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What an MMO is

  • FlopsyPrince
    FlopsyPrince
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    Claiming those who want to solo are selfish is bunk, at least in the implications it gives.

    I am in several quite good guilds, but still tend to solo, just chipping in a fair bit of gold each week.

    This sounds like the arguments from the hardcore group crowd in WoW that argued against PUGs and such, because it didn't build "community" whatever that is.

    The bus has long left that station. Give it a rest. Many (most?) of us would not be here if grouping was forced and truly required.

    I play games to enjoy myself, not to stress myself out. I am more of a loner in real life and online. Forcing me to change that would just get me to spend my time and money on something else.

    Do all the hardcore "you must group" players think losing all the income from those of us who solo (I am and ESO+ player and will be until I stop playing) really be a good thing? I am not as old as some in the thread, but I am closer to the end of life than the beginning (unless some massive medical breakthroughs happen).

    I have gamed since Pong, so I have experienced many different things. Forcing grouping will not pull my interest or money. Yes, I look out for myself, but so does everyone else, even if they work with a group.

    I don't believe I have done a single raid in ESO. Perhaps I will in the future, but I am not holding my breath waiting for that.
    PC
    PS4/PS5
  • barney2525
    barney2525
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    I thought it meant Mickey Mouse Opera

    live and learn

    :#
  • Nowa133
    Nowa133
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    I don't want to give the wrong idea with this thread. I absolutely think that some aspects of the game should require groups. A lot of players want an increased challenge and rewards and that's what veteran content is for.

    On the same hand though I don't think it would be bad to have solo dungeons and trials with scaled down drops so everyone can enjoy every aspect of the game.

    The players who play solo will continue to play solo, and the end game players will continue to group for veteran content. I see no downside to this.

    Less people for queues, for one. (not a good idea)
  • SilverBride
    SilverBride
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    Nowa133 wrote: »
    I don't want to give the wrong idea with this thread. I absolutely think that some aspects of the game should require groups. A lot of players want an increased challenge and rewards and that's what veteran content is for.

    On the same hand though I don't think it would be bad to have solo dungeons and trials with scaled down drops so everyone can enjoy every aspect of the game.

    The players who play solo will continue to play solo, and the end game players will continue to group for veteran content. I see no downside to this.

    Less people for queues, for one. (not a good idea)

    Are you really saying that solo players should change the way they play their game, and group up whether they like it or not, so there are more people for your queues?

    No. It's not about end game players... it's about everyone. No one has to play any way they don't want just because someone else thinks their way is more important.
    Edited by SilverBride on January 29, 2021 5:16PM
    PCNA
  • laurajf
    laurajf
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    Nowa133 wrote: »
    Less people for queues, for one. (not a good idea)

    I have a feeling many, many players who want solo dungeons for the story do not join the queues anyway, so I don't see why there would be fewer people in the queues, especially if the loot isn't all that great.

    I mean, isn't the loot the main reason people join groups and do dungeons over and over?

    The loot isn't what's important to most of those who want solo dungeons. If it was, they would be joining the queues and running the dungeons now and not asking for a solo version.

    I know I have never had interest in grouping up and running dungeons. Nothing has ever changed that. I don't care what kind of loot they put in there (mounts, houses, etc.). I still wouldn't run them because they just don't interest me.

    Solo version with crappy loot? I'd jump on that.
    Edited by laurajf on January 29, 2021 5:21PM
  • Zorgon_The_Revenged
    Zorgon_The_Revenged
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    Wait...are we getting solo dungeons?
  • laurajf
    laurajf
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    Wait...are we getting solo dungeons?

    No. It was just something that was brought up and debated a bit while part of the overall conversation about MMO versus solo players.
  • Malkiv
    Malkiv
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    You can have solo Sunspire and Kyne’s, but the story version should drop only the overworld gear the Trial is located in. You don’t get False God nor Roaring Opportunist for limping through “story” content. You can have all the bound Crafty Alfiq and Winter’s Respite, though, since that’s obtained solo, too.
    PC-NA | PvP (Gray Host & BGs) | PvE (vTrials & vDGs)
  • robertthebard
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    Nowa133 wrote: »
    I don't want to give the wrong idea with this thread. I absolutely think that some aspects of the game should require groups. A lot of players want an increased challenge and rewards and that's what veteran content is for.

    On the same hand though I don't think it would be bad to have solo dungeons and trials with scaled down drops so everyone can enjoy every aspect of the game.

    The players who play solo will continue to play solo, and the end game players will continue to group for veteran content. I see no downside to this.

    Less people for queues, for one. (not a good idea)

    About an hour in some of the Zone chats will give you a better example of why there are less people for queues. Fake tanks, fake healers, subpar DPS, all things you're likely to see in some zone chats. Just the other day, now that I mention it, I saw a healer player going on and on about a fake tank in the queue. I say on and on because I left the zone for a delve, and when I came back 10 minutes later, he was still going.

    Then there's "what are you hitting the queue as". Aside from the disproportionate number of DPS that are likely in the queue, there's a scarcity of tanks and heals, or of one or the other that, as a general rule of thumb, will increase wait times for those DPS players.

    My favorite example of this is from swtor, but the basic philosophy is the same. My guild leader and I hit a queue grouped as DPS. After 45 minutes of waiting, I swapped to my tank, and he to his healer, and the pop was almost instant. We didn't get it, however, because one of the DPS in the group evidently fell asleep while waiting, and missed the pop. The second pop took less than a minute. Same game, same night, the only thing that changed were the classes we registered as in the queue.

    That situation isn't unique to swtor. My DPS spec'd chanter in Aion was thrust into a dredge group as the healer, for the same reason. No clerics hitting the queue for a PuG. There's some videos on YouTube by the HiveMinded, I think, "So you've decided to play a (insert trinity role here), Congratulations". They were posted in or around 2013, that covers a list of reasons why some people may not be doing PuGs on their tanks and healers, albeit in a more comedic frame of reference, but none the less accurate for the general MMO crowd.
  • DaveMoeDee
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    Malkiv wrote: »
    You can have solo Sunspire and Kyne’s, but the story version should drop only the overworld gear the Trial is located in. You don’t get False God nor Roaring Opportunist for limping through “story” content. You can have all the bound Crafty Alfiq and Winter’s Respite, though, since that’s obtained solo, too.

    Sounds good.

    As someone who enjoys dungeons and trials, I would actually like story version because I don't like making groups wait. This is especially true for DLC dungeons that I typically end up pugging months after release when I'm doing random queues (as tank).

    Regarding people talking about empty queues, well, I'm generally not interested in queueing to repeat dungeons for the 10th or 20th time.
    Edited by DaveMoeDee on January 29, 2021 5:54PM
  • Olauron
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    laurajf wrote: »
    Nowa133 wrote: »
    Less people for queues, for one. (not a good idea)

    I have a feeling many, many players who want solo dungeons for the story do not join the queues anyway, so I don't see why there would be fewer people in the queues, especially if the loot isn't all that great.

    I mean, isn't the loot the main reason people join groups and do dungeons over and over?

    The loot isn't what's important to most of those who want solo dungeons. If it was, they would be joining the queues and running the dungeons now and not asking for a solo version.

    I know I have never had interest in grouping up and running dungeons. Nothing has ever changed that. I don't care what kind of loot they put in there (mounts, houses, etc.). I still wouldn't run them because they just don't interest me.

    Solo version with crappy loot? I'd jump on that.

    While I agree that players who want solo dungeons are already not in the queues (as I am, for example, as I do dungeons on rare cases only with the guild or solo), I am not that convinced about loot. The thing is DLC dungeons are a payed content. Would I want to buy DLC dungeon for the same price as it is now and get only 5-minute quest and no meaningful loot? Definitely not. For a price 5 times less? Maybe, depending on the dungeon.
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
  • robertthebard
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    Olauron wrote: »
    laurajf wrote: »
    Nowa133 wrote: »
    Less people for queues, for one. (not a good idea)

    I have a feeling many, many players who want solo dungeons for the story do not join the queues anyway, so I don't see why there would be fewer people in the queues, especially if the loot isn't all that great.

    I mean, isn't the loot the main reason people join groups and do dungeons over and over?

    The loot isn't what's important to most of those who want solo dungeons. If it was, they would be joining the queues and running the dungeons now and not asking for a solo version.

    I know I have never had interest in grouping up and running dungeons. Nothing has ever changed that. I don't care what kind of loot they put in there (mounts, houses, etc.). I still wouldn't run them because they just don't interest me.

    Solo version with crappy loot? I'd jump on that.

    While I agree that players who want solo dungeons are already not in the queues (as I am, for example, as I do dungeons on rare cases only with the guild or solo), I am not that convinced about loot. The thing is DLC dungeons are a payed content. Would I want to buy DLC dungeon for the same price as it is now and get only 5-minute quest and no meaningful loot? Definitely not. For a price 5 times less? Maybe, depending on the dungeon.

    The problem I have with this is that each package tells you exactly what's in it. If you look at something and see value in it, and buy it, there's no obligation to provide any value outside of what was provided, and there shouldn't be. Some may see this as inconsistent, but I really see no reason to make solo instances of group content.
  • kathandira
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    I said it before, but it didn't catch.

    If all content in the game was designed to accessible to solo players, then why are they playing an online game to begin with? If they do not want to group with people, then why not just play a single player offline game?
    PS4-NA. Breton Templar Healer, Bosmer Stamplar, Breton Magplar, Orsimer StamDK, Dunmer MagDK, Khajiit StamNB, Dunmer MagNB, Argonian Warden Tank, Altmer Magsorc
  • robertthebard
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    kathandira wrote: »
    I said it before, but it didn't catch.

    If all content in the game was designed to accessible to solo players, then why are they playing an online game to begin with? If they do not want to group with people, then why not just play a single player offline game?

    Because they like the game? I mean, I get the distinct impression that some people want to push more people into group content so that they have people to rage at for "not playing properly".
  • Olauron
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    Olauron wrote: »
    laurajf wrote: »
    Nowa133 wrote: »
    Less people for queues, for one. (not a good idea)

    I have a feeling many, many players who want solo dungeons for the story do not join the queues anyway, so I don't see why there would be fewer people in the queues, especially if the loot isn't all that great.

    I mean, isn't the loot the main reason people join groups and do dungeons over and over?

    The loot isn't what's important to most of those who want solo dungeons. If it was, they would be joining the queues and running the dungeons now and not asking for a solo version.

    I know I have never had interest in grouping up and running dungeons. Nothing has ever changed that. I don't care what kind of loot they put in there (mounts, houses, etc.). I still wouldn't run them because they just don't interest me.

    Solo version with crappy loot? I'd jump on that.

    While I agree that players who want solo dungeons are already not in the queues (as I am, for example, as I do dungeons on rare cases only with the guild or solo), I am not that convinced about loot. The thing is DLC dungeons are a payed content. Would I want to buy DLC dungeon for the same price as it is now and get only 5-minute quest and no meaningful loot? Definitely not. For a price 5 times less? Maybe, depending on the dungeon.

    The problem I have with this is that each package tells you exactly what's in it. If you look at something and see value in it, and buy it, there's no obligation to provide any value outside of what was provided, and there shouldn't be. Some may see this as inconsistent, but I really see no reason to make solo instances of group content.

    Well, if players have not bought content yet, they see no value.
    Though for now I don't actually see a reason to specifically make solo instances of group content, if a companion would be at least as good as a bad player. That would be a 2 time increase in "solo power" and that would likely be enough for most dungeons.
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
  • laurajf
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    kathandira wrote: »
    I said it before, but it didn't catch.

    If all content in the game was designed to accessible to solo players, then why are they playing an online game to begin with? If they do not want to group with people, then why not just play a single player offline game?

    My reasons:
    1. There are only so many single-player games that have a similar vibe as MMOs (for example, I don't play shooter games, which often are single player). The games I've found that I enjoy are few and far between.
    2. They don't get updated with new content as often as MMOs do, if at all. They don't have events. There are only so many times you can play single-player games before the content gets stale.
    3. I LIKE seeing other people running around and making the game feel alive. Single-player games have NPCs that all do the same things and say the same things over and over. It's fine the first time through but after a while, bleh.
    Edited by laurajf on January 29, 2021 6:17PM
  • Lumenn
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    kathandira wrote: »
    I said it before, but it didn't catch.

    If all content in the game was designed to accessible to solo players, then why are they playing an online game to begin with? If they do not want to group with people, then why not just play a single player offline game?

    Because they like the world? Quests? Lore? The ability to socialize if they want, and solo when they don't? Why should an online game be different than a single player? Do you equate online with everyone having to hold hands to take 3 steps like EQ did 20 years ago? Does online mean forced grouping to you? MMO is simply that. We're all in the same world at the same time. Grouping/solo/crafting/housing all are optional
  • SilverBride
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    kathandira wrote: »
    I said it before, but it didn't catch.

    If all content in the game was designed to accessible to solo players, then why are they playing an online game to begin with? If they do not want to group with people, then why not just play a single player offline game?

    Who said solo players never want to group with others? Even if there were solo dungeons and trials you'd still have World Bosses and Harrowstorms and people asking for help.

    I also enjoy guilds, and making friends, and chatting while I play, and trading goods with others. You can't do any of that in a single player game.
    Edited by SilverBride on January 29, 2021 6:28PM
    PCNA
  • robertthebard
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    Olauron wrote: »
    Olauron wrote: »
    laurajf wrote: »
    Nowa133 wrote: »
    Less people for queues, for one. (not a good idea)

    I have a feeling many, many players who want solo dungeons for the story do not join the queues anyway, so I don't see why there would be fewer people in the queues, especially if the loot isn't all that great.

    I mean, isn't the loot the main reason people join groups and do dungeons over and over?

    The loot isn't what's important to most of those who want solo dungeons. If it was, they would be joining the queues and running the dungeons now and not asking for a solo version.

    I know I have never had interest in grouping up and running dungeons. Nothing has ever changed that. I don't care what kind of loot they put in there (mounts, houses, etc.). I still wouldn't run them because they just don't interest me.

    Solo version with crappy loot? I'd jump on that.

    While I agree that players who want solo dungeons are already not in the queues (as I am, for example, as I do dungeons on rare cases only with the guild or solo), I am not that convinced about loot. The thing is DLC dungeons are a payed content. Would I want to buy DLC dungeon for the same price as it is now and get only 5-minute quest and no meaningful loot? Definitely not. For a price 5 times less? Maybe, depending on the dungeon.

    The problem I have with this is that each package tells you exactly what's in it. If you look at something and see value in it, and buy it, there's no obligation to provide any value outside of what was provided, and there shouldn't be. Some may see this as inconsistent, but I really see no reason to make solo instances of group content.

    Well, if players have not bought content yet, they see no value.
    Though for now I don't actually see a reason to specifically make solo instances of group content, if a companion would be at least as good as a bad player. That would be a 2 time increase in "solo power" and that would likely be enough for most dungeons.

    I agree, if they're not buying it, it hasn't got anything they want. I'm cool with that, and I don't buy everything I see for that very reason.

    Maybe it will encourage more to shoot for at least a duo. I missed an invitation to a group yesterday, not because I was ignoring the player, but because I'm sub 300 CP, and so, when I'm soloing, I have to pay close attention to what's going on. Too bad, really, that's how I've gotten into a lot of guilds over the years, including the one I used to be in here, before I became Captain Sporadic logging in.
  • Alurria
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    Let's be honest, those who want dungeons to remain group content only are the ones who go to the town square to show off their shiny new armor or weapon. It's about loot for them. Here's a news flash most soloers don't care about the newest shiny armor or weapon. You see not everyone's goals are the same in these games.

    By denying a soloers a chance to experience group content gains a person who soley groups nothing. As for my belief having scaling content would be a better solution with scaling rewards. A MMO does not have to linear in it's depth and scope. It shouldn't be because then it would become stale. Options are a good thing.
  • A_Silverius
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    I thought the whole point of MMO's is cooperative gameplay. I think solo content is fine but it becomes a problem when the multiplayer part is neglected and solo becomes the focus. It's like playing Solitaire with UNO cards.
    All over Tamriel, theres a sudden spike in Bosmers getting caught for their crimes. A sad day indeed... #FightForYourRite Give Bosmers back our stealth!
  • Nowa133
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    Nowa133 wrote: »
    I don't want to give the wrong idea with this thread. I absolutely think that some aspects of the game should require groups. A lot of players want an increased challenge and rewards and that's what veteran content is for.

    On the same hand though I don't think it would be bad to have solo dungeons and trials with scaled down drops so everyone can enjoy every aspect of the game.

    The players who play solo will continue to play solo, and the end game players will continue to group for veteran content. I see no downside to this.

    Less people for queues, for one. (not a good idea)

    Are you really saying that solo players should change the way they play their game, and group up whether they like it or not, so there are more people for your queues?

    No. It's not about end game players... it's about everyone. No one has to play any way they don't want just because someone else thinks their way is more important.

    I'm saying that giving this option, people that usually goes off the way to enter a queue would not do it anymore and we'll have a decrease in the numbers.
  • robertthebard
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    Alurria wrote: »
    Let's be honest, those who want dungeons to remain group content only are the ones who go to the town square to show off their shiny new armor or weapon. It's about loot for them. Here's a news flash most soloers don't care about the newest shiny armor or weapon. You see not everyone's goals are the same in these games.

    By denying a soloers a chance to experience group content gains a person who soley groups nothing. As for my belief having scaling content would be a better solution with scaling rewards. A MMO does not have to linear in it's depth and scope. It shouldn't be because then it would become stale. Options are a good thing.

    OK, I'm going to be honest: I don't have any shiny armor or weapons to show off that can't be crafted through overland sets.
  • Nowa133
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    laurajf wrote: »
    Nowa133 wrote: »
    Less people for queues, for one. (not a good idea)

    I have a feeling many, many players who want solo dungeons for the story do not join the queues anyway, so I don't see why there would be fewer people in the queues, especially if the loot isn't all that great.

    I mean, isn't the loot the main reason people join groups and do dungeons over and over?

    The loot isn't what's important to most of those who want solo dungeons. If it was, they would be joining the queues and running the dungeons now and not asking for a solo version.

    I know I have never had interest in grouping up and running dungeons. Nothing has ever changed that. I don't care what kind of loot they put in there (mounts, houses, etc.). I still wouldn't run them because they just don't interest me.

    Solo version with crappy loot? I'd jump on that.

    Believe me, i do it for both and i'm in 2 lore/story focused guilds. But this will only split the community even more, >.>.
  • Olauron
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    Alurria wrote: »
    Let's be honest, those who want dungeons to remain group content only are the ones who go to the town square to show off their shiny new armor or weapon. It's about loot for them. Here's a news flash most soloers don't care about the newest shiny armor or weapon. You see not everyone's goals are the same in these games.

    By denying a soloers a chance to experience group content gains a person who soley groups nothing. As for my belief having scaling content would be a better solution with scaling rewards. A MMO does not have to linear in it's depth and scope. It shouldn't be because then it would become stale. Options are a good thing.
    Well, let's be honest, solo players are different. I am a solo player, but I like my altmer templar with Siroria - Galerion - Earthgore. I don't do dungeons, but it is good to proc Earthgore with jabs in some public dungeon or on geyser, and the best thing is these sets are completely within the theme of the character.
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
  • Iccotak
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    kathandira wrote: »
    I never said MMOs are meant for solo players. I said they are not meant for just grouping. The fact that I may not ever group with another player doesn't mean there aren't multiple players on line playing at the same time... which is the definition of an MMO.

    Why do you think Craglorn was such a failure? Forced grouping does not work. That's why all zones before and since have been solo friendly.

    Imo, an additional reason craglorn failed is due to trash sets that come from there. The rewards aren't worth the effort.

    Also there’s a difference between forcing to group and encouraging to group in order to play content.

    Old Craglorn forced you to play in a group
  • SilverBride
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    I thought the whole point of MMO's is cooperative gameplay.

    Cooperative gameplay is an option, but it's not the only option. Overland content is tailored to solo play because most players want to experience the storyline at their own pace. When is the last time you grouped up for overland quests?

    Cooperative gameplay comes into play with harder content, like World Bosses, Harrowstorms, Dungeons and Trials. It's still there and still relevant, but not the main focus unless that is your personal focus. Not everyone is into that aspect of the game.
    PCNA
  • robertthebard
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    Faylestar wrote: »

    Then it's not really "by accident", is it?


    In the first gen? Absolutely. The 'solo' content was stuff like crafting, socializing, building player communities, and the like.

    People having UO setups that could survive solo in many areas, or quad kiting in EQ, were long held to be unintentional features that were the natural result of having a DnD toolkit in a rpg. Oh, you have a way to snare, a way to run faster, a way to do damage at range? Oh, I guess that means you can kill things you shouldnt (which is one reason non-raid mobs got the ability to summon players when damaged and now every stupid thing has it there and its awful trying to pull at times).

    WoW was the first western game to embrace the solo aspect, and even the idea of solo content there was a way for you to get xp or make money when you -couldnt- get people together to do things. You were still expected to get groups for anything beyond fetch quests and kill x quests. And even some of THOSE were designed around having 2 or more people in era (usually the ones that rewarded items you might actually use)

    The problem with snipping posts is that you remove important context. So, I'll ask again, what was it on Trainee Island in Rappelz that made you wish you had a group to complete it?
  • Alurria
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    And there you have it as a solo player you can craft or buy/trade for items. My point is experiencing group dungeon content that is story based is what many solo players want. I don't want to take anything away from those players who want to play in a group at all. I just want to experience more content without the gear police breathing down my neck or being berated because my reflexes are slower than a 20 year old. The bottom line is there is nothing wrong with having the option to do things solo. The number one mistake games make is following a linear growth path for all. Personally I think I want to take the opposite fork in the road.
    This conversation reminds me of my Dad who would take us on 4 to 5 hour drives on Sundays he always managed to find a dead end road to drive down. We nicknamed him Dead end Frank. Draw your conclusions about how this conversation parallels that.
  • SilverBride
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    Nowa133 wrote: »
    Are you really saying that solo players should change the way they play their game, and group up whether they like it or not, so there are more people for your queues?

    I'm saying that giving this option, people that usually goes off the way to enter a queue would not do it anymore and we'll have a decrease in the numbers.

    The players who want the better rewards will still queue. Those who just want to see the content probably will stop queuing, but most of those players don't queue now anyway. The biggest problem with queues is a huge deficit of tanks and healers, not solo players.
    Edited by SilverBride on January 29, 2021 7:24PM
    PCNA
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