cheeseaddict wrote: »why are there no solo weekly endovors this week? no desiere to do gourp content. not everyone is into group content. why are they forceing up to do content that we dont wont to nor enjoy doing. BAD CHOICE BETHESDA.!!!!!!!!!
Yes indeed, why not?
But more broadly the developers need to pay more attention to solo players. When was the last time a DLC dungeon was realistically soloable by an ordinary non-uber player? Why are there no work arounds for silly mechanics like the pressure plate in dire frost keep? Why have overland, quests and story lines become so dull and repetitive? Why has overland been triviailized into pointlessness. Lots of people want to play the game for a solo adventure. Many by choice. Many because of social anxiety or fear of the undeniably toxic environment of group play.
There is a work around for the pressure plates in Dire Frost keep. And what do you consider an uber player? I have no trial gear or anything and have soloed most of the DLC dungeons on normal. Just because you can't do it with a standard glass cannon dps build does not mean it's only for elite players. Start with Fungal Grotto, see how it goes, adjust your build where needed.
At some point released dungeons, however, stopped being realistic as solo adventures for players. And I am also talking about mechanics in dungeons that are otherwise soloable - Blackhaven and Direfrost are major examples. Why force group upon players...in solo mode why not disable that simple mevhanic. It does not affect anybody else's play at all.
Appreciate the suggestions though. Folk here on the forum are always helpful.
cheeseaddict wrote: »why are there no solo weekly endovors this week? no desiere to do gourp content. not everyone is into group content. why are they forceing up to do content that we dont wont to nor enjoy doing. BAD CHOICE BETHESDA.!!!!!!!!!
Yes indeed, why not?
But more broadly the developers need to pay more attention to solo players. When was the last time a DLC dungeon was realistically soloable by an ordinary non-uber player? Why are there no work arounds for silly mechanics like the pressure plate in dire frost keep? Why have overland, quests and story lines become so dull and repetitive? Why has overland been triviailized into pointlessness. Lots of people want to play the game for a solo adventure. Many by choice. Many because of social anxiety or fear of the undeniably toxic environment of group play.
There is a work around for the pressure plates in Dire Frost keep. And what do you consider an uber player? I have no trial gear or anything and have soloed most of the DLC dungeons on normal. Just because you can't do it with a standard glass cannon dps build does not mean it's only for elite players. Start with Fungal Grotto, see how it goes, adjust your build where needed.
Dungeons like Fungal Grotto up to arx are for sure soloable. I mean the newer dlc releases. The older non-public dungeons can be done even on vet. At some point released dungeons, however, stopped being realistic as solo adventures for players. And I am also talking about mechanics in dungeons that are otherwise soloable - Blackhaven and Direfrost are major examples. Why force group upon players...in solo mode why not disable that simple mevhanic. It does not affect anybody else's play at all.
Appreciate the suggestions though. Folk here on the forum are always helpful.
SilverBride wrote: »I know Fungal Grotto I is soloable by a lot of players and I've solo'd it more times than I can count for endeavors, but I am soooooooo sick of that place. I can solo other base game dungeons too but they take a lot longer and time is a factor.
But more importantly, even though dungeons can be solo'd they weren't created for that purpose but rather as group content.
SilverBride wrote: »I know Fungal Grotto I is soloable by a lot of players and I've solo'd it more times than I can count for endeavors, but I am soooooooo sick of that place. I can solo other base game dungeons too but they take a lot longer and time is a factor.
But more importantly, even though dungeons can be solo'd they weren't created for that purpose but rather as group content.
So leave that as the group option and spend 30 minutes in Normal Maelstrom.
SilverBride wrote: »SilverBride wrote: »I know Fungal Grotto I is soloable by a lot of players and I've solo'd it more times than I can count for endeavors, but I am soooooooo sick of that place. I can solo other base game dungeons too but they take a lot longer and time is a factor.
But more importantly, even though dungeons can be solo'd they weren't created for that purpose but rather as group content.
So leave that as the group option and spend 30 minutes in Normal Maelstrom.
That doesn't change the fact that doing 6 dungeons is group content.
SilverBride wrote: »SilverBride wrote: »I know Fungal Grotto I is soloable by a lot of players and I've solo'd it more times than I can count for endeavors, but I am soooooooo sick of that place. I can solo other base game dungeons too but they take a lot longer and time is a factor.
But more importantly, even though dungeons can be solo'd they weren't created for that purpose but rather as group content.
So leave that as the group option and spend 30 minutes in Normal Maelstrom.
That doesn't change the fact that doing 6 dungeons is group content.
Endeavors should always be able to be completed by oneself without relying on other people or RNG...
spartaxoxo wrote: »Endeavors should always be able to be completed by oneself without relying on other people or RNG...
Disagree. Group content is an important part of the game. The players that enjoy that content as their primary content should also be able to enjoy an endeavor being done without even trying every now and then.
Most endeavors are pretty easy.
I think the endeavors need to pay more attention to timing. Xbox is facing a 49GB download this week (according to patch notes). The endeavors should have been less time consuming given how many people will lose time to the download.
SilverBride wrote: »
SilverBride wrote: »
SilverBride wrote: »Normal Maelstrom took me an hour and I never stopped fighting until it was done, nor did I die.
spartaxoxo wrote: »Endeavors should always be able to be completed by oneself without relying on other people or RNG...
Disagree. Group content is an important part of the game. The players that enjoy that content as their primary content should also be able to enjoy an endeavor being done without even trying every now and then.
Most endeavors are pretty easy.
I think you completely missed the point that I was trying to make that was continued in the next paragraph. I have no problem grouping with other people nor did I even mention grouping. I have a problem RELYING on other people because the game gave me bad RNG.
[Edit to avoid moderation]
SilverBride wrote: »Normal Maelstrom took me an hour and I never stopped fighting until it was done, nor did I die.
You've admittedly only done it once.
Normal Maelstrom takes 30 mins tops. It's taken 30 mins tops since I first did it 2 months into playing the game 6 years ago.
spartaxoxo wrote: »spartaxoxo wrote: »Endeavors should always be able to be completed by oneself without relying on other people or RNG...
Disagree. Group content is an important part of the game. The players that enjoy that content as their primary content should also be able to enjoy an endeavor being done without even trying every now and then.
Most endeavors are pretty easy.
I think you completely missed the point that I was trying to make that was continued in the next paragraph. I have no problem grouping with other people nor did I even mention grouping. I have a problem RELYING on other people because the game gave me bad RNG.
[Edit to avoid moderation]
I suppose. However, most of the content that I can personally think of where a player might rely on another is group content. I am personally having trouble thinking of any other, apart from your master writs example. Since I missed the point, could you please elaborate on which other endeavors that aren't group endeavors rely on another player? I'm being sincere in not quite understanding what you mean there.
Endeavors should always be able to be completed by oneself without relying on other people or RNG • • •
There has been a Daily Endeavor for "Complete a Consumable Master Writ Quest" (not to be confused with Daily Crafting Writ). But if you don't have a Consumable Master Writ, and if you don't get one that day after doing the Daily Crafting Writs on all of your characters, then your only option is to hope that a Guild Trader has a Consumable Master Writ and then buy it from them at whatever dumb price listed for. I don't like having to rely on RNG or other people for these should-be simple tasks. Just let me earn it myself!!!
And Endeavors should also be able to be completed at the player's own pace if they put in the effort (Complete [X] Dungeons, Complete [X] Quests, Craft [X] Somethings, Kill [X] Players, etc). Because not everyone is able to play every single day or even multiple days a week, but they may play a lot on the days that they can • • •
Recently there was a Weekly Endeavor for "Complete 7 Daily Endeavors". I logged in towards the end of that week but was not able to finish this Weekly Endeavor because I could only complete 6 Daily Endeavors (2 days) out of the 7 Daily Endeavors that it required (3 days). It was not fun at all seeing this Weekly Endeavor stuck at 6/7 and then going unfinished with nothing more that I could do about it. It was kinda damn irritating to be honest. I guarantee that I played more hours in those 2 days than a lot of people play all week long, but I was unable to complete this Weekly Endeavor just because I couldn't log in more days than what I did.
[Edit to emphasize ellipsis]
SilverBride wrote: »
SilverBride wrote: »
it is apparently beneath the person whose post i am quoting and who my advice was directed at