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.
They care because would be significantly harder to make groups. If a solo option was available, vast majority would go for that including non-solo'ers(like myself) that normally groups.
Mainly because less hassle and time sink for me to just jump in solo, compared to making a full group with correct roles and keeping the team together. Not to mention all the drama and toxicity you have to put up with in pugs.
I mean, who would willingly spend 20-30 minutes to make or find a group for daily quests, if they can breeze through the content solo? I sure as hell wouldn't lol. Sure, a tight group of friends&guildmates socializing might when everyone is online, but no one else.
Personally wouldn't mind though, if solo mode was properly balanced in terms of completion time and reward in a way that it wasn't the easier option. Would be nice if I get on late and everyone already did their daily dungeons. Being able to avoid pugs would be worth it, even if solo was much much slower with less drops.
CyberSkooma wrote: »This is an MMORPG. Can we please start acting like it? Should trials also be re-worked to be 4-man content? No, no they shouldn't. There are plenty of quests, delves, etc. that can appeal to solo-play, and I wouldn't be against the introduction of solo-dungeons in the FUTURE. But we should not take existing group content and revise it for solo play. I just don't like that idea, it urks me. There are already plenty of things that you can do on your own.
The content needs to be seperated. All this sounds like it would do, is further kill the group finder. Why would DD's ever wait in a queue when they can just jump in solo?
CyberSkooma wrote: »This is an MMORPG. Can we please start acting like it? Should trials also be re-worked to be 4-man content? No, no they shouldn't. There are plenty of quests, delves, etc. that can appeal to solo-play, and I wouldn't be against the introduction of solo-dungeons in the FUTURE. But we should not take existing group content and revise it for solo play. I just don't like that idea, it urks me. There are already plenty of things that you can do on your own.
The content needs to be seperated. All this sounds like it would do, is further kill the group finder. Why would DD's ever wait in a queue when they can just jump in solo?
Please show me someplace, anyplace, that defines MMORPG as forced group play. And please don't resort to saying that's how they've always been done.
As to your second argument: why should DDs have to wait in a queue when they can solo a dungeon -- because waiting in queues is fun, like getting stuck with a bunch of obnoxious elitists in some random is fun.
My question to you, CyberSkooma, is what frightens you so much? What is it about people wanting to do their own that has you so bothered?
But that is exactly the point. As far as high end solo content is concerned, there hasn't been any since Maelstrom. Difficult solo content is the least offered type of gameplay in ESO, with the result that high end solo players often do four-player content solo just to have a challenge.CyberSkooma wrote: »Like I said before, there is already tons to do in this game as a solo player.
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.
Um, you agree that there isn't enough hard content for solo play, and your solution is to remove the only content that there is? Okay...
What could happen is that 'Solo mode' is added for explicit solo play, and then all dungeons have extra mechanics added to make the 4-player mode require 4 players. That could work I suppose.
But my original point was not to interfere with current dungeons at all, while offering a way to make them all soloable for those who want that. Increase player choice, rather than limiting it even further.
my suggestion was not to change group content at all, but to offer an alternative instance for solo play. That's all. There may be arguments against this (such as the impact on group finder, or bias against tanks and healers). But in principle, it's about player choice, and supply vs demand.CyberSkooma wrote: »Like I said before, there is already tons to do in this game as a solo player.
CyberSkooma wrote: »my suggestion was not to change group content at all, but to offer an alternative instance for solo play. That's all. There may be arguments against this (such as the impact on group finder, or bias against tanks and healers). But in principle, it's about player choice, and supply vs demand.CyberSkooma wrote: »Like I said before, there is already tons to do in this game as a solo player.
Making a solo instance IS a revision to existing group content. Because it means you don't need to group to do it..
Look, like I said, I am absolutely not against ZOS coming out with more high-end solo content. I just don't think it should be done the way that is being suggested.
Ydrisselle wrote: »I have a question for you solo dungeon suporters:
If ZON decided to implement solo version of existing dungeons, why would you play them, what would your motivation be?
a. to get the drops (monster sets etc.)?
b. to get the achievement (soloed 20 dungeons)?
c. to experience a new challenge?
d. To finish the quests there. It's way more easier than pray for a group which is not impatient if I want to hear what the NPCs say and watch what they do.
Ydrisselle wrote: »CyberSkooma wrote: »my suggestion was not to change group content at all, but to offer an alternative instance for solo play. That's all. There may be arguments against this (such as the impact on group finder, or bias against tanks and healers). But in principle, it's about player choice, and supply vs demand.CyberSkooma wrote: »Like I said before, there is already tons to do in this game as a solo player.
Making a solo instance IS a revision to existing group content. Because it means you don't need to group to do it..
Look, like I said, I am absolutely not against ZOS coming out with more high-end solo content. I just don't think it should be done the way that is being suggested.
I support the idea for one reason:Ydrisselle wrote: »I have a question for you solo dungeon suporters:
If ZON decided to implement solo version of existing dungeons, why would you play them, what would your motivation be?
a. to get the drops (monster sets etc.)?
b. to get the achievement (soloed 20 dungeons)?
c. to experience a new challenge?
d. To finish the quests there. It's way more easier than pray for a group which is not impatient if I want to hear what the NPCs say and watch what they do.
I'm not a fast quester. I want to hear the lines of the NPCs and think about my answers. I know that most of the players saw these dungeons for umptillion times; however I avoided them all... and one of the main reasons was the quests.
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.
Um, you agree that there isn't enough hard content for solo play, and your solution is to remove the only content that there is? Okay...
What could happen is that 'Solo mode' is added for explicit solo play, and then all dungeons have extra mechanics added to make the 4-player mode require 4 players. That could work I suppose.
But my original point was not to interfere with current dungeons at all, while offering a way to make them all soloable for those who want that. Increase player choice, rather than limiting it even further.
Yes, I agree landscape content and questing/exploration generally has become too easy, especially for higher level players.
But I don't think making dungeons more solo-friendly is a solution to that. Most of them are too easy already, and I believe players should have to group up to do dungeons and complete pledges. This is an MMO after all.
So I would prefer pledges and dungeons stay as group content and the difficulty of the landscape content increased to where it provides a more interesting solo experience. I believe that's the ideal solution here.
But I said your idea was tempting, so I wasn't trying to crap on it. I just think ultimately it would be bad for the game.
CyberSkooma wrote: »Ydrisselle wrote: »CyberSkooma wrote: »my suggestion was not to change group content at all, but to offer an alternative instance for solo play. That's all. There may be arguments against this (such as the impact on group finder, or bias against tanks and healers). But in principle, it's about player choice, and supply vs demand.CyberSkooma wrote: »Like I said before, there is already tons to do in this game as a solo player.
Making a solo instance IS a revision to existing group content. Because it means you don't need to group to do it..
Look, like I said, I am absolutely not against ZOS coming out with more high-end solo content. I just don't think it should be done the way that is being suggested.
I support the idea for one reason:Ydrisselle wrote: »I have a question for you solo dungeon suporters:
If ZON decided to implement solo version of existing dungeons, why would you play them, what would your motivation be?
a. to get the drops (monster sets etc.)?
b. to get the achievement (soloed 20 dungeons)?
c. to experience a new challenge?
d. To finish the quests there. It's way more easier than pray for a group which is not impatient if I want to hear what the NPCs say and watch what they do.
I'm not a fast quester. I want to hear the lines of the NPCs and think about my answers. I know that most of the players saw these dungeons for umptillion times; however I avoided them all... and one of the main reasons was the quests.
I understand this opinion but there are entire guilds based around this concept. They run dungeons and trials for the sake of taking the time, soaking it in, and listening to the story. Surely, you could find other like-minded people without even joining a new guild?