Update 49 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts
Maintenance for the week of January 19:
• PC/Mac: No maintenance – January 19
• NA megaservers for patch maintenance – January 21, 4:00AM EST (9:00 UTC) - 10:00AM EST (15:00 UTC)
• EU megaservers for patch maintenance – January 21, 9:00 UTC (4:00AM EST) - 15:00 UTC (10:00AM EST)

Solo Dungeons will Kill the MMO.

  • Cooperharley
    Cooperharley
    ✭✭✭✭✭
    Magenpie wrote: »
    Artem_gig wrote: »
    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.

    I'd kill for WoW's delves system in ESO. That'd be so sick. Maybe they'll do something similar with solo dungeons!
  • Cooperharley
    Cooperharley
    ✭✭✭✭✭
    LPapirius wrote: »
    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.

    If you want to play with a group, join a guild and ask guildies or other friends if the queue is too long!

    That's what I've been doing while trying to solo dungeons as is. Solo dungeons as an option is great.

    WoW's delve system was introduced in their most recent expansion, the war within, and was an incredible success. It didn't take away from their dungeon queue finder at all or mythic+. It just provided another avenue for solo players and actually increased player retention & brought more people to the game. I definitely see this being the case for ESO. The important thing will be providing meaningful rewards for both that are DIFFERENT, so that people can delve into both when needed and be happy or feel rewarded for playing how they want, which is the whole motto of ESO, is it not?

    Besides, ESO has never been a traditional MMO in the way you're thinking. Horizontal progression and group whenever you want for fun with an easy overland? If you're looking for old school MMOs, I'd look at Classic WoW, Everquest, etc.
  • Soarora
    Soarora
    ✭✭✭✭✭
    ✭✭✭✭✭
    AzuraFan 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.

    Dungeons don’t stop at pugs and that’s exactly why we need good rewards locked behind the 4-man version of the dungeon. I’ll admit that I have conflict of interest here as I’m the current GM of a dungeon guild so of course I want people to join my guild, but dungeons with a pug, dungeons with casual guildmates, and dungeons with guildmates from a dungeon-oriented guild are three completely different experiences. Without rewards that are unobtainable in a pug, people aren’t going to see dungeons in their full potential. They’ll never get to know if they have a problem with the queue and actually like dungeons with the right people, or if they don’t like the content itself. I’ll admit that I always liked dungeons and I had some great pugs where we all worked together to prog a vet mode. I also had bad ones with speedrunners and ones I got insulted & kicked from. But I joined the guild that is now mine specifically because I felt I was ready to progress beyond pugging. And I wanted the worm wizard personality. I tried getting it with pugs, it wasn’t happening.

    As for not offering rewards, ZOS did say the solo mode will come with its own rewards. I wouldn’t be surprised if its more momentos and titles but we’ll see.
    Edited by Soarora on January 10, 2026 9:06PM
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 4/8 Tris
    • Dungeons: 32/32 HMs - 25/26 Tris
    • All Veterans completed!

      View my builds!
  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    ✭✭
    AzuraFan wrote: »
    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.

    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.

    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    ✭✭
    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.

    This is tank-speak for "I ran out of resources because I failed to manage them properly, and get heavy attacks in during the massive 5 second window the boss isn't doing anything I need to counter."
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Markytous
    Markytous
    ✭✭✭✭
    Direfrost Keep was solo-able years ago and was patched to no longer be. It was a sad day. Solo Dungeons are being implemented to add back to the game content that was once in the game but was phased out. Just like 3-Team Battlegrounds is coming back, Solo Dungeon content is coming back. I can't see how this is a bad thing in ANY WAY at all. If you don't want to solo dungeons, you don't have to. Meanwhile, players who do enjoy the experience can enjoy doing Solo Dungeons, potentially learning mechanics from dungeons in a safe solo environment and getting REWARDS for playing the way they want to play which seems to be the priority of the dev team this year going forward.

    I want Solo Dungeons. You don't want Solo Dungeons? Well, I'll tell you this - you will never be able to force me to dungeon with you. I am a PVP player first and foremost. Group Dungeons don't give me anything useful. HOWEVER, with Solo Dungeons in the game, you MIGHT see me in a Group Dungeon after my Solo Dungeon sessions because I'd be able to practice the boss mechanics without a PVE sweat yelling in my ear. Solo Dungeons are a net positive, with all due respect.

    EDIT: grammar
    Edited by Markytous on January 10, 2026 9:46PM
  • ChaoticWings3
    ChaoticWings3
    ✭✭✭
    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.
  • Elvenheart
    Elvenheart
    ✭✭✭✭✭
    ✭✭✭
    I’m very excited for solo dungeons.

    I’ve already done every dungeon in the game, most many times. Many of them, I have been able to solo, some I’ve duoed, and I’ve also used the random group finder for years for the bonus it gives, and on those runs, I’ve went along with the majority, going either fast or slow as dictated by the rest of the group. If someone says they are doing the quest, I’ll slow my pace no matter what the other people do and try to go with the pace of the person doing the quest in those instances. I’ve done all the quests myself on multiple characters this way. I’ve ended up in several groups with fake tanks and fake healers. I’ve just taken each experience for what it is, and went onto the next thing after the run was done.

    My only biggest pet peeve are the dungeons that cannot be soloed due to mechanics like levers and pressure plates. For the first two dungeons that are getting a solo mode, Moonhunter Keep and March of Sacrifices, I was able to solo Moonhunter Keep but could never make it through March of Sacrifices because of the mechanics of the first boss. Now, that will finally be possible! But this doesn’t mean I won’t be running dungeons with groups anymore, it just means I have the option to do it solo if I want to and I’m fine with that.
  • AvalonRanger
    AvalonRanger
    ✭✭✭✭✭
    "Solo Dungeons will Kill the MMO"

    Most of DLC normal dungeon which doesn't have multiple player mechanic have became
    already solo dungeon for my tank...

    Personally, I want "group simulation dungeon" for solo players.
    We got grouping tools, but most of player is not interested in secret searching mission.
    Some of secret contents need 4 players. So I want AI character for it to study dungeon mech.

    And, I want to make my player characters for my AI team mate.
    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I'm Tank and Healer main player.
  • Dimorphos
    Dimorphos
    ✭✭✭
    Really good MMORPG offers good amount of both worlds, solo and group content. Just like in the real world, you don't want to be all alone in this world but you don't want to interact with people all the time either. Maybe the time and place is better now for solo things and maybe one hour later you wish to do some group stuff. There are hundreds of reasons why we need enough solo content and enough group content so that the game will be enjoyable the way you or me like it 24/7 and 365 days/year. You need them both and you need to have the freedom to choose.

    Solo dungeons and other solo content will never be the real reason if the game should die out. Content is content and games like ESO will need a lot of it in all varieties just as it needs active amount of players, good stories, nice visuals, engaging and interesting combat system... you know. All THAT STUFF.

    In general, the more they keep bringing things to this game the better. Then it is just a question of how they execute it all. I fail to see anything else to be as reasonable as this point of view.
  • AzuraFan
    AzuraFan
    ✭✭✭✭✭
    ✭✭✭✭
    Gabriel_H wrote: »
    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.
    Soarora wrote: »
    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.
  • Soarora
    Soarora
    ✭✭✭✭✭
    ✭✭✭✭✭
    AzuraFan wrote: »
    Gabriel_H wrote: »
    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.
    Soarora wrote: »
    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.

    Yeah, that's fair on the time zone problem. That and there's not a whole lot of dungeon guilds. I only know of a handful on PC/NA and while the time zones are spread out in my guild, it doesn't cover all times at the moment. Not sure about the other guilds.

    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.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 4/8 Tris
    • Dungeons: 32/32 HMs - 25/26 Tris
    • All Veterans completed!

      View my builds!
  • AzuraFan
    AzuraFan
    ✭✭✭✭✭
    ✭✭✭✭
    Soarora wrote: »
    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.

    Yeah, I can remember one Graven Deep run with a pug. One of the group asked if we could do the secret bosses because he needed the lead. He said that other pugs he'd asked didn't want to do them or just ignored the request and powered through the dungeon. We agreed to do them and did them all, but no lead for him. So he was back at square one. It's a miserable experience to have, so I'm really hoping the solo dungeons will include leads (and lorebooks, and achievements that are difficult with pugs). Otherwise ZOS will have missed the mark with them and not understood why some of us have been asking for them (in addition to those who want to see the story and explore the dungeon at their own pace). I don't mind running with pugs (I ran with pugs a lot before subclassing), but there's stuff I can't get done that way.
  • AdiraLynn
    AdiraLynn
    ✭✭
    I'm looking forward to solo dungeons and story modes. Too many times I've pugged a dungeon and I never got to enjoy the story because the group speed runs, and we all know you can't fall behind to do the quest or listen to the story, because if you do, you get kicked.
  • Alp
    Alp
    ✭✭✭✭✭
    I just want to experience the story without struggling or being dragged along. As long as they tie the story of the game to dungeons having them be group only isn't great.
  • majulook
    majulook
    ✭✭✭✭✭
    Malyore wrote: »
    Malyore 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.)

    I completely agree with that. Also, I am sure that when TES6 comes out a great many ESO players will flock to it, and ESO will have a much fewer daily logons. Maybe this is the reason for current changes to ESO. Given that TES6 could be out within the next 2 or 2.5 years depending on if they want a summer or winter release.
    Si vis pacem, para bellum
  • Recent
    Recent
    ✭✭✭✭✭
    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.


    Many players are already soloing dungeons but some require certain mechanics that lock them out of soloing those. I personally love the idea of solo dungeons cos sometimes i get tired of running behind a dd that runs off ahead of group to solo the dungeon anyway...this became more common with the arcanist power beam lol

    I would love to do dungens with my partner who just returned to eso. We do IA together and wbs and some dungeons too but be nice to get in without havjng to wait in a long queue.

    Eso is a diverse game with many difderent options of play for all. I agree with variety. I dont feel it will damage the game but rather enhance it.

    I respect your opinion OP and i hope it works out well for all of us.

  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    ✭✭
    AzuraFan wrote: »
    Gabriel_H wrote: »
    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.

    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.

    The solo dungeons are also coming with a challenge mode - that's where the rewards will be.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Danikat
    Danikat
    ✭✭✭✭✭
    ✭✭✭✭✭
    For me at least it's two different things. I'll do solo mode once on each character to complete the dungeon quest, taking the time to listen to the dialogue, read notes and books, fully search each room etc. and for everything else I'll continue to play the group mode/s with my guilds or group finder, like I do currently. And yes that means I don't care what rewards, if any, there are for doing a dungeon solo, because the point for me is being able to do the dungeon quest.

    I am in a guild dedicated to doing 'story mode' runs of dungeons where you're given time to listen to dialogue, watch scenes play out etc. but even then I'm very aware 3 other people are waiting (who have likely done the quest long before I joined the guild) so I don't want to spend too long on things and hold them up.

    I see it as an additional option, not a replacement for anything I can already do.
    PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    "Remember in this game we call life that no one said it's fair"
  • Iriidius
    Iriidius
    ✭✭✭✭✭
    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.

    It is also annoying if you cant finish quest because you forgot talking to an npc before boss fight and therefore the boss fight reuired for quest is not recognized even after talking to NPC despite having defeated the boss and you have to do whole dungeon again. Even if it isnt chronologically it would help if you could do all dialogue for quest after dungeon is finished and didnt had to defeat bosses AFTER required dialogue to make them count for uest progress and didnt get removed for all groupmates leaving.

    PC EU
  • Iriidius
    Iriidius
    ✭✭✭✭✭
    Malyore wrote: »
    Malyore 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.)

    Except TES6 release is still not in sight 15 years after Skyrim so solo Elder Scrolls players who always were large part of ESO playerbase will stay large part for a few more years.
    Without them ESO would have died long ago.
    If ESO is only for MMO players ZOS should have told TES singleplayers the game is not for them rather than avertising it to let them keep the population numbers than try to force them into group content.
    Skyblivion, GTA6 and probably Winds of Winter will all release before TES6.

    TESplayers staying in ESO until TES6 releases than instantly leaving no matter what ZOS does is oversimplified nonsense, they might already quit ESO now if not getting new content even if it there is no other game for them to play or might continue or return to playing ESO after TES6 if they get offered something they want to play that is not available in TES6. Forced group content isnt something soloplayers want to play ESO over TES6 for but solo dungeons or arenas are.
    PC EU
  • Tyralbin
    Tyralbin
    ✭✭✭✭✭
    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.
    Live a little love a lot send all your gold to this Imperials pot.
  • AzuraFan
    AzuraFan
    ✭✭✭✭✭
    ✭✭✭✭
    Gabriel_H wrote: »
    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.

    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.

    Feel free to fill in the bolded areas with other activites that players do (or want to do) for enjoyment, and therefore should receive no rewards for doing them beyond enjoyment.

    (I believe that overland should have rewards proportional to the challenge. I'm just pointing out the silly logic that story mode should have no rewards because players want to do it to enjoy the story, but everything else in the game that players do for enjoyment should have rewards. Unless the poster is asserting that everything else in the game sucks and nobody does any of it because they enjoy it, in which case, okay.

    I'm also not asking for huge rewards in story mode, but I'd expect there will be something more than just completing the quest. I don't know what story mode will look like, but if there are mobs, of course they should drop stuff.)
  • Lucasl402
    Lucasl402
    ✭✭✭✭
    I agree. Solo dungeon mode and story mode are really bad ideas for any MMO to implement.

    Grouping in ESO needs to be encouraged, not discouraged.
  • Lucasl402
    Lucasl402
    ✭✭✭✭
    Tyralbin wrote: »
    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.

    The original set up is to require grouping for dungeons.
  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    ✭✭
    AzuraFan 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.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    Gabriel_H wrote: »
    AzuraFan 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
  • AzuraFan
    AzuraFan
    ✭✭✭✭✭
    ✭✭✭✭
    Gabriel_H wrote: »
    AzuraFan 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.

    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.
  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    ✭✭
    spartaxoxo wrote: »
    Gabriel_H wrote: »
    AzuraFan 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

    Hardly what anyone would consider a reward to be. That's just box standard RPG background mechs.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    ✭✭
    AzuraFan wrote: »
    Gabriel_H wrote: »
    AzuraFan 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.

    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.

    We seem to be cross-talking here. Let me try clear this up. I'm saying there should not be a reason to go back and farm a dungeon in story-mode, after already doing it once, because the whole point of story mode is to do the story.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
Sign In or Register to comment.