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Solo Dungeons will Kill the MMO.

  • Syldras
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    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.

    Most of all, friends don't try to repeatedly lure you into activities you don't enjoy with weird unrelated "rewards". They might make suggestions, and whether you follow them or not after having considered them, both is fine and makes no difference. And if not, it would clearly perceived as pushy or even creepy.

    But I do think it's also a cultural topic. In the end, whether claims like "People need encouragement to do things" or "Other people might know better than an individual what's good for said individual" are agreed upon or not varies a lot from culture to culture. What can be seen as "caring" in one culture can be seen as restricting, paternalistic and rude in another. There are also different norms about how much interference into another person's plans and life, no matter if the intention is friendly or not, is even seen as acceptable - if at all. How much self-sufficience or confidence is expected of an individual also differs from culture to culture. And with that of course also how things like encouraging talk, advises (if not explicitly asked for), or even praise are perceived. If you receive lots of praise for something you find absolutely trivial and idiot-proof from your perspective, it will make you wonder what view that person has of your abilities and intelligence and it may come across as insulting, of course.

    From the point of view of the cultural background in which I grew up, the amount of "encouragement", but also hand-holding I often come across in ESO, as well as those moral lessons in writing lately (but that's a different topic) just feel unfitting for a game meant for adult players. I can accept that it is this way, because it's for a world-wide audience, but that still doesn't mean it resonates with me. I have already wondered whether that's because in my specific culture, it's normal to be self-reliant, take responsibility, navigate the world on your own and make your own judgements and decisions from early childhood on. From 1st grade (that's age 6) on (or sometimes already earlier), kids go to school alone - they navigate within the city, use trains and busses on their own, learn to safely cross streets, they learn to make reasonable decisions, judge their abilities, and whether a situation is dangerous or not. Also, organized freetime activities aren't such a big thing; parents don't drive their kids arounds by car from appointment to appointment here. There are some who are in sport clubs, for example, then they walk there on their own and return home on their own after training. But there's also lots of freetime where children just do whatever they like. They move freely, they're just in the neighborhood or go in the forest or some park, and explore on their own and get their own ideas on what they like to do and how to spend their time, the whole day, without any interference or anyone telling them what to do.

    Once we reach adulthood, we've already spent over a decade making our own judgements and our own decisions as well as organising our freetime and choosing our activities ourselves. If then people show up and tell us we can't really know what we like or not and they want to "encourage" us to try things (that we know we don't care for because we know ourselves well, our likes, our interests, our talents) - how are we supposed to feel about that? Of course it feels silly.

    Edited by Syldras on January 15, 2026 7:18AM
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • frogthroat
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    Rewards need to match the difficulty of content.
    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.

    So if you veteran solo something that is easier than the originally easiest normal difficulty, should you get veteran rewards?
    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.
    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.

    The changes to those two dungeons will be mostly less incoming damage and less boss health. Mechanics-wise, my guess is that in MHK the Golden Hedge Guardian will have fewer spriggans, and the end boss will have fewer enemies while having to stand in the coloured circles. And in MoS maybe the end boss hunt phase will be slightly easier. And this is me being optimistic. Realistically speaking, I doubt even the most difficult solo mode will be much more difficult than normal difficulty in group mode. They are taking an already soloable dungeons and making them easier to solo.

    If you do vet Vateshran, and then they add "stroll in the park" mode to it, should players who complete Vateshran in "stroll in the park" mode get the same rewards as you? Even if we didn't call it "a stroll in the park" mode, but "difficult mode"?
  • robwolf666
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    peacenote wrote: »
    Not to mention that many people who play video games are introverts and are legitimately shy or nervous getting into group content...

    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.

  • Apollosipod
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    Syldras 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.

    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.

    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.

    Solo dungeons would just be another way to enjoy the game. If you're forcing people to play groups when so many of them just run off silently anyway then you aren't forcing people to socialize, you're forcing them to skip dungeon experiences so sprinters have player mules to make it easier to skip everything.

    It's just more of the "play MY way or you're killing the MMO." Come on.
  • GloatingSwine
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    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.
  • Muizer
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    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.


    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • Juomuuri
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    Solo dungeons won't kill the dungeon finder as long as they tone down the rewards from there, at the least, not giving 10 transmutes upon completion. I play WoW and it introduced follower dungeons in the Dragonflight expansion. The followers are NPCs that perform any role, and you are able to do the leveling dungeons (on normal difficulty) with them. They can't do endgame dungeons as their AI breaks there (not sure if it's a bug or a feature), and you will only be able to loot gold and do dungeon quests during these runs. And like many others have said, players are already soloing group dungeons in ESO, even vet HM! But if solo dungeons would give transmutes and weapon drops etc, the dungeon finder would suffer. (Thoughts based on the first post, the thread is so long so I'm not replying to anyone in particular.)
    PC-EU (Steam) - CP 2300 - I was a tankblade main...
  • Apollosipod
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    Muizer 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.


    Sure, in theory, but how often do you join a random group that hits a wall and people don't just leave? The design doesn't work because people don't have the patience. Typically players are going into bet dungeons with groups that actually communicate. Players aren't doing this with random groups. Additionally, half the time you want to do a specific dungeon through the group finder you may have to wait for hours and still never get it. All that does is breed frustration with players who might be after some lead, gear, or just want to play the story. Making them do that in groups doesn't force socializing or strategy, it just forces players out
  • playsforfun
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    Tbh this isn't an mmorpg really, it feels more like a solo player game with online features, you can solo most dungeons now that haven't got any weird mechs from stopping you progress so I don't think putting solo dungeons within the game will make any difference to queue times etc

    I remember a poll not too long ago & you'd be surprised how many people play this game purely solo compared to grouping with others, end-gamers within ESO seems to be the minority which imo is a shame because there is great content for groups in this game.

    I find this game is very antisocial when it comes to grouping with others even others within guilds, I think a lot comes down to powercreep tbh they kinda made tanks & healers pointless in most dungeons & dlc dungeons, they're only really needed in trials, with the powercreep the dungeons weren't changed with the increase so that's why folk run off in front & literally just nuke everything, it's all about mentality you allow people to be godlike then they'll act like it as there's no fear of oh I might die here I should wait for the group etc etc, I think there should be a limit on normal dungeons especially like maybe 300cp as they're not meant for higher end players to be there, maybe also change the gear to like what trials are where you get perfected gear from harder content, this would allow new players to build themselves up while also being allowed to do quests etc.

    I personally like to do all content in game whether that is group content or solo content so I think solo content is a good idea as long as they get the rewards right & gear right, I don't think a solo player should get the same powered gear as someone who's doing harder group content but that's just my opinion.

    I'm quite looking forward to seeing what zos is going to bring in the future because I agree with them the old format was getting a bit stale & boring, if they can keep us busy with new content via events all year long while bringing new faces I think that would only be a good thing & I hope they can pull it off as it sounded great but a lot of work for them.
  • Syldras
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    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.

    Thank you for contributing to the discussion with your perspective. I mean it. And please don't get me wrong, I have no intention of being rude. But I think it's important to differenciate between introversion and social anxiety or socialphobia in discussions. It's possible that a person has both, but it's not automatically the case.

    There is this huge misunderstanding that comes up all the time that introversion meant "being afraid of social interaction". For introverts where this is not the case, this always leads to annoying debates, because people then think if it's shyness or anxiety, it's possible - or even necessary - to heal it by confronting yourself with even more social stuff. Which is annoying to no end if there's just no "shyness" problem, but the intoverted person just has no interest in social interaction (in a game, beyond the interaction they have in their everyday work life anyway), or is literally already exhausted from it in their after work hours, so they really can't stand more of that.

    As I wrote in an earlier post, introversion means "getting exhausted from social interaction" - while extraverted people are the opposite and gain energy from social interaction. Both are inborn personality types and not changeable. It's just how the brain works, and in case of introverts, nagging about "trying to be more social" only leads to one thing - even more exhaustion. The same way, extraverts will not be happy if they feel a strong need for social activity and you'd try to talk them out of that (with "rewards" to "encourage" them or not). That just doesn't normally happen because extraverts are the majority and society is largely designed for their disposition.
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • Blood_again
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    Syldras wrote: »
    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.

    Those patterns have to be broken? God, no! Why break?! :smile:
    Patterns may be stepped away from. Yes. And encouragement helps.

    Please don't bring here leads and in-game items. It works differently.
    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.
    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.
  • Syldras
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    Patterns may be stepped away from. Yes. And encouragement helps.

    But why if people might be absolutely happy with these "patterns"?
    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.

    I personally look at the achievement section of the UI as an informative list. I use it to look whether I have missed some content in a new zone (for example those random encounters, some boss in the open dungeons or delves, or how many style pages I still miss of one style) because there's no other list where I could see that. I don't care for achievement points at all (I have no clue how many I have), and I normally don't look at the "rewards" either.
    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.

    Where have I "demonized" endeavors? I never used the word "endeavors" in this thread before. Let alone I never "demonized" anything here - I asked a question out of curiosity whether people generally feel the need for "encouragement" or not, to try out new things. Because for someone from my culture this seems unusual ("Do they really need help for that?", "Why would anyone want others to tell them what to do?"), but I'm aware that stances on this differ worldwide, so I wanted to know how people of other cultures or countries view this topic.

    What I originally replied on, asking whether people truly wish for "encouragement", was this statement of yours, by the way:
    "PvP has it, that too. Rewards like unlocking certain abilities that are useful in PvE and PvP that encourage PvE players to try PvP, just a little bit."
    This is clearly funneling people into an activity they might not care for or even really dislike to get something completely unrelated.
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • MorallyBipolar
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    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.
  • AzuraFan
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    peacenote wrote: »
    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.

    It wasn't about what you said regarding 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.

    As to rewards, there are people in this thread arguing that the solo and story mode dungeons should receive NO REWARDS. That's what I'm arguing against, and I'm glad to hear you're not in that camp. However, as I've said before, if the solo mode doesn't drop the leads and have the lorebooks, it'll be useless to me. A huge frustration for those of us who prefer to solo is that we can't complete collections. We can't complete the lorebook library. We can't complete the antiquities codex. Not unless we group, which we don't like doing. And as far as leads go, it's horrible because you don't have to force yourself to run a dungeon with a pug just once. You might have to do it 50 times - PER LEAD. So as I said in an exchange with frogthroat, I'm fine with solo mode not dropping transmutes or the usual set pieces because then there will still be a reason to pug for those who care about those things. But if solo mode doesn't give soloers a way to complete the antiquities codex and pick up lorebooks, I'll wonder why ZOS bothered.
    Anyway, I see you around a lot on the forums and I enjoy your posts..

    Same. None of this is personal. We're just players who love the game and want to give all types of players a reason to stick around and play it. :) A healthy population is good for everyone. Those wanting to punish solo players by denying them rewards will only end up hurting themselves.
  • MorallyBipolar
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    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.

    Edited by MorallyBipolar on January 15, 2026 3:50PM
  • KalevaLaine
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    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.

    For those cases I got macros in my keyboard to say:

    hey : 3

    and:

    gg and bb ^-^ :)
    Edited by KalevaLaine on January 15, 2026 3:52PM
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  • AzuraFan
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    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.
  • Syldras
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    AzuraFan wrote: »
    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.

    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?

    Real life example: I'm personally someone who travels to a different location every time I travel - except for if it's a city I visit because I have friends there, go there for a specific event or activity type that's only available there, or something close to my home anyway, of course. But if I travel far solely to see a place, a town, a landscape, I choose as many different locations as possible. Mostly not even the same country twice, but if so, then different regions at least. I want to experience as many different things as possible in this limited time we have for travelling in our lives, because I'm curious about this world and different cultures and traditions.

    But: While I enjoy this a lot and couldn't imagine going to the same place every time, I don't know why I would be bothered about what choice other people make. It's their free time, their life, they can do what ever they want! It's not my business to interfere or give them any "advice". So if my neighbor travels to the same village in Southern France every year, why would I not just let him? If it makes him happy, why would I bother him about it?
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • Pevey
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    Solo/story mode dungeons is clearly something that lots of players want. It wouldn't personally be for me in most cases (for farming it might be nice, though I don't specifically farm gear very often), but it's not lost on me that they are a feature a lot of players want and not having them drives a lot of players away. Ultimately, what's best for the game is whatever keeps more people playing it.
    Edited by Pevey on January 15, 2026 4:04PM
  • MorallyBipolar
    MorallyBipolar
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    AzuraFan 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)
  • ArchangelIsraphel
    ArchangelIsraphel
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    AzuraFan 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)

    1. You don't get to decide what effort is for people other than yourself.

    2. If someone wanted, they could spend the day picking up random things off the ground, and go sell them on the guild store or at an npc until they had 100k. Then they could port into cyrodiil on the weekend and buy a monster helm without ever touching the content. Or they could PVP for them if they wanted.

    I don't know why people are so protective of the monster helms when it's already not even nessicary to touch group content to get them.
    Legends never die
    They're written down in eternity
    But you'll never see the price it costs
    The scars collected all their lives
    When everything's lost, they pick up their hearts and avenge defeat
    Before it all starts, they suffer through harm just to touch a dream
    Oh, pick yourself up, 'cause
    Legends never die
  • AzuraFan
    AzuraFan
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    Syldras wrote: »
    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?

    I think for this situation specifically, i.e. players wanting to encourage people to group, it goes back to something discussed up-thread. It's not about wanting players to broaden their horizons. It's about wanting people to group with. Which is a reasonable desire for someone who enjoys grouping. Unfortunately, wanting to force people to group means they just want more bodies for their groups, whether those people want to be there or not. A better situation would be that they have people to group with and all those people want to be there. Then everyone in the group is doing something they enjoy, which is great when we're talking about a game.

    I understand the fear that nobody will want to pug, which is why I think incentives need to remain for those who like to group to do the group dungeons. So I'm not advocating for identical rewards in both types of dungeons. But there should be rewards.
    Pevey wrote: »
    Ultimately, what's best for the game is whatever keeps more people playing it.

    Exactly.
  • AzuraFan
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    Less effort should lead to smaller rewards. And no effort should result in no rewards. (story mode should not give any rewards)

    If the difficulty of a dungeon is scaled to the number of people in the group, then the effort will be the same, no?

    And doing something in a group doesn't mean it's challenging. I've found it to be the opposite. I expend less effort when doing a group dungeon with a group, than I do when doing the same group dungeon solo.

    Anyway, this attitude of "Solo means no effort and no challenge," and group means, "huge effort, huge challenge," and "let's deny solo players rewards" is an ugly one that I'm not going to spend any more time engaging with. It's already been covered in the thread, anyway.
  • Orbital78
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    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.
    Edited by Orbital78 on January 15, 2026 5:09PM
  • Iriidius
    Iriidius
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    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.

    How is soloing a dungeon in solo mode no effort? You also have effort and get reward for doing other solo instances like from quests or arenas. You even get reward for quests where you only talk to NPCs without a single fight.
    Balancing enemys for solo players makes them as difficult to beat solo as beating enemys balanced for a group as a group. It doesnt makes them effortless.



    AzuraFan 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)

    You said "No effort should lead to no rewards" and getting carried through a dungeon is no effort and definitely less than doing it in solo mode. The "strawman" argument is the logical conclusion of your oneliner.
    Edited by Iriidius on January 15, 2026 5:43PM
    PC EU
  • Pevey
    Pevey
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    Orbital78 wrote: »
    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.

    I think this is a good point. I'm sure there are lots of contributing factors, but for me personally, the main thing keeping me from wanting to tank more is the difficulty I have seeing what is going on amidst all the visual effects. I can't see the enemy I'm supposed to be tanking.

    My eyes aren't the best in the world, but I also don't have any specific visual difficulties (at least none have ever shown up on an exam). I can only imagine what it's like for people with worse eyes.

    An option to turn off these visual effects coming from other players might help. (Yes, I know about the addon that uses the bug. I'm talking about an in-game option, and one where you could still see your group members, just not all their special effects being directed toward the boss and making it impossible to see the timing of the boss's attacks.)

    Addressing this and other reasons there are so few tanks would have far greater impact on the queue times. My guess is that people interested in story mode dungeons don't overlap much with people who are currently queuing as tanks, so I don't see story mode as harming queue time at all. If anything, it could improve it.
    Edited by Pevey on January 15, 2026 5:22PM
  • Iriidius
    Iriidius
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    Syldras 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.

    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.

    Most of the players opposing solo content play in premades and dont even group and sozialize with player outside premades who want to group and sozialize. They want them to play in "worse" groups to feel superior over them or leave the game because the existence of soloplayers is already a problem for them.
    PUG players should know that groupmates involuntarily grouping are usually not the best groupmates and that if they cant find sufficent teammates they are just as excluded from doing content as the player who doesnt want to group with them and have to do the content alone and therefore need solomode too.
    PC EU
  • Warhawke_80
    Warhawke_80
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    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.

    Trials and vet dungeons are a blast when they click. But let's be real: the vast majority of ESO players are solo or duo folks, not raid chasers. Reddit polls and threads consistently show 90%+ of content is soloable, and most players stick to overland, quests, or arenas with a buddy—group stuff is a small slice.

    The real grouping killer? Hardcore guilds and PUGs kicking anyone under perfect DPS or mechanics.

    Newbies and casuals get burned once, then nope out forever—sticking to solo where it's chill. That's why queues feel dead: the pool of potential groupers left awhile back because they were told they were "Bads"....ZOS catering to the solo/duo crowd keeps the 26M player base alive and growing.

    More casuals = more funding for your trials. Win-win but honestly there has to be folks actually showing up for them and that has been a issue.

    ““Elric knew. The sword told him, without words of any sort. Stormbringer needed to fight, for that was its reason for existence...”― Michael Moorcock, Elric of Melniboné
  • Last'One
    Last'One
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    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.


    ESO is an MMORPG, not just an MMO as you stated. There is a significant difference between the two.
    • MMO (Massively Multiplayer Online)
    • MMORPG (Massively Multiplayer Online Role-Playing Game)

    MMO vs MMORPG
    A example of a "pure" MMO is EVE Online, while The Elder Scrolls Online is an MMORPG. The distinction lies in design focus.

    ESO integrates traditional RPG elements, quests, narrative, character progression, and defined roles, into a persistent online world. In contrast, broader MMOs like EVE Online focus primarily on large-scale player interaction, relying less on scripted storytelling and more on emergent systems such as player-driven economies, warfare, and politics.

    ESO is specifically an MMORPG because its core experience revolves around role-playing mechanics, skill development, and story arcs in the tradition of classic RPGs, rather than purely systemic or sandbox-driven gameplay.

    However, this discussion often ignores why so many players prefer, or are effectively forced, to play solo.

    It’s not because they dislike multiplayer. I don’t believe that at all. In ESO, solo play is often not a preference, but the only viable option due to gatekeeping, toxicity, and exclusion, largely driven by DPS requirements, logs, and performance tracking.

    In an MMORPG, players should be able to role-play. That is literally what the genre is built around. But can I role-play freely in a Hard Mode trial? No. If I choose a one-bar Oakensoul build, a sword-and-shield damage dealer, or any non-meta setup, I am excluded. Not because I fail mechanics, but because my DPS is lower, my logs aren’t perfect, or my build doesn’t fit someone else’s spreadsheet.

    That’s the real problem.

    Players are being excluded from an MMORPG for role-playing. ESO has gradually turned into a DPS-and-logs simulator, and both the community and ZOS share responsibility for that shift.

    At the same time, solo content has become trivial. Overland and story content offer virtually no challenge due to inflated player damage and extremely low difficulty tuning. This does not serve veteran players, role-players, or anyone who truly enjoys ESO as an MMORPG.

    If someone claims that a player "should not be allowed" to play a damage dealer with a shield and sword and a restoration staff in an MMORPG, as long as they perform mechanics, then they fundamentally misunderstand what an MMORPG is. In ESO, that attitude exists almost entirely because of DPS Sharing and logs culture, not because such builds are unplayable.

    So yes, ESO is an MMORPG. It always has been, and it always will be. That means players should be able to play-the-way-they- like, role-play their characters, and still participate meaningfully in the game, without being excluded by logs, DPS meters, or rigid meta expectations.

    ESO is an MMORPG.
    And if players can’t actually role-play inside an MMO(RPG), then something is seriously wrong.

    I truly believe this is why ESO has turned into something unhealthy. First, we lost the role-play aspect. Then we lost respect for the lore. Then class identity started to disappear. Then we lost the fun... What’s left now? DPS meters and logs.

    Tell me: how is this still an MMO or an MMORPG if I can’t role-play the way I want to, knowing with 100% certainty that doing so will get me kicked or excluded from group content? The same group content you refer to....




    Edited by Last'One on January 15, 2026 7:04PM
    Elder Scrolls Online? A delightful blend of tragedy and comedy. Hilarious! Terrifying!
    As Sheogorath, say: "If it makes you laugh and cry at the same time… PERFECT! Do it again!"
  • Warhawke_80
    Warhawke_80
    ✭✭✭✭✭
    Last'One 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.


    ESO is an MMORPG, not just an MMO as you stated. There is a significant difference between the two.
    • MMO (Massively Multiplayer Online)
    • MMORPG (Massively Multiplayer Online Role-Playing Game)

    MMO vs MMORPG
    A example of a "pure" MMO is EVE Online, while The Elder Scrolls Online is an MMORPG. The distinction lies in design focus.

    ESO integrates traditional RPG elements, quests, narrative, character progression, and defined roles, into a persistent online world. In contrast, broader MMOs like EVE Online focus primarily on large-scale player interaction, relying less on scripted storytelling and more on emergent systems such as player-driven economies, warfare, and politics.

    ESO is specifically an MMORPG because its core experience revolves around role-playing mechanics, skill development, and story arcs in the tradition of classic RPGs, rather than purely systemic or sandbox-driven gameplay.

    However, this discussion often ignores why so many players prefer, or are effectively forced, to play solo.

    It’s not because they dislike multiplayer. I don’t believe that at all. In ESO, solo play is often not a preference, but the only viable option due to gatekeeping, toxicity, and exclusion, largely driven by DPS requirements, logs, and performance tracking.

    In an MMORPG, players should be able to role-play. That is literally what the genre is built around. But can I role-play freely in a Hard Mode trial? No. If I choose a one-bar Oakensoul build, a sword-and-shield damage dealer, or any non-meta setup, I am excluded. Not because I fail mechanics, but because my DPS is lower, my logs aren’t perfect, or my build doesn’t fit someone else’s spreadsheet.

    That’s the real problem.

    Players are being excluded from an MMORPG for role-playing. ESO has gradually turned into a DPS-and-logs simulator, and both the community and ZOS share responsibility for that shift.

    At the same time, solo content has become trivial. Overland and story content offer virtually no challenge due to inflated player damage and extremely low difficulty tuning. This does not serve veteran players, role-players, or anyone who truly enjoys ESO as an MMORPG.

    If someone claims that a player "should not be allowed" to play a damage dealer with a shield and sword and a restoration staff in an MMORPG, as long as they perform mechanics, then they fundamentally misunderstand what an MMORPG is. In ESO, that attitude exists almost entirely because of DPS Sharing and logs culture, not because such builds are unplayable.

    So yes, ESO is an MMORPG. It always has been, and it always will be. That means players should be able to play-the-way-they- like, role-play their characters, and still participate meaningfully in the game, without being excluded by logs, DPS meters, or rigid meta expectations.

    ESO is an MMORPG.
    And if players can’t actually role-play inside an MMO(RPG), then something is seriously wrong.

    I truly believe this is why ESO has turned into something unhealthy. First, we lost the role-play aspect. Then we lost respect for the lore. Then class identity started to disappear. Then we lost the fun... What’s left now? DPS meters and logs.

    Tell me: how is this still an MMO, or an MMORPG?




    Actually Matt Firor started calling it a Online Role Playing Game (ORPG) around the time of Greymoor....just saying......
    ““Elric knew. The sword told him, without words of any sort. Stormbringer needed to fight, for that was its reason for existence...”― Michael Moorcock, Elric of Melniboné
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