Without going into too much detail (because you will see it soon on PTS), Night Market is a brand new type of zone that started with a group focus. There are activities solo players can do but they will be hard pressed to get to these activities without at least following groups of players around.
The zone is open but with a smaller player cap and much harder content. We don’t force you to group to enter but to do the content, you will want to.
It is highly likely that dungeons are going to be in the future, but this year, as we invest more in the core experience of the game, this was one of those trade-offs that we had to make.
tomofhyrule wrote: »I think there's a bigger issue here: we're not getting dungeons this year, but we are getting solo content. Understandably this makes the Dungeons community feel like they're getting shafted.
tomofhyrule wrote: »Sure, there's "group" content coming this year in the form of the Night Market... but even based on what Finn's told us, it's less of an instanced thing, and more of a thing that solo players can still play provided they zerg surf. So even though it's designed for groups, it's still not something that requires grouping.
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.
I meant the original setup of The Elder Scrolls.
ESO is not part of the Elder Scrolls series of games. ESO is only elder scrolls themed. What other Elder Scrolls game is an MMO? (right, none, ever) ESO wasn't even created by the same studio that creates Elder Scrolls games.
This push by the casuals that never play any group content when all end game activities are group content is asking for the game to be made into something it was never intended to be.
[snip]
Yes, but there's a great reply from code in that thread about why just having an instanced boss encounter (and we can already see the achievements on PTS and we saw a few preview snippets showing that Roksa is being ported over, so it's not even all new bosses) is not the same.Wasn't there a reply from Finn somewhere where he stated that the Night Market does include several group instances? I haven't seen it yet of course. but I imagine the thing like an open map with ungrouped boss encounters on the streets, but likely entrances to instanced group content within some buildings.tomofhyrule wrote: »Sure, there's "group" content coming this year in the form of the Night Market... but even based on what Finn's told us, it's less of an instanced thing, and more of a thing that solo players can still play provided they zerg surf. So even though it's designed for groups, it's still not something that requires grouping.
tomofhyrule wrote: »Sure, there's "group" content coming this year in the form of the Night Market... but even based on what Finn's told us, it's less of an instanced thing, and more of a thing that solo players can still play provided they zerg surf. So even though it's designed for groups, it's still not something that requires grouping.Without going into too much detail (because you will see it soon on PTS), Night Market is a brand new type of zone that started with a group focus. There are activities solo players can do but they will be hard pressed to get to these activities without at least following groups of players around.The zone is open but with a smaller player cap and much harder content. We don’t force you to group to enter but to do the content, you will want to.
tomofhyrule wrote: »There's also a trial coming again... but something that a lot of people who don't do high-level group PvE don't understand is that there is surprisingly little overlap between the Dungeons crowd and the Trials crowd.
tomofhyrule wrote: »And yet even though the team is cutting Dungeons, they're still trying to reassure us that soloists are still getting stories, even if they end up in basegame zones.
tomofhyrule wrote: »Because of the glaring omission of Dungeons, we even had a "we're not getting new dungeons?" thread go up, and there are a non-insignificant number of people coming in with a "good, this game should be solo only!" vibe. Understandably, that sounds a little toxic from soloists to Dungeoners. So let's not pretend that there is only toxicity from the group players; you're only seeing the thread right now that's toxic in one direction and not in the other.
tomofhyrule wrote: »I suggest checking out UESP's guild (yes, based on the unofficial wiki that Todd actually keeps a personal backup of because they actually do reference it) or the Loreseekers (who, as the name implies, are interested in the lore of the game and getting stories) and joining one of those (they have representation on most platforms). They'll allow you to still play mostly solo, but then be able to do group content in a manner you are interested in.
I wonder whether they would have made new group dungeons if they had not focused on those 2 solo dungeons this year? Or are those solo dungeons not just a small QOL update anyway (I don't know the scope and how different they'll be of course), so they specifically chose to do those since it takes much less development time than a real new dungeon - time/workforce that they just don't have? Or to put short: This might not have been an either/or decision between solo or group dungeons, but perhaps they just add the solo dungeons because they just can't do more than this smaller QOL thing?
This whole year has a big reduction of new content and focuses on small additions, bugfixing, QOL instead, after all. Almost every player "group" gets less new things this year. I feel sorry for the dungeoneers that don't get new dungeons the same I feel sorry for the people who enjoy ToT and didn't get anything new there for 2 years or the people who love companions and also didn't get anything new for the 2nd year now. Story-focused players are lucky they'll get something in summer at least, though the quality and scope are still unknown. But in the end it's a reduction of new content in favor of QOL everywhere.
My coping hope is that ZOS thought we’d like The Night Market and it’d keep us busy while the solo dungeons get worked on… and that future solo dungeons will require less development time once they have the framework down.
I feel the same, we’re all in this together. People who are getting their regular content this year might not next year and vice versa, who knows?
I love the shout out to FtC. I have a lot of respect for their guild leadership and all they do to try to give players opportunities to progress in group PVE content, both dungeons and trials. There used to be more guilds like this, but sadly... they are dead.
Right now, FtC has a dungeon speedrunning contest going (deadline to sign up JUST passed), and they do stuff like this a lot. There's no reason ZOS couldn't organize stuff like this, along with things like dueling tournaments for people who enjoy that kind of thing. These sorts of events would not take dev resources. They would fall on the Community Management team, I imagine. As it is, a bunch of guildies just pooled some gold together for the prize purse. Would be great to see some ZOS sponsored prizes, similar to what they did for the housing contest.
I love group PVE and don't want to see it die. But I don't see solo dungeons causing that to happen. There are lots of other reasons that group PVE is not healthy in ESO.
MorallyBipolar wrote: »Apollosipod wrote: »SilverBride wrote: »There seems to be an opinion among some that playing solo is somehow wrong and needs to be corrected. It's not. It's nothing more than a play style that many players enjoy.
Are you trying to imply that we shouldn't ALL want to play alongside someone named xXxblunt_destroyer_666xXx?!
Agreed completely. It keeps coming off like some people are mad some people would prefer to play alone instead of a group. That's fine. Forcing it either way isn't, but solo dungeons isn't going to kill the game anymore than group dungeons have
Solo dungeons will make it even harder to form groups using the group finder.
MorallyBipolar wrote: »SilverBride wrote: »MorallyBipolar wrote: »SilverBride wrote: »There seems to be an opinion among some that playing solo is somehow wrong and needs to be corrected. It's not. It's nothing more than a play style that many players enjoy.
Nobody has ever made that assertion. Are you projecting here?
The problem is when the casual solo's push to take the MMO part out of the game when ESO was designed to have group content be the end game content and requires grouping to complete.
The problem comes in when people try to change the game into something it was never intended to be. ESO is supposed to be competitive, not a stroll through the countryside listening to stories.
How do we take the MMO part out of the game, when it is still a Massively Multiplayer Online game? Playing solo doesn't change that.
Where does it say ESO is supposed to be competitive? PvP, sure, but just the game in general? No. And why are there stories to listen to scattered all over Tamriel if we aren't supposed to engage with them?
Just because some players enjoy grouping does not mean everyone does or has to. There is a lot to do in this game that doesn't require grouping and being competitive.
They can play their way and we can play ours. No one is WRONG.
It's wrong to advocate for features that will degrade the ability to form groups for group content. All end game content requires grouping, and you're trying to make that harder.
MorallyBipolar wrote: »When the toxic casuals get their way there will be no end game community left. Ya'll are shooting yourselves in the foot.Warhawke_80 wrote: »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.
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.
Yeah toxic groups gatekeeping everyone not fitting their expectations are one of the main reasons most ESO players are not playing in groups.
Despite coming from Skyrim I played PvP in Cyrodiil daily for years solo, in PuGs and smallscales but had to stop because solo I get zerged on sight by everyone, PuGs arent available most of the time or get killed immediately and most PvP groups dont let me play with them and the few that do are not online most of the time.
MorallyBipolar wrote: »When the toxic casuals get their way there will be no end game community left. Ya'll are shooting yourselves in the foot.Warhawke_80 wrote: »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.
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.
Yeah toxic groups gatekeeping everyone not fitting their expectations are one of the main reasons most ESO players are not playing in groups.
Despite coming from Skyrim I played PvP in Cyrodiil daily for years solo, in PuGs and smallscales but had to stop because solo I get zerged on sight by everyone, PuGs arent available most of the time or get killed immediately and most PvP groups dont let me play with them and the few that do are not online most of the time.
Is that so bad? I hate to break it to ya, but these players were likely never destined for true end game anyways. True end game is balanced around a very small population. Someone that is dealing with end game hard modes isn't sweating soloing a normal dlc dungeon, unless it has artificial roadblocks.
Warhawke_80 wrote: »I think this has gotten way out of hand ....when people give you a hard time in game for something you said on the forums...that's a bit too much.
So what is the next plan?
Because insulting and threatening me didn't work.
The hilarious thing about this is you guys came up with the term "Toxic Casual" ...and the only toxic people I see are the hard-cores who want to take their ball and go home or flat out Bully people any time they don't get their way
Warhawke_80 wrote: »I think this has gotten way out of hand ....when people give you a hard time in game for something you said on the forums...that's a bit too much.
So what is the next plan?
Because insulting and threatening me didn't work.
The hilarious thing about this is you guys came up with the term "Toxic Casual" ...and the only toxic people I see are the hard-cores who want to take their ball and go home or flat out Bully people any time they don't get their way
That's concerning that you experienced harassment in-game. I hope you reported them for harassment, no one should be doing that.
Toxic casuals do exist, but like any group of people, it's not all casuals who are toxic. I think toxic casuals are generally the people who are saying things like "I think there's too much of / I don't like your content so they should stop making any more of it and make more of my content instead", coming into discussions only to minimize people's opinions, and demanding to get into endgame without any flexibility on their builds.
All end game content is group content.
ESO wasn't even created by the same studio that creates Elder Scrolls games.
Everyone knew this when they originally purchased ESO.
All end game content is group content.
ESO wasn't even created by the same studio that creates Elder Scrolls games.
Everyone knew this when they originally purchased ESO.
All end game content is group content.
robwolf666 wrote: »As for Bethesda not being involved with ESO - Every time I start my game there's a great big Bethesda logo before Zenimax Online... Interesting for a studio with no involvement, huh?
tomofhyrule wrote: »I think there's a bigger issue here: we're not getting dungeons this year, but we are getting solo content. Understandably this makes the Dungeons community feel like they're getting shafted.
Sure, there's "group" content coming this year in the form of the Night Market... but even based on what Finn's told us, it's less of an instanced thing, and more of a thing that solo players can still play provided they zerg surf. So even though it's designed for groups, it's still not something that requires grouping.
[/b]Without going into too much detail (because you will see it soon on PTS), Night Market is a brand new type of zone that started with a group focus. There are activities solo players can do but they will be hard pressed to get to these activities without at least following groups of players around.The zone is open but with a smaller player cap and much harder content. We don’t force you to group to enter but to do the content, you will want to.
There's also a trial coming again... but something that a lot of people who don't do high-level group PvE don't understand is that there is surprisingly little overlap between the Dungeons crowd and the Trials crowd. Sure, both do both types of content primarily to get gear, but most people find one fun and the other a slog. A lot of that is because Trials have gotten to the point where their HMs are built around the top 1% of the top 1%, so they require hyperoptimization (and then that requirement bleeds down to the not-as-good-as-they-think-they-are raid leads in standard vets thinking that there is only one way to do the content and mandating setups), while Dungeons don't allow groups to have enough people to get every buff in the game, but that actually means players have more freedom on which characters to bring because there's no need to hyperoptimize there.
We did get an interview from the new leadership where Nick saidIt is highly likely that dungeons are going to be in the future, but this year, as we invest more in the core experience of the game, this was one of those trade-offs that we had to make.
And yet even though the team is cutting Dungeons, they're still trying to reassure us that soloists are still getting stories, even if they end up in basegame zones. Furthermore, they're adding the soloist mode to two dungeons, one of which is already soloable easily (the other might need a bit of finessing to get past the interruptables on Mellitus and Mylenne, but it has been soloed). That alone does make it feel like there's an air of "we're not giving you new stuff, and we're even going to change your stuff out from under you over time."
Because of the glaring omission of Dungeons, we even had a "we're not getting new dungeons?" thread go up, and there are a non-insignificant number of people coming in with a "good, this game should be solo only!" vibe. Understandably, that sounds a little toxic from soloists to Dungeoners. So let's not pretend that there is only toxicity from the group players; you're only seeing the thread right now that's toxic in one direction and not in the other.
Is the conversion of dungeons to solo likely to change much? Probably not, since there are enough people who don't like to PuG (I'm one of them; I'm not touching PuGs with a 10 foot pole) that that's not going to change the queue. But the vibes of the reveal trying to downplay group content do make it feel like ESO might be moving toward favoring follow-the-zerg play and hyperoptimized play-as-you-are-forced-to trials, which leaves that middle community out in the dust.
Furthermore, there are a lot of arguments here that are catastrophizing the idea of group content: "if I group, I have to PuG so I can't do the story." Sure, you're not going to get to do the story in a PuG, that's a given. But PuGging is not the only option. For anyone who's interested in the lore, I'd really really suggest joining a guild of people who think and feel the same way you do. I can assure you that there are social guilds out there who do not require Discord (but have it if you would like), and are interested in lore. And that way, you have people around who would be interested in running Dungeons for the story.
I suggest checking out UESP's guild (yes, based on the unofficial wiki that Todd actually keeps a personal backup of because they actually do reference it) or the Loreseekers (who, as the name implies, are interested in the lore of the game and getting stories) and joining one of those (they have representation on most platforms). They'll allow you to still play mostly solo, but then be able to do group content in a manner you are interested in.
I joined the UESP guild a bit after I joined ESO, and it's still my first guild slot. And with them, I've learned how to do the dungeons, and now it's my favorite part of the game. My dungeon group is still people in that guild. Sure, sometimes there's guild chatter that I don't want to see, so I just have a tab to mute the guild chat when I'm in the zone. But it does mean I have people around if I want to do group content or help others with that. I can also say that most of those social guilds will absolutely do lore-runs of any new content (yes, even the trials!) where they stop to listen to all dialogue and call out where all of the lorebooks are so that everyone can experience the content in exactly the way you want.
I will say that there are people out there who want to do the content the same way you do. Heck, look at how many people here are interested in doing the content in a low-stress environment and getting to experience the story. The only thing is you can't expect that to fall into your lap. It does require a bit of reaching out to find that community for you. But they do exist.
All end game content is group content.
ESO wasn't even created by the same studio that creates Elder Scrolls games.
Everyone knew this when they originally purchased ESO.
zombievalen wrote: »Today, this MMO is special; people play it as "Syrim Online." The community isn't toxic—in fact, it's great—but most are against raids and co-op.
It's incredible that an MMO community celebrates playing dungeons solo when you can play them in any offline game.
I think they should focus on making players need to socialize and cooperate more, and not just instance them alone... that's the essence of every MMO (like WoW, FF, etc.).
If they implement solo dungeons, random dungeons will disappear and the essence of the MMO as well.
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.