Not to mention that many people who play video games are introverts and are legitimately shy or nervous getting into group content. I absolutely was, in my first MMO, and to this day I'll still find certain groups or activities intimidating, or find I don't have the energy on a specific day to interact in a group chat scenario, even though generally speaking I enjoy group play. I never would have stepped a virtual foot into an MMO if a friend hadn't brought me in, with much encouragement. But I'm so glad they did.
I think it's actually a pretty big responsibility of the devs, yes though ESO is a video game, to understand human behavior, and use that understanding to make content that is enjoyable by as many people as possible, while not using that understanding to manipulate people and feed into addictions, FOMO, etc. I think ethics belong everywhere, even in games.
So I'm really not sure why people are jumping straight to the "you must be holding an anti-solo'er sentiment" when the suggestion is that rewards should be different. I could kind of see them being the same rewards (maybe) if normal and vet dungeons dropped the same rewards, and if normal and vet trials dropped the same rewards... but they do not. If yet another "flavor" of a dungeon in addition to "normal, 1 - 4 players, scaled to a group" and "vet, 1 - 4 players, scaled to a group" is released, I should think that it, too, would have its own reward pool. I don't think I said it should necessarily be a lesser reward, but I did advocate that it is different than the other rewards from the other modes, so as not to detract from the value of running the other modes.
I did want to be clear what I meant, and that what I was saying was that it is unfair to assume that all people who don't think solo dungeons should have identical rewards to their grouped mode are coming from a place of disparaging solo players or wanting to deny them good rewards or is assuming they are lazy or untalented... and that one of those players is me. :P
I like getting achievements. I like cosmetics. If people are going to be given an environment scaled to being alone, difficulty-wise, that's one thing. But if we aren't allowed to enter with friends, even though we can quest with friends in almost every other way, ESPECIALLY if the content isn't hard or scored like arenas... that will irritate me greatly. I will not enjoy being forced to do something solo that a) technically I've done already, tons of times and b) is not NECESSARY to do alone, just to obtain those rewards and achievements. Now, if the solo dungeons are some kind of scored, challenging solo bragging rights environment, then I'd understand that they are more like mini-arenas... but if they turn out to be that, I feel like ZOS will have completely missed the boat on their audience.
ArchangelIsraphel wrote: »But I think encouragement tends to hit differently when it comes from a company. Some might feel as though ZOS is treating them like children who must be coaxed into changing their natural habits, even though they already know what they like and want to do in game. Where as the encouragement of a friend comes from a place of positivity, having it come from a company can feel like they’re trying to mold you into their ideal customer rather than necessarily having your best interests in mind. I’m not sure it actually results in people really enjoying the content. Rather, they feel pushed one way, then another, as the company pulls them back and fourth between different types of content. It doesn’t really let the player settle into their own rhythm.
Precisely. MHK and MoS are already soloable, so the solo changes will drop the difficulty. I am guessing at most the veteran solo mode is going to be barely a normal difficulty in group mode.Cooperharley wrote: »Rewards need to match the difficulty of content.
No, VH is designed to be a solo arena. 4 player dungeons are designed to be for 4 players. To make them soloable, I am guessing they are lowering the difficulty a lot. Neither MHK or MoS have any mechanics that will stop a solo player, so it's not going to be anything like removal of two pressure plates you need to stand on simultaneously.Cooperharley wrote: »That's like saying if you do veteran vateshran, a solo arena, you should get delve rewards. If you are doing veteran difficult solo content, you absolutely should be rewarded as such.
Not to mention that many people who play video games are introverts and are legitimately shy or nervous getting into group content...
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.
Apollosipod wrote: »Yeah, the issue with these arguments is that people saying solo dungeons will kill the game don't get that making people do group play doesn't enforce any kind of socialization either. I've been playing this game for ten years and 90% of the dungeons I'm in these days no one talks and everyone just charges the bosses. Half the time it causes the in combat glitch that then makes it impossible to use doors.
Apollosipod wrote: »Yeah, the issue with these arguments is that people saying solo dungeons will kill the game don't get that making people do group play doesn't enforce any kind of socialization either. I've been playing this game for ten years and 90% of the dungeons I'm in these days no one talks and everyone just charges the bosses. Half the time it causes the in combat glitch that then makes it impossible to use doors.
So, another element here is the game play Dungeons are designed for: learn through failure. That is what 'mechanics' are about. Often you need to learn how to coordinate in very specific circumstances. You cannot expect to turn up at a dungeon you have never played before and survive. Sometimes not even on Normal. My point is that by magnifying the impact of experience, both apprehension for new players and irritation for veterans is baked into the design.
robwolf666 wrote: »This is certainly true of me, to the extent I even have problems in every day life interacting with people it's been so much of a problem. So it's a big factor in why I don't do Group content or PvP - even if was in such a scenario I would be saying nothing in the chat... that on top of the fact I simply don't like that kind of game content.
Games like Elder Scrolls - as in Skyrim etc - are a form of escapism for me, a way to not have to deal with people irl. Unhealthy maybe, unhelpful even, but it helps me relax. And it's also one of the biggest factors in why I want ESO to go more in the solo direction.
Even so, I genuinely can't think of any incentive ZOS could offer that would get me to play it.
But why do these patterns have to be broken if someone already has enough to do with the things they already know they want? If I have only, say, 1 or 2 hours of playtime an evening, and I already have things I enjoy and want to do (even more than I'd ever have time for), why would I need to concentrate on something else instead? What exactly does that improve for me? What benefit do I have from that?
Do people seem happy and encouraged in all those posts where they talk about being annoyed of having to do activity X (no matter if it's dungeons, ToT, questing or whatever) that they don't enjoy because they need to specific item or lead for something completely unrelated that they do need for their playstyle?
For me, the offer of different activities is just, well, them being in game. I can walk through the game world and look at things and locations, I can go through the UIs, I can check the achievement lists and look what's to do, that's completely sufficient for me. There's no need to wave with the proverbial carrot. Even less if this carrot is a lead for some item people need for something else, so it becomes a chore instead of some nice gift that can also be easily ignored.
Blood_again wrote: »Patterns may be stepped away from. Yes. And encouragement helps.
Blood_again wrote: »You said "I can check the achievement list and look what to do". The same way I can open the endeavors list and check what to do. Same? No? Achievement are the encouragement system too.
The differences between endeavors and achievements features aside the time factor are usually: less work, less reward and less variants to choose from.
Blood_again wrote: »You should go and open endeavors in UI willingly the same way as achievements. Nobody toss it in your face (not like the leads for example).
So why do you demonize endeavors, but not achievements? People moaned about mounts or costumes behind the achievement way before the endeavors were implemented, you know.
Blood_again wrote: »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.
If there are not the same rewards as in a group dungeon, but for less time or less work.
Fixed it for you.
Different rewards for solo and group modes make it totally OK.
I'm trying to explain that I think it is a good thing that different kinds of content in ESO give different kinds of rewards. I'm trying to say that this is true ALL OVER ESO, and I think ZOS should be consistent about this when they roll out solo dungeons. I don't expect to get tel var stones from a trial. I don't expect to farm trial gear from a fishing hole. So I'm really not sure why people are jumping straight to the "you must be holding an anti-solo'er sentiment" when the suggestion is that rewards should be different. I could kind of see them being the same rewards (maybe) if normal and vet dungeons dropped the same rewards, and if normal and vet trials dropped the same rewards... but they do not. If yet another "flavor" of a dungeon in addition to "normal, 1 - 4 players, scaled to a group" and "vet, 1 - 4 players, scaled to a group" is released, I should think that it, too, would have its own reward pool. I don't think I said it should necessarily be a lesser reward, but I did advocate that it is different than the other rewards from the other modes, so as not to detract from the value of running the other modes.
Anyway, I see you around a lot on the forums and I enjoy your posts..
GloatingSwine wrote: »Yeah, randomly matchmade dungeons are like the least likely place to get socialisation in the MMO, because most people in them are there to smash through to get their RND reward and just want to do that as fast as possible.
If you're extremely lucky you'll get a gg at the end.
MorallyBipolar wrote: »Blood_again wrote: »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.
If there are not the same rewards as in a group dungeon, but for less time or less work.
Fixed it for you.
Different rewards for solo and group modes make it totally OK.
No effort should lead to no rewards.
It's because people who like to solo get fed up of being told that forcing us to try group content and spread our wings will be a beautiful thing. For a few players, maybe, but a lot of us have been gaming for a long time. This isn't our first MMO rodeo. We know what we like and what we don't like, so it's annoying when other players think we're just cowering in a corner afraid to group, and if we would just try it, we'd love it. It was you pulling out the same tired, "But making people group encourages people to try new things," line that we've heard a million times already. If someone has never tried grouping before, tries it to get the shiny they want, and likes it, that's great. But for most soloers, been there, done that, tried it, have forced ourselves to do it, not interested, the end.
MorallyBipolar wrote: »Blood_again wrote: »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.
If there are not the same rewards as in a group dungeon, but for less time or less work.
Fixed it for you.
Different rewards for solo and group modes make it totally OK.
No effort should lead to no rewards.
I assume then, that you'd support ZOS implementing a new rewards system for groups. If the DPS doesn't do a certain percentage of the total DPS of the group, no rewards. If the tank doesn't know how to tank, no rewards. If the healer sucks, no rewards. If someone lets themselves be carried, no rewards. If someone speedruns and skips trash mobs that others fight, no rewards. All group members would have to reach a certain threshold of effort to receive any rewards.
Those in solo dungeons would always receive rewards because they put in 100% of the effort.
MorallyBipolar wrote: »MorallyBipolar wrote: »Blood_again wrote: »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.
If there are not the same rewards as in a group dungeon, but for less time or less work.
Fixed it for you.
Different rewards for solo and group modes make it totally OK.
No effort should lead to no rewards.
I assume then, that you'd support ZOS implementing a new rewards system for groups. If the DPS doesn't do a certain percentage of the total DPS of the group, no rewards. If the tank doesn't know how to tank, no rewards. If the healer sucks, no rewards. If someone lets themselves be carried, no rewards. If someone speedruns and skips trash mobs that others fight, no rewards. All group members would have to reach a certain threshold of effort to receive any rewards.
Those in solo dungeons would always receive rewards because they put in 100% of the effort.
You're not assuming. You're presenting a straw man argument.
There should be no rewards for story mode dungeons for sure. NOTHING. Some very minor reward for a solo dungeon might be ok, but it should be virtually nothing, and certainly not monster helms or anything else that can be gotten from group dungeons. Solo dungeons should drop overland gear, not dungeon specific gear.
Less effort should lead to smaller rewards. And no effort should result in no rewards. (story mode should not give any rewards)
Honestly, I don't even get why there's this urge to "encourage" other people to try new things. For a video game studio it's clear - getting people to play more means more money and better engagement stats. But why do other people do it?
Ultimately, what's best for the game is whatever keeps more people playing it.
MorallyBipolar wrote: »Less effort should lead to smaller rewards. And no effort should result in no rewards. (story mode should not give any rewards)
MorallyBipolar wrote: »Blood_again wrote: »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.
If there are not the same rewards as in a group dungeon, but for less time or less work.
Fixed it for you.
Different rewards for solo and group modes make it totally OK.
No effort should lead to no rewards.
MorallyBipolar wrote: »I assume then, that you'd support ZOS implementing a new rewards system for groups. If the DPS doesn't do a certain percentage of the total DPS of the group, no rewards. If the tank doesn't know how to tank, no rewards. If the healer sucks, no rewards. If someone lets themselves be carried, no rewards. If someone speedruns and skips trash mobs that others fight, no rewards. All group members would have to reach a certain threshold of effort to receive any rewards.MorallyBipolar wrote: »Blood_again wrote: »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.
If there are not the same rewards as in a group dungeon, but for less time or less work.
Fixed it for you.
Different rewards for solo and group modes make it totally OK.
No effort should lead to no rewards.
Those in solo dungeons would always receive rewards because they put in 100% of the effort.
You're not assuming. You're presenting a straw man argument.
There should be no rewards for story mode dungeons for sure. NOTHING. Some very minor reward for a solo dungeon might be ok, but it should be virtually nothing, and certainly not monster helms or anything else that can be gotten from group dungeons. Solo dungeons should drop overland gear, not dungeon specific gear.
Less effort should lead to smaller rewards. And no effort should result in no rewards. (story mode should not give any rewards)
I think we should wait for more information on the rewards before getting all worried with doom and gloom.
The biggest thing hurting dungeon queues right now is the lack of people wanting to tank, I don't blame them. ZoS needs to come up with some ideas to make tanking more fun. Limiting "fun" builds aka Tormentor isn't a good start. I don't think there is much issue in normals, as a dps can basically tank those if they slot some mitigation and a taunt.
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.
MorallyBipolar wrote: »ESO is an MMO with group content being the end game activities.
The casual solo crowd just keep lobbying for changes that will make life much harder for those of us who play for the group content.
Solo and story modes discourage grouping, which is the opposite of what ZOS should do if they want to maintain a viable ESO going forward.
And I'm sick and tired of people trying to claim ESO is the latest edition of Elder Scrolls. It's not. ESO wasn't even created by the same studio that produces Elder Scrolls games. ESO is an MMO and grouping is a vital aspect of the game.
ESO already caters almost exclusively to the casual crowd and it's been very detrimental already. Just look at the exodus of players after U35 hit. U35 killed the end game trial community. But the casual solos don't care because it doesn't effect them. Yet the population continues to decline further and further the more ZOS caters to the casual solo players.
MorallyBipolar wrote: »ESO is an MMO with group content being the end game activities.
The casual solo crowd just keep lobbying for changes that will make life much harder for those of us who play for the group content.
Solo and story modes discourage grouping, which is the opposite of what ZOS should do if they want to maintain a viable ESO going forward.
And I'm sick and tired of people trying to claim ESO is the latest edition of Elder Scrolls. It's not. ESO wasn't even created by the same studio that produces Elder Scrolls games. ESO is an MMO and grouping is a vital aspect of the game.
ESO already caters almost exclusively to the casual crowd and it's been very detrimental already. Just look at the exodus of players after U35 hit. U35 killed the end game trial community. But the casual solos don't care because it doesn't effect them. Yet the population continues to decline further and further the more ZOS caters to the casual solo players.