JustLovely wrote: »The only way solo/story mode doesn't break the game for players who play MMO's for grouping and socializing is if there are no rewards.
JustLovely wrote: »The arguments against solo mode are not weak. The only way solo/story mode doesn't break the game for players who play MMO's for grouping and socializing is if there are no rewards.
JustLovely wrote: »If story or solo dungeons give monster helms or rewards at all it will break the game for everyone who wants to group and play group content. The solo or story mode should be the only reward for those players wanting it.
Do they want to group and socialize with people who don't want to group and socialize but only participate in dungeons for the rewards? Doesn't sound like fun to me.
JustLovely wrote: »SilverBride wrote: »JustLovely wrote: »Story mode is already an option. Just group with 3 friends and go the the dungeon of your choice and spend as much time there doing whatever you like. I'm pretty sure you could even do one friend and two companions and make it work, or just go in by yourself and solo the dungeon.
Or just go into a Story Mode dungeon in our own time and our own way, without having to coordinate with 3 other players, or take a character that is strong enough to solo a dungeon, and enjoy the story, because WHY NOT?
Because ESO is an MMO that should encourage grouping. That's why.
Why do so many people come to ESO and insist it be a different game than it was designed to be? If you don't like ESO there are tons of solo games out there to choose from, most games are for solo players.
spartaxoxo wrote: »When I queue for a group in the dungeon finder, I don't know what my teammates' motivations are the majority of the time. And if they don't share them, then I don't care. Although, I will help them if asked. I just want to find a group in a timely manner and get the dungeon completed for whatever reason I went inside.
As for solo or story mode being the only reward, that's been covered in the thread already. Why do some in this community want to deny solo activities rewards?
ArchangelIsraphel wrote: »I think it stems from the false biases that surround roleplayers and casual gamers in general. Many assume that roleplayers and people who want to enjoy story content are somehow "lazy" or "don't want to put in effort" just because they'd rather not group. Therefore they think that they don't "deserve" rewards for content completion because it was "easy". It's a mentality that fails to account for the personal abilities of the individual, and what someone other than themselves might consider hard.
I think it also comes from a perspective where people feel entitled to the time and energy of others just because it's a multiplayer game. If people are allowed to solo, then they're not bound in service to a random stranger on the internet, and some might find that upsetting because it means they can't control when and how other players are rewarded. Or press them into service so that they themselves can gain rewards, whether that be social validation or in game items. The comfort of others isn't as important to them as what they can gain.
JustLovely wrote: »The arguments against solo mode are not weak. The only way solo/story mode doesn't break the game for players who play MMO's for grouping and socializing is if there are no rewards.
Do they want to group and socialize with people who don't want to group and socialize but only participate in dungeons for the rewards? Doesn't sound like fun to me.
ArchangelIsraphel wrote: »I think it stems from the false biases that surround roleplayers and casual gamers in general. Many assume that roleplayers and people who want to enjoy story content are somehow "lazy" or "don't want to put in effort" just because they'd rather not group. Therefore they think that they don't "deserve" rewards for content completion because it was "easy". It's a mentality that fails to account for the personal abilities of the individual, and what someone other than themselves might consider hard.
It's also bizarre, because as far as dungeons go, it's easier to complete them in a group than it is to do them solo. Obviously the new solo mode will be scaled back. But right now, it's more difficult for someone to solo a dungeon than it is to group and do it. I've certainly been in groups where it's obvious that another person is being carried or has no idea how to use skills. But according to the bias you've described, someone who solos a dungeon deserves no rewards, but someone who does it in a group should be showered with them.
How about rewarding everyone equally? Because everyone has completed the same dungeon. It could be that for some players, completing one of the new solo dungeons is more difficult, or equally difficult, than completing the same regular dungeon with a group.I think it also comes from a perspective where people feel entitled to the time and energy of others just because it's a multiplayer game. If people are allowed to solo, then they're not bound in service to a random stranger on the internet, and some might find that upsetting because it means they can't control when and how other players are rewarded. Or press them into service so that they themselves can gain rewards, whether that be social validation or in game items. The comfort of others isn't as important to them as what they can gain.
This is closer to the real reason behind the "solo activities deserve no rewards" silliness. It's the, "But then nobody will play with meeeeeee," attitude. They don't care whether other players are enjoying themselves or not, because other players exist to serve their goals and their playstyle. They want solo dungeons to have crappy or no rewards so players will still be forced to do dungeons with them. Sad, really.
In my opinion, ZOS has always done a fairly decent job of encouraging its playerbase to try new things. I think it's good for the game, and, because it is an online game and it is a large community, I think it's good for the players too.
This is closer to the real reason behind the "solo activities deserve no rewards" silliness. It's the, "But then nobody will play with meeeeeee," attitude. They don't care whether other players are enjoying themselves or not, because other players exist to serve their goals and their playstyle. They want solo dungeons to have crappy or no rewards so players will still be forced to do dungeons with them. Sad, really.
SwordOfSagas wrote: »Dungeons can be done solo right now, apart for the ones that need another person for mechs.
I'm genuinely curious: Does the average adult person need "encouragement" to try things? It comes up on this forum all the time and it always makes me wonder whether there might be cultural differences at play here, or what ever it is?
The solo dungeons will be just rebalanced existing group dungeons. In winter (season 2) we'll get the first solo dungeons, MHK and MoS.I assume the solo dungeons will be custom-built just like current dungeons (probably drawing development resources away from the multiplayer dungeons we currently have).

JustLovely wrote: »I think solo dungeons are fine as long as you can't get exactly what you can get from the vet version, like a monster helm. Keep rewards different, but less desirable/ powerful than the vet version.
So… if I want to get one monster set, I have to play with toxic players, speed runners, gatekeeping players and etc....? What if I want-to-play-the-way-I-want? Why do I have to be the target of others just to get one monster set?
If story or solo dungeons give monster helms or rewards at all it will break the game for everyone who wants to group and play group content. The solo or story mode should be the only reward for those players wanting it.
Not relevant to the topic.What about all the gatekeeping people already do in Group Finder?
Not relevant to the topic.What about demanding parses and logs just to participate in a simple HM?
Not relevant to the topic.What about requiring the Hodor Reflex addon just to join a trial?
Not relevant to the topic.What about blocking players simply because they use Oakensoul or OneBar builds, for whatever reason?
Not relevant to the topic.What about kicking players from groups just because they aren’t a tank—when they just want to use a sword and shield because they’re new and still learning the game?
Not a feasible solution. It's a very small minority that solos dungeons.Solo dungeons will not break the game. You know why? Because players are already doing them.
frogthroat wrote: »Not relevant to the topic.What about all the gatekeeping people already do in Group Finder?Not relevant to the topic.What about demanding parses and logs just to participate in a simple HM?Not relevant to the topic.What about requiring the Hodor Reflex addon just to join a trial?Not relevant to the topic.What about blocking players simply because they use Oakensoul or OneBar builds, for whatever reason?Not relevant to the topic.What about kicking players from groups just because they aren’t a tank—when they just want to use a sword and shield because they’re new and still learning the game?Not a feasible solution. It's a very small minority that solos dungeons.Solo dungeons will not break the game. You know why? Because players are already doing them.
Do people sometimes need external motivators? Are you not a human, or just a bit narcissistic? :>I'm genuinely curious: Does the average adult person need "encouragement" to try things? It comes up on this forum all the time and it always makes me wonder whether there might be cultural differences at play here, or what ever it is?
/script JumpToHouse("@Paramedicus")
Blood_again wrote: »Well, it is probably an off-topic, but...
The average adult person may easily act by some patterns that form some blind spots and always-postponed artefacts.
It is especially probable in the game where you have to choose between 7-10 activities. Some of the choices are likely postponed day by day, because you always have a bigger fish to fry.
Some mechanics, like endeavors, may shift it by a limited choice or a bigger reward. Remember how many people tried their first in-game stealing during the TG week in May 2024?
As a live example of patterns. Once I visited the top of one mountain as a tourist. I've met two adult guys there, and we spoke.
One of them has been living for 30 years in a village at the foot of this mountain. His whole life. He had never gone to the top of the mountain, until his brother visited him and asked to see what's on the top.
So that was his first journey to the top, while it took less than an hour and was always a stone's throw away.
Being asked "why didn't you?" he said "Why would I? There is nothing to do here"
Paramedicus wrote: »Do people sometimes need external motivators? Are you not a human, or just a bit narcissistic? :>
Therefore, when I give the opinion that solo dungeons shouldn't have the same rewards as group dungeons, I do this thinking about the overall health of the game. How players are encouraged to spread their wings. How many people might never have made it to endgame if they hadn't had a reason (AKA a unique reward) to go into a new kind of content.
Or how about: "I hated having to group up myself but did it anyway to get the rewards. It's not fair if other people to get access to those rewards without going through the same ordeal". At some level it's an understandable reaction, but it's also a hindrance to making the game more enjoyable to new players.
Players are the ones who break the multiplayer experience.
robwolf666 wrote: »frogthroat wrote: »Not relevant to the topic.What about all the gatekeeping people already do in Group Finder?Not relevant to the topic.What about demanding parses and logs just to participate in a simple HM?Not relevant to the topic.What about requiring the Hodor Reflex addon just to join a trial?Not relevant to the topic.What about blocking players simply because they use Oakensoul or OneBar builds, for whatever reason?Not relevant to the topic.What about kicking players from groups just because they aren’t a tank—when they just want to use a sword and shield because they’re new and still learning the game?Not a feasible solution. It's a very small minority that solos dungeons.Solo dungeons will not break the game. You know why? Because players are already doing them.
Kind of is relevant since it's one, or more, of the reasons people have been asking for soloable dungeons, along with experiencing the story without getting rushed or left behind by a group.
frogthroat wrote: »Not relevant to the topic.What about all the gatekeeping people already do in Group Finder?Not relevant to the topic.What about demanding parses and logs just to participate in a simple HM?Not relevant to the topic.What about requiring the Hodor Reflex addon just to join a trial?Not relevant to the topic.What about blocking players simply because they use Oakensoul or OneBar builds, for whatever reason?Not relevant to the topic.What about kicking players from groups just because they aren’t a tank—when they just want to use a sword and shield because they’re new and still learning the game?Not a feasible solution. It's a very small minority that solos dungeons.Solo dungeons will not break the game. You know why? Because players are already doing them.
frogthroat wrote: »But yeah, I agree with JustLovely that the rewards need to be carefully considered. I solo dungeons and if I can farm new dungeons solo, you won't see me in dungeons with pugs. Currently I farm as a tank or dps-tank, but even if there would be a "reset instance" button somewhere I would mostly farm as solo. And if I can have a faster solo instance and can queue up again right after finishing, no way I would farm with pugs. So yeah, if you get all the same rewards as in group mode, many players would never queue with pugs again. Me included.
You need to wait for the correct one, and then they cost you 100k each. To buy a specific monster set full, you will need months of time to wait when the correct set is available and spend 600k gold. Two sets full would be 1.2kk gold. That is hardly nulling and voiding getting them from the dungeon. The 100k for each piece will start to add up if you are serious about filling your sticker book.(though the argument against monster masks is null and void, given you can buy them)
Besides the dungeon quest, that is what I would be thinking, too. Leads, lorebooks and RP-achievements. And maybe some new, unique achievements just for solo.But if I can't get lorebooks and leads, and achievements that are near impossible to do with a pug, solo mode will be useless to me.
I, for one, go with pugs pretty much only because of these reasons. If I can get those solo, I would not pug. Ever. You hit the nail on the head with this one.I could be wrong about this, but I think most people pug to farm sets, for transmutes, or for leads. So I'd be on board with not dropping set pieces or awarding transmutes.
I agree.Leads are different - antiquities should have been accomplishable solo from the beginning, IMO, and given that you might have to run a dungeon a whack load of times to get a drop, I really think they should drop in solo mode.
Obviously the group difficulty achievements (veteran completion, HM, speedrun, no death, trifecta) need to remain only in group mode. If solo mode has difficulty levels (which it will have) they need to be separate achievements. Otherwise the group achievements mean nothing. But yeah, most dungeons have plenty of RP-achievements, and even the slayer achievements should be possible in veteran solo mode.As for achievements, there are some that are not doable with the state of pugs today and need to be doable in solo mode.