eklhaftb16_ESO wrote: »There's no reason not to do it. It costs next to nothing, and it means opening the existing content to more players.
There could be three difficulties for the solo content: 1) story mode (delve-like easy, with overland-grade drops and one-time quest rewarding a cosmetic item related to the dungeon); 2) lone adventurer mode (dungeon-like difficult, rewards dungeon set drops) and finally 3) lone veteran mode (rewards monster helmets).
More then half of currently existing vet dungeons can be done solo. I doubt that any of people that requests for that solo mode actually completed them all so what is even the point of that discussion ? You want challenge ? Visit that dungeons instead of forum.
Editted to add: I appreciate what you're saying. Many of us are already doing this - - a real, considered alternative would, however, be a better option. What's the negative?
I strongly doubt that "many of You" completed even half of vet dungeons that can be soloed. That graphic You posted presents much better actual state of Your request which is basicly asking for something that is already in the game. The negative is : there are most important things in this game that developers should focus on then satysfying few special snowflakes and adding option to do something that is already doable.
BretonMage wrote: »I really don't get why anyone would oppose this idea. Some of us like both ESO AND playing solo. If ZOS can give us an option for a solo mode without changing the other group modes, why should group players care? It wouldn't affect them at all. It's not as though you would suddenly lose huge swathes of the population to the dark nether solo regions; solo players will continue to play solo as we always have, but we'll just have more fun.
I would happily pay or subscribe for a solo mode.
BretonMage wrote: »I really don't get why anyone would oppose this idea.
Because:
- Many players have a last-decade notion that MMO means grouping to complete content.
- Developers, mired in the same belief, mistakenly think a majority want group content.
- Developers, with all the fervor of SJWs, think they're forwarding humanity by compelling disparate people into groups.
Game developers would do better if they provided players the means to participate as they please.
dwemer_paleologist wrote: »if the do add this type of mode i do hope they will also add hirelings like we had in skyrim and morrowind and oblivion and also allow us to marry them as well.
dwemer_paleologist wrote: »if the do add this type of mode i do hope they will also add hirelings like we had in skyrim and morrowind and oblivion and also allow us to marry them as well.
That would be fun, wouldn't it?
The problem is the game is now, for the most part, all it's ever going to be. I've certainly added my wish lists in many forum threads, but I've little expectation any will come to fruition. Oh, sure, there will be a few more DLCs and minor expansions, but these have been locked in for years. ZOS will certainly add cosmetic items, mostly revenue producing, but don't look for major changes, like new skills, races or classes. The game's lifecycle is now in the profit stage, where everything is about keeping current players marginally happy enough to stay, getting former players back (with new zones/dungeons), and pulling in a few new players -- all at minimal cost outlay beyond what has been scheduled for a considerable time. At some point in the not too distant future any expenditures will be reduced to maintenance, with no new content whatsoever.
We can go on wishing for pie in the sky, but it's not going to happen.
- Many players have a last-decade notion that MMO means grouping to complete content.
- Developers, mired in the same belief, mistakenly think a majority want group content.
- Developers, with all the fervor of SJWs, think they're forwarding humanity by compelling disparate people into groups.
Game developers would do better if they provided players the means to participate as they please.
Have you ever considered for a moment that perhaps you're the biggest obstacle you face doing group content?
So what? What's your point?
The last time there was any new content for high end solo play was Orsinium, with the Maelstrom Arena. In fact, that’s the ONLY content for high end solo play in the entirety of ESO. Everything else is (intentionally) easy overland content, PVP, or (increasingly) difficult group content.
For a challenge, solo players can attempt to do 4-player dungeons solo. But there’s several problems with this..
- Firstly, many of those dungeons have mechanics which require more than one player, either to click switches, or to free a trapped player who cannot free themselves.
- Secondly, the DLC dungeons have been pitched at increasing levels of difficulty, rendering them largely inaccessible even for players who are able to solo base-game dungeons on veteran difficulty
My suggested solution to this dearth of content for high end solo play is to add a ‘Solo mode’ to all dungeons.
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.
Such a ‘Solo mode’ should be an alternate instance which can only be accessed by a single player. All mechanics which require multiple players should be revised, so that only one lever need be pulled, or permanent stuns receive limited durations or can be broken free from, and so on.
For difficulty, ‘Solo mode’ DLC dungeons could be pitched at about the same level as 4-player base-game dungeons. Base-game dungeons could remain at the same difficulty level, although with any group mechanics removed. There should, as a consequence, also be ‘Normal’ and ‘Veteran’ difficulties for ‘Solo mode’.
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.
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.
The aim here is to offer more content for solo players, while leaving the group content intact. It would also have the benefit of effectively adding value to the ESO+ subscription.
Thoughts?
The last time there was any new content for high end solo play was Orsinium, with the Maelstrom Arena. In fact, that’s the ONLY content for high end solo play in the entirety of ESO. Everything else is (intentionally) easy overland content, PVP, or (increasingly) difficult group content.
For a challenge, solo players can attempt to do 4-player dungeons solo. But there’s several problems with this..
- Firstly, many of those dungeons have mechanics which require more than one player, either to click switches, or to free a trapped player who cannot free themselves.
- Secondly, the DLC dungeons have been pitched at increasing levels of difficulty, rendering them largely inaccessible even for players who are able to solo base-game dungeons on veteran difficulty
My suggested solution to this dearth of content for high end solo play is to add a ‘Solo mode’ to all dungeons.
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.
Such a ‘Solo mode’ should be an alternate instance which can only be accessed by a single player. All mechanics which require multiple players should be revised, so that only one lever need be pulled, or permanent stuns receive limited durations or can be broken free from, and so on.
For difficulty, ‘Solo mode’ DLC dungeons could be pitched at about the same level as 4-player base-game dungeons. Base-game dungeons could remain at the same difficulty level, although with any group mechanics removed. There should, as a consequence, also be ‘Normal’ and ‘Veteran’ difficulties for ‘Solo mode’.
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.
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.
The aim here is to offer more content for solo players, while leaving the group content intact. It would also have the benefit of effectively adding value to the ESO+ subscription.
Thoughts?
It's tempting to support your idea. Especially seeing how brain dead easy the landscape on this game has become. So soloing dungeons is one of the few places you can actually get a decent challenge. But ultimately I'm going to have to decline.
I believe dungeons should remain a group activity, especially as it relates to doing the undaunted pledges etc. So I would actually go in the opposite direction, and would support adding more "group mechanics" and increasing the difficulty of dungeons so as to make them less friendly to soloers.
Just no. Group dungeons are not even that hard.
BretonMage wrote: »I really don't get why anyone would oppose this idea. Some of us like both ESO AND playing solo. If ZOS can give us an option for a solo mode without changing the other group modes, why should group players care? It wouldn't affect them at all. It's not as though you would suddenly lose huge swathes of the population to the dark nether solo regions; solo players will continue to play solo as we always have, but we'll just have more fun.
I would happily pay or subscribe for a solo mode.
AcadianPaladin wrote: »@Nolic1 I think this is a fine idea. The only change I'd make - and I think it is an important one - is to let the player(s) select the mode as they enter. I may be completely happy with no concerns about loot running solo in a solo instance. More elite players, however, might like the option of running the full 4-person difficulty solo for more challenge and better loot.
Overall, I confess that I am primarily a solo player. 'End game' for me means soloing a good number of non-DLC WBs and soloing between 6-10 of the non-DLC dungeons. I'd quite enjoy being able to solo a few more. I don't care about loot, I just enjoy solo crawling dungeons. In fact, I'd rather enter the game and go solo a dungeon than spend the same amount of time trying to coordinate the schedules of three other players instead of actually doing the dungeon. Join a big dungeon guild? No thanks; I don't want to spend time saying 'no' to others trying to coordinate my schedule. Go play Skyrim/Oblivion? Been there/done that (4k hours in each of those games). Both those SP games are simply too small to call 'home' for more than a few years. It is the nearly neverending mass and scale that draws me to ESO.