear end to advance? EQ was BAD about that, especially melee characters. ESO is better. But why is a group regarded as mandatory to advance, and not optional? Genuinely curious.
Believe me when I say I'm not being aggressive, as I am genuinely curious. And I do appreciate that you stated it's your opinion. But why do you think playing an mmo means I must not only socialize(i do) but with people who also play the same game,(again, I do) same server, have the same times to play, and plan and organize said time just to hope to advance a character(gear etc) or be thrust in a PUG situation which COULD turn out ok, but could also turn into a debacle that nightmares are made from. Since the days of EQ1 I've heard "solo suxors" play single if you want to solo, it's in the name MMO you HAVE to group.
Why? MMO just means you all play in the same world. Why does it mean you have to staple someone to your rear end to advance? EQ was BAD about that, especially melee characters. ESO is better. But why is a group regarded as mandatory to advance, and not optional? Genuinely curious.

Obviously, dungeons which are completed on ‘Veteran Solo mode’ should also offer monster helms. And ‘Solo mode’ should also be an option for completing Undaunted pledges.
 
                     Note: I am not recommending adjusting the difficulty of dungeons to suit solo players. Four-player dungeons could and should remain designed for 4 players. It is not my intention here to question the wisdom of setting DLC dungeons at ever-increasing levels of difficulty, excluding the majority of the player base.
Alternatively, ‘Solo mode’ for base-game dungeons could also be set to a ‘bridging’ difficulty, perhaps with ‘Normal’ difficulty being at the level of public dungeons, but again, with only one player able to access them. ‘Veteran Solo mode’ for base-game dungeons could then be set to the level of Normal 4-player mode. This would preserve difficulty difference between base-game and DLC dungeons, while making the process of soloing more accessible for mid-tier players.
Thoughts?
