I'm shocked at how people manage to create problems that will never exist in the game. Solo play is only necessary for players who want to complete the story. That's it. Once they've finished the story in solo play, they're unlikely to return to solo dungeons. At the very least, the daily experience for completing the daily quest is only available when playing in a group.
I disagree. Delves have worked really well in WoW for example (I do them and they are good fun), and it wouldn't surprise me if taking note of that success influenced the ESO devs in making this decisions. Having a scale of difficulty levels with appropriate rewards would definitely interest me, particularly if the solo challenges are interesting.
See also Infinite Archive.
Solo dungeons are a horrible idea. The group finder is already struggling and this will likely make it flounder way more than it already does. "story mode" is for single player games that don't require skills or understanding.
ESO is an MMO and this change just makes it look like ZOS is transitioning it's MMO to a single player game.
Cooperharley wrote: »Nah. Solo dungeons won't at all. If they say you can get monster masks, all the achievements and all the gear from it, then possibly, but if they separate out achievements specifically for solo versions of those achievements for instance, then i think it'll be fine. Just like anything it's all on implementation. I think the people that want to group up still will and those that want to solo will have more to do so.
Given that you can buy the monster masks without ever setting foot in a dungeon, and that most sets are useless, I don't see the harm in giving the same rewards in solo mode. As for achievements, there are achievements that are difficult to get with pugs - secret bosses, ones that require you to explore a dungeon a bit, etc. I forget which dungeon, but there's one achievement where you need to kill everything in the dungeon before killing the final boss. Good luck doing that one with a pug. You have more chance of winning the lottery.
The same with antiquities leads - those should drop too, because some come from secret bosses that pugs rarely do. There should definitely be achievements that require a group, and there are - a lot of vet ones, also ones like playing the instrument in one of the newer dungeons, etc.
I don't see the point of denying rewards to people with a different playstyle from you. Some people who do solo dungeons would never group anyway, or only group because they have to. I was running with pugs, but I don't do it as often because of subclassing. Too many beams, more speedrunning, and the problem of people dropping right after they load into a dungeon they don't want seems to have increased. As a DPS, it's just not worth the queue time to try anymore.
If the solo dungeons don't offer rewards beyond completing the story, or only offer "fluff" rewards (rewards that aren't all that useful), there will be no reason to repeat them on a character.
If the solo dungeons don't offer rewards beyond completing the story, or only offer "fluff" rewards (rewards that aren't all that useful), there will be no reason to repeat them on a character.
Cooperharley wrote: »Progressing through the fight easily. Tank misses a dodge/block and dies. While I'm rezzing him and the DPS is kiting, the tank says, "I died because DPS was too low." We had 20% left on the boss and were cooking the boss with just one damage dealer. Tank leaves. DPS says nothing and then leaves.
The whole point of the story mode - that players have been asking for - is to enjoy the story. That is the reward. The only reason to ever re-run a story mode is to enjoy the story again.
Dungeons don’t stop at pugs and that’s exactly why we need good rewards locked behind the 4-man version of the dungeon.
The whole point of the story mode - that players have been asking for - is to enjoy the story. That is the reward. The only reason to ever re-run a story mode is to enjoy the story again.
By that logic, there shouldn't be rewards for anything. Players should run dungeons, trials, more difficult overland, etc just for the enjoyment. Why would they expect any rewards? Anyway, I was discussing the solo mode, not the story mode. According to the info we have, there will be different challenge levels.Dungeons don’t stop at pugs and that’s exactly why we need good rewards locked behind the 4-man version of the dungeon.
They don't, but for a lot of us, pugs are the only option we have to do dungeons. I belong to some guilds. One runs a dungeon event, but infrequently. Occasionally there's a spontaneous pickup group in another guild, but not often. The reality is that a lot of players have done all the dungeons, got all the drops, and only care about transmutes. I also play off-hours, so that doesn't help. Even if I were to join a guild focused on dungeons, event times would rarely work for me.
Having said that, I know what you mean because when I've run with guildies, I've had the full experience. I've also, on rare occasions, gotten a pug that doesn't want to mow everything down quickly and finish. But like I said, running with non-pugs isn't an option for me most of the time, and some people just don't want to group. Period.
I don't really care if the rewards are different, but if we can't get some achievements, leads, and lorebooks in solo mode, it'll be a lot less interesting to me. Because that's the kind of thing that's difficult to do with pugs. With pugs, you always get set drops. That's not the problem. It's a problem when there's a lead on a secret boss that pugs never do, or a lorebook down a hallway that pugs never go down. Or an achievement that won't be possible with a pug. Like I said, if the solo dungeons are released and those things aren't there, my interest in them will go from a 10 to a 1.
I agree that the leads should be available in solo mode, I don't think spamming secret bosses for leads is very accessible. You'd either need friends who want to help you out or find enough people who also need the lead to grind.
tomofhyrule wrote: »zombievalen wrote: »I want solo dungeons. I already don't play in groups often, it's usually not fun for me. I've worked for years on fine-tuning my solo build to play.
Being able to engage in dungeons on my own will only keep me playing more of the game. I think this is for a specific audience, one that doesn't already influence the amount of multiplayer activity.
But why don't you play a single-player game then? I think a lot of people don't understand that this is an MMO (even ZoS himself haha)
I say this with all due respect.
I have. Those are a dry well by this point.
I am biding my time until Elder Scrolls 6 comes out. I've already played through all of the other games and have used the same character throughout. Since my character is currently in ESO, that's where I am, and have been for 5 years now.
This game also aims to support solo play through its quests. It's not strictly a multiplayer experience.
It is also an elder scrolls game. Don't forget that.
It's also an MMO.
Here's the fun part: when TES6 releases, a lot of the players who want the solo content will drop ESO like a hot potato and go over there. That means TES6's release will literally kill ESO.
If people want ESO to survive, then ESO needs to offer something that TES6 will not offer, and then the people who move to TES6 will still need to come back to ESO to get what TES6 doesn't have. Which is group content.
Your argument is actually a wonderful reason why ZOS should cater almost exclusively to the MMO crowd: you're only here until TES6 comes out (and because this is an Elder Scrolls game and TES6 is not out, they have you no matter what they do). But players who are here for the group content stuff are the ones who are not likely to leave contingent on a different game releasing.
(also I do note the number of people who seem to not understand that people can like the Elder Scrolls series and enjoy the multiplayer aspect of ESO since it's unique. And because of that, they necessarily need to have different mechanics.)
zombievalen wrote: »Today, this MMO is special; people play it as "Syrim Online." The community isn't toxic—in fact, it's great—but most are against raids and co-op.
It's incredible that an MMO community celebrates playing dungeons solo when you can play them in any offline game.
I think they should focus on making players need to socialize and cooperate more, and not just instance them alone... that's the essence of every MMO (like WoW, FF, etc.).
If they implement solo dungeons, random dungeons will disappear and the essence of the MMO as well.
The whole point of the story mode - that players have been asking for - is to enjoy the story. That is the reward. The only reason to ever re-run a story mode is to enjoy the story again.
By that logic, there shouldn't be rewards for anything. Players should run dungeons, trials, more difficult overland, etc just for the enjoyment. Why would they expect any rewards? Anyway, I was discussing the solo mode, not the story mode. According to the info we have, there will be different challenge levels.
ChaoticWings3 wrote: »Considering how long some of the quest dialogues are in dungeons I am all for solo dungeons. When I first played the game I was forced to run ahead with the group and skip dialogue just so I could earn my skill point for the dungeon. It wasn't fun for me. It's worse in some dungeons since you can potentially miss a quest tick and have to do the whole dungeon again just for that one skill point. Besides that though, I think some of the stories in dungeons are some of the better quests you can find in the game. They are also fully voiced so if you want to hear all the dialogue you may be in one spot for 3 to 5 minutes which is a long time for anyone. With a group 3 other players with different agendas it can be annoying if someone else is taking that long to do the quest. Tried getting guildmates to run a story mode with me but its a mixed bag most of the time. Sometimes its fine and they stay within my pace. Other times they still rush ahead and pull me to bosses. I honestly know next to no dungeon stories past march of sacrifices so this will be good overall. Never got to enjoy the dialogue of those dungeons before anyway.
Kind of hoping the quest could be repeatable for a small amount of gold or something in case you want to re-experience the quest. Trials do this already and you can re-visit dialogue if you missed dialogue on the first go around. Can't really do that in dungeons. Also trials don't have skill points associated with them so they are less problematic overall. That's why there isn't really much of a call for a solo trial mode by comparison.
tomofhyrule wrote: »zombievalen wrote: »I want solo dungeons. I already don't play in groups often, it's usually not fun for me. I've worked for years on fine-tuning my solo build to play.
Being able to engage in dungeons on my own will only keep me playing more of the game. I think this is for a specific audience, one that doesn't already influence the amount of multiplayer activity.
But why don't you play a single-player game then? I think a lot of people don't understand that this is an MMO (even ZoS himself haha)
I say this with all due respect.
I have. Those are a dry well by this point.
I am biding my time until Elder Scrolls 6 comes out. I've already played through all of the other games and have used the same character throughout. Since my character is currently in ESO, that's where I am, and have been for 5 years now.
This game also aims to support solo play through its quests. It's not strictly a multiplayer experience.
It is also an elder scrolls game. Don't forget that.
It's also an MMO.
Here's the fun part: when TES6 releases, a lot of the players who want the solo content will drop ESO like a hot potato and go over there. That means TES6's release will literally kill ESO.
If people want ESO to survive, then ESO needs to offer something that TES6 will not offer, and then the people who move to TES6 will still need to come back to ESO to get what TES6 doesn't have. Which is group content.
Your argument is actually a wonderful reason why ZOS should cater almost exclusively to the MMO crowd: you're only here until TES6 comes out (and because this is an Elder Scrolls game and TES6 is not out, they have you no matter what they do). But players who are here for the group content stuff are the ones who are not likely to leave contingent on a different game releasing.
(also I do note the number of people who seem to not understand that people can like the Elder Scrolls series and enjoy the multiplayer aspect of ESO since it's unique. And because of that, they necessarily need to have different mechanics.)
Again: The whole point of the story mode - that players have been asking for - is to enjoy the story. That is the reward. The only reason to ever re-run a story mode is to enjoy the story again.
Some people seem to forget the history of Elder Scrolls.
ESO attracted peeple from the solo playing community to it because of this.
Solo dungeons are more in keeping with its original setup.
I am not saying not to have group content just the more diveerse a game is the better it is off for it.
Again: The whole point of the more difficult overland mode - that players have been asking for - is to enjoy the challenging combat. That is the reward. The only reason to ever re-enter a zone in more difficult overland mode is to enjoy the challenging combat again.
Again: The whole point of the more difficult overland mode - that players have been asking for - is to enjoy the challenging combat. That is the reward. The only reason to ever re-enter a zone in more difficult overland mode is to enjoy the challenging combat again.
There are no extra rewards for the increased overland difficulty. So, yeah, just like the story mode.
Again: The whole point of the more difficult overland mode - that players have been asking for - is to enjoy the challenging combat. That is the reward. The only reason to ever re-enter a zone in more difficult overland mode is to enjoy the challenging combat again.
There are no extra rewards for the increased overland difficulty. So, yeah, just like the story mode.
spartaxoxo wrote: »Again: The whole point of the more difficult overland mode - that players have been asking for - is to enjoy the challenging combat. That is the reward. The only reason to ever re-enter a zone in more difficult overland mode is to enjoy the challenging combat again.
There are no extra rewards for the increased overland difficulty. So, yeah, just like the story mode.
There's increased exp and coin. IDK how much yet. Wouldn't be surprised if it is just enough to offset the loss from enabling it
Again: The whole point of the more difficult overland mode - that players have been asking for - is to enjoy the challenging combat. That is the reward. The only reason to ever re-enter a zone in more difficult overland mode is to enjoy the challenging combat again.
There are no extra rewards for the increased overland difficulty. So, yeah, just like the story mode.
Wrong. There will be different rewards depending on the difficulty level. They said so in the reveal stream. And nobody is asking for extra rewards in story mode. Just rewards. Like with every other activity in the game.