Kidgangster101 wrote: »I have a lot of problems with the game, but I appreciate being free to group or not when and if I choose. I'd like to see it taken much further, actually. It's based on the bloody Elder Scrolls after all, a formerly premiere single player arpg, so no surprise a lot of lone wolves are roaming about.
At the end of the day if people only want to play alone then just play any of the older games (or new solo player games). If they don't put group content in this game what is the actual purpose to have it be an online game where others are around? I never get the argument of "the older games were all single player" because that argument can be used about most games that turn to mmo. Final fantasy put out 10 games before ff11 online released and still continue to put out solo games.
VaranisArano wrote: »My gripe is that putting a connected storyline (even tangentially) behind DLC dungeons that don't unlock until level 45 makes it impossible for new players to do the storyline chronologically. The Prologue quests do the same thing - Elsweyr Prologue was terrible for anyone who started as a new player with the Chapter, cutting them out of the literal reason for the main conflict of the Chapter.
The practice of making a new tutorial for the newest Chapter is a great marketing strategy, but its awful in the context of a Year-Long Story.
The Q3 DLC dungeons did it right - "these are stories that happen at the same time as the Chapter, but have no connection to the plot".
Just because this is an MMO doesn't negate the fact that its also an RPG. I wish ZOS took greater care with its story.
Edited: there's already a big, active thread discussing this. I'm not sure why we needed another one. https://forums.elderscrollsonline.com/en/discussion/508529/my-biggest-gripe-about-dark-heart-story-in-group-dlc
Kidgangster101 wrote: »At the end of the day if people only want to play alone then just play any of the older games (or new solo player games).
I like having options, including solo'ing. Sometimes I want to play this game solo - other times with my wife, other times with a larger group. I think an MMO that offers options that fulfill all of those moods and player types is ultimately more successful anyways because it can draw in more people and keep those people playing longer. More people spending more valuable time in game means a more financially stable game, which is - at the end of the day - better for everyone.
Narvuntien wrote: »I am also a bit of an introvert. I joined a bunch of guilds (trader guild originally) and I really enjoyed myself chatting in-game and of course, finding people to run dungeons and trails etc.
however, I hate going onto discord while I am in-game, having people chattering in my ear while I play sounds awful. I will only go on discord for trails.
Short answer: definitely not.would you even be playing it if it wasn't called The ELDER SCROLLS Online
Dusk_Coven wrote: »Yes it is an MMO. And like another successful MMO, Path of Exile, all story content must be PvE SOLO-able.
It's not a new idea. SWTOR has been doing it for years. ZOS is obviously doing it all wrong, completely behind the times.
Only traders need the Massively Multiplayer part on all the time, to swindle other players with overpriced goods that can be bought more cheaply from an NPC vendor. Without a huge population of suckers, they can't make their millions.
Kidgangster101 wrote: »I have a lot of problems with the game, but I appreciate being free to group or not when and if I choose. I'd like to see it taken much further, actually. It's based on the bloody Elder Scrolls after all, a formerly premiere single player arpg, so no surprise a lot of lone wolves are roaming about.
At the end of the day if people only want to play alone then just play any of the older games (or new solo player games). If they don't put group content in this game what is the actual purpose to have it be an online game where others are around? I never get the argument of "the older games were all single player" because that argument can be used about most games that turn to mmo. Final fantasy put out 10 games before ff11 online released and still continue to put out solo games.
Dusk_Coven wrote: »Yes it is an MMO. And like another successful MMO, Path of Exile, all story content must be PvE SOLO-able.
It's not a new idea. SWTOR has been doing it for years. ZOS is obviously doing it all wrong, completely behind the times.
Only traders need the Massively Multiplayer part on all the time, to swindle other players with overpriced goods that can be bought more cheaply from an NPC vendor. Without a huge population of suckers, they can't make their millions.
VaranisArano wrote: »My gripe is that putting a connected storyline (even tangentially) behind DLC dungeons that don't unlock until level 45 makes it impossible for new players to do the storyline chronologically. The Prologue quests do the same thing - Elsweyr Prologue was terrible for anyone who started as a new player with the Chapter, cutting them out of the literal reason for the main conflict of the Chapter.
Anotherone773 wrote: »Then you need accept the fact that you wont be able to complete and explore all parts of the game if you limit yourself to "single player mode" in a "multiplayer game".
Anotherone773 wrote: »Then you need accept the fact that you wont be able to complete and explore all parts of the game if you limit yourself to "single player mode" in a "multiplayer game".
I didn't say that I limit myself at all. In fact, if you'd bothered to read the entire post you'd know I do more than solo - but I like the option. Also, as I stated before in that same post - having options in an MMO keeps it healthy and stable. If all you've got to counter that is "MMO = multiplayer" well then... I don't think we can really have a nuanced conversation about what's best for the game overall.
LadyNalcarya wrote: »Anotherone773 wrote: »Then you need accept the fact that you wont be able to complete and explore all parts of the game if you limit yourself to "single player mode" in a "multiplayer game".
I didn't say that I limit myself at all. In fact, if you'd bothered to read the entire post you'd know I do more than solo - but I like the option. Also, as I stated before in that same post - having options in an MMO keeps it healthy and stable. If all you've got to counter that is "MMO = multiplayer" well then... I don't think we can really have a nuanced conversation about what's best for the game overall.
There's already less options for people who like multiplayer aspect. It's not like everyone is forced to group to do anything.
Grouping 4 times per year (to do all new dungeons) is far from unreasonable.
Here's the answer. Just queue like everyone else,...
LadyNalcarya wrote: »Anotherone773 wrote: »Then you need accept the fact that you wont be able to complete and explore all parts of the game if you limit yourself to "single player mode" in a "multiplayer game".
I didn't say that I limit myself at all. In fact, if you'd bothered to read the entire post you'd know I do more than solo - but I like the option. Also, as I stated before in that same post - having options in an MMO keeps it healthy and stable. If all you've got to counter that is "MMO = multiplayer" well then... I don't think we can really have a nuanced conversation about what's best for the game overall.
There's already less options for people who like multiplayer aspect. It's not like everyone is forced to group to do anything.
Grouping 4 times per year (to do all new dungeons) is far from unreasonable.
What are you talking about? Everything but pieces of the main quest can be done in a group. Having a story mode does not mean getting rid of regular dungeon mode or creating less options for people who like multiplayer. It would still be there for you to group up. It does not have to be one or the other, it can be both?
Here's the answer. Just queue like everyone else,...
https://forums.elderscrollsonline.com/en/discussion/154869/grouping-tool[/url]
https://forums.elderscrollsonline.com/en/discussion/comment/5792966#Comment_5792966
https://forums.elderscrollsonline.com/en/discussion/258631/group-tool-is-hilarious
https://forums.elderscrollsonline.com/en/discussion/comment/6427874#Comment_6427874
https://forums.elderscrollsonline.com/en/discussion/447529/group-tool-havent-been-working-in-half-a-year
and so on...
LadyNalcarya wrote: »LadyNalcarya wrote: »Anotherone773 wrote: »Then you need accept the fact that you wont be able to complete and explore all parts of the game if you limit yourself to "single player mode" in a "multiplayer game".
I didn't say that I limit myself at all. In fact, if you'd bothered to read the entire post you'd know I do more than solo - but I like the option. Also, as I stated before in that same post - having options in an MMO keeps it healthy and stable. If all you've got to counter that is "MMO = multiplayer" well then... I don't think we can really have a nuanced conversation about what's best for the game overall.
There's already less options for people who like multiplayer aspect. It's not like everyone is forced to group to do anything.
Grouping 4 times per year (to do all new dungeons) is far from unreasonable.
What are you talking about? Everything but pieces of the main quest can be done in a group. Having a story mode does not mean getting rid of regular dungeon mode or creating less options for people who like multiplayer. It would still be there for you to group up. It does not have to be one or the other, it can be both?
It can be done in group, yeah, but it's very obviously balanced around one player. I can be in group with someone when doing crafting writs but it doesnt mean that crafting is a group activity.
Making solo mode for dungeons is not easy. They would need to completely rebalance the whole thing, remove group mechanics, mechanics that require tanks/healers etc. That's a lot of work, especially in the newer dlc dungeons.
LadyNalcarya wrote: »LadyNalcarya wrote: »Anotherone773 wrote: »Then you need accept the fact that you wont be able to complete and explore all parts of the game if you limit yourself to "single player mode" in a "multiplayer game".
I didn't say that I limit myself at all. In fact, if you'd bothered to read the entire post you'd know I do more than solo - but I like the option. Also, as I stated before in that same post - having options in an MMO keeps it healthy and stable. If all you've got to counter that is "MMO = multiplayer" well then... I don't think we can really have a nuanced conversation about what's best for the game overall.
There's already less options for people who like multiplayer aspect. It's not like everyone is forced to group to do anything.
Grouping 4 times per year (to do all new dungeons) is far from unreasonable.
What are you talking about? Everything but pieces of the main quest can be done in a group. Having a story mode does not mean getting rid of regular dungeon mode or creating less options for people who like multiplayer. It would still be there for you to group up. It does not have to be one or the other, it can be both?
It can be done in group, yeah, but it's very obviously balanced around one player. I can be in group with someone when doing crafting writs but it doesnt mean that crafting is a group activity.
Making solo mode for dungeons is not easy. They would need to completely rebalance the whole thing, remove group mechanics, mechanics that require tanks/healers etc. That's a lot of work, especially in the newer dlc dungeons.
Crafting is a weird and pointless example, given it's solo in every MMO. Being balanced around one player doesn't matter. It's still available to you. You are not being gated from it, period. Nothing is being taken from you. If you want more challenge in overland or whatever to make you feel like grouping up is necessary - that's a different topic, and you should make your own thread on that.
Neither you nor I know how much work that would be, considering it we don't work for ZOS - but I agree it would be work. Some dungeons would need certain mechanics removed - but for the most part, this could be solved by using scaling (that we already have in the game) to make the PC way more powerful. People are doing it for the story, and not to fight enemies, so there's no such thing as "too easy" and therefore a real traditional balancing is unnecessary.
The argument that it takes "work" is also silly. PvP takes work. Vet trials take work. And only a small portion of players take part in those. Should we say it's no longer worth it to work on either of those again? No, of course not.
I think you both underestimate the amount of people story mode would bring in, and overestimate the impact on you. The population that would use this mode (of course assuming loot is no more useful than overland) are either not doing these dungeons (and never will without story mode) or are doing them in premade groups with friends or guilds. Period. So it has no effect on the current amount of people grouping and using dungeon finder.
People who need gear, who like grouping, who like challenge - all of them would still do normal and vet dungeons.
The only real concern is the amount of instances created and the effect that would have on the server - but neither you or I can say for sure if that would be an issue - so it's a moot point until ZOS says otherwise.
Kidgangster101 wrote: »I have a lot of problems with the game, but I appreciate being free to group or not when and if I choose. I'd like to see it taken much further, actually. It's based on the bloody Elder Scrolls after all, a formerly premiere single player arpg, so no surprise a lot of lone wolves are roaming about.
At the end of the day if people only want to play alone then just play any of the older games (or new solo player games). If they don't put group content in this game what is the actual purpose to have it be an online game where others are around? I never get the argument of "the older games were all single player" because that argument can be used about most games that turn to mmo. Final fantasy put out 10 games before ff11 online released and still continue to put out solo games.
What if they enjoy the social aspect of seeing other players around them and/or of being in guilds, but they don't enjoy the social pressure of doing group content?
Even if the devs did still see this as an MMO, that wouldn't have to mean people are forced to do group content to play it.
MMO just means Massively Multiplayer Online game.
No part of that definition says, or implies, people are forced to group up.
Personally, I like grouping up, sometimes, especially with random people - my favourite part of WoW was LFR - but, not everyone is like that.
LadyNalcarya wrote: »LadyNalcarya wrote: »LadyNalcarya wrote: »Anotherone773 wrote: »Then you need accept the fact that you wont be able to complete and explore all parts of the game if you limit yourself to "single player mode" in a "multiplayer game".
I didn't say that I limit myself at all. In fact, if you'd bothered to read the entire post you'd know I do more than solo - but I like the option. Also, as I stated before in that same post - having options in an MMO keeps it healthy and stable. If all you've got to counter that is "MMO = multiplayer" well then... I don't think we can really have a nuanced conversation about what's best for the game overall.
There's already less options for people who like multiplayer aspect. It's not like everyone is forced to group to do anything.
Grouping 4 times per year (to do all new dungeons) is far from unreasonable.
What are you talking about? Everything but pieces of the main quest can be done in a group. Having a story mode does not mean getting rid of regular dungeon mode or creating less options for people who like multiplayer. It would still be there for you to group up. It does not have to be one or the other, it can be both?
It can be done in group, yeah, but it's very obviously balanced around one player. I can be in group with someone when doing crafting writs but it doesnt mean that crafting is a group activity.
Making solo mode for dungeons is not easy. They would need to completely rebalance the whole thing, remove group mechanics, mechanics that require tanks/healers etc. That's a lot of work, especially in the newer dlc dungeons.
Crafting is a weird and pointless example, given it's solo in every MMO. Being balanced around one player doesn't matter. It's still available to you. You are not being gated from it, period. Nothing is being taken from you. If you want more challenge in overland or whatever to make you feel like grouping up is necessary - that's a different topic, and you should make your own thread on that.
Neither you nor I know how much work that would be, considering it we don't work for ZOS - but I agree it would be work. Some dungeons would need certain mechanics removed - but for the most part, this could be solved by using scaling (that we already have in the game) to make the PC way more powerful. People are doing it for the story, and not to fight enemies, so there's no such thing as "too easy" and therefore a real traditional balancing is unnecessary.
The argument that it takes "work" is also silly. PvP takes work. Vet trials take work. And only a small portion of players take part in those. Should we say it's no longer worth it to work on either of those again? No, of course not.
I think you both underestimate the amount of people story mode would bring in, and overestimate the impact on you. The population that would use this mode (of course assuming loot is no more useful than overland) are either not doing these dungeons (and never will without story mode) or are doing them in premade groups with friends or guilds. Period. So it has no effect on the current amount of people grouping and using dungeon finder.
People who need gear, who like grouping, who like challenge - all of them would still do normal and vet dungeons.
The only real concern is the amount of instances created and the effect that would have on the server - but neither you or I can say for sure if that would be an issue - so it's a moot point until ZOS says otherwise.
It's not just "too easy". There's heavy instancing: when I was helping people with quest bosses back when they used to be quite challenging, I often wasnt able to see them and they werent able to see me. And if someone runs ahead and activates quest objective, you'll essentially miss a part of the quest. This also can happen in dungeons, of course, but to much lesser extent due to how linear they are.
This is a multiplayer game and people should be encouraged to try the mutiplayer component. This game is not a very good rpg because of mmo limitations, but the experience can be greatly improved by cooperating with other players.
LadyNalcarya wrote: »LadyNalcarya wrote: »LadyNalcarya wrote: »Anotherone773 wrote: »Then you need accept the fact that you wont be able to complete and explore all parts of the game if you limit yourself to "single player mode" in a "multiplayer game".
I didn't say that I limit myself at all. In fact, if you'd bothered to read the entire post you'd know I do more than solo - but I like the option. Also, as I stated before in that same post - having options in an MMO keeps it healthy and stable. If all you've got to counter that is "MMO = multiplayer" well then... I don't think we can really have a nuanced conversation about what's best for the game overall.
There's already less options for people who like multiplayer aspect. It's not like everyone is forced to group to do anything.
Grouping 4 times per year (to do all new dungeons) is far from unreasonable.
What are you talking about? Everything but pieces of the main quest can be done in a group. Having a story mode does not mean getting rid of regular dungeon mode or creating less options for people who like multiplayer. It would still be there for you to group up. It does not have to be one or the other, it can be both?
It can be done in group, yeah, but it's very obviously balanced around one player. I can be in group with someone when doing crafting writs but it doesnt mean that crafting is a group activity.
Making solo mode for dungeons is not easy. They would need to completely rebalance the whole thing, remove group mechanics, mechanics that require tanks/healers etc. That's a lot of work, especially in the newer dlc dungeons.
Crafting is a weird and pointless example, given it's solo in every MMO. Being balanced around one player doesn't matter. It's still available to you. You are not being gated from it, period. Nothing is being taken from you. If you want more challenge in overland or whatever to make you feel like grouping up is necessary - that's a different topic, and you should make your own thread on that.
Neither you nor I know how much work that would be, considering it we don't work for ZOS - but I agree it would be work. Some dungeons would need certain mechanics removed - but for the most part, this could be solved by using scaling (that we already have in the game) to make the PC way more powerful. People are doing it for the story, and not to fight enemies, so there's no such thing as "too easy" and therefore a real traditional balancing is unnecessary.
The argument that it takes "work" is also silly. PvP takes work. Vet trials take work. And only a small portion of players take part in those. Should we say it's no longer worth it to work on either of those again? No, of course not.
I think you both underestimate the amount of people story mode would bring in, and overestimate the impact on you. The population that would use this mode (of course assuming loot is no more useful than overland) are either not doing these dungeons (and never will without story mode) or are doing them in premade groups with friends or guilds. Period. So it has no effect on the current amount of people grouping and using dungeon finder.
People who need gear, who like grouping, who like challenge - all of them would still do normal and vet dungeons.
The only real concern is the amount of instances created and the effect that would have on the server - but neither you or I can say for sure if that would be an issue - so it's a moot point until ZOS says otherwise.
It's not just "too easy". There's heavy instancing: when I was helping people with quest bosses back when they used to be quite challenging, I often wasnt able to see them and they werent able to see me. And if someone runs ahead and activates quest objective, you'll essentially miss a part of the quest. This also can happen in dungeons, of course, but to much lesser extent due to how linear they are.
This is a multiplayer game and people should be encouraged to try the mutiplayer component. This game is not a very good rpg because of mmo limitations, but the experience can be greatly improved by cooperating with other players.
I agree that ZOS's grouping mechanics can be a little wonky if you're not consistently grouping with one person and completing things at the same time. That however, has nothing to do with a story mode and is another topic for another thread, One I would happily take part in if you opened it, because I duo all of the story with my wife and it can certainly be a hassle.
The last statement means nothing to me, because outside of saying "it's a mutiplayer game", there is nothing there that isn't entirely based on your personal perspective and opinion. Many people have already told you it isn't improved for them by cooperating with other players and that they play it as an RPG, so.. I'm not going to waste time re-hashing things people have already said to you. And again, if we're back too "MMO = Multiplayer" and that's it, well then... there's nothing more to say because I already gave my reasoning behind why that is short sighted.
Kidgangster101 wrote: »Kidgangster101 wrote: »I have a lot of problems with the game, but I appreciate being free to group or not when and if I choose. I'd like to see it taken much further, actually. It's based on the bloody Elder Scrolls after all, a formerly premiere single player arpg, so no surprise a lot of lone wolves are roaming about.
At the end of the day if people only want to play alone then just play any of the older games (or new solo player games). If they don't put group content in this game what is the actual purpose to have it be an online game where others are around? I never get the argument of "the older games were all single player" because that argument can be used about most games that turn to mmo. Final fantasy put out 10 games before ff11 online released and still continue to put out solo games.
What if they enjoy the social aspect of seeing other players around them and/or of being in guilds, but they don't enjoy the social pressure of doing group content?
Even if the devs did still see this as an MMO, that wouldn't have to mean people are forced to do group content to play it.
MMO just means Massively Multiplayer Online game.
No part of that definition says, or implies, people are forced to group up.
Personally, I like grouping up, sometimes, especially with random people - my favourite part of WoW was LFR - but, not everyone is like that.
If social pressure of a NORMAL dungeon group play to advance a story quest is too much for someone then this game really isn't for that person tbh. Not trying to sound rude but it's not hard to hit 8-10k dps and that is usually all one needs to complete a normal dungeon.
If you are wanting to be there for a story mode then state you are doing the quest at the start when you enter and 9/10 people will go threw it slow. Is it really hard to type to people using the keyboard that psn or Xbox gives you built into the system? PC has a keyboard at all times...... If PEOPLE don't want to say something in chat it is on them if people fly through the dungeon in 5 seconds.