Update 49 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts
Maintenance for the week of January 26:
• PC/Mac: No maintenance – January 26

MMO does NOT mean Grouping

  • CalamityCat
    CalamityCat
    ✭✭✭✭
    I'd also add that when you are a solo player (I usually am) there are always other players like you who will happily group up for the convenience of completing content, without requiring you to speak or interact with them in any way.

    IF that is the reason the player doesn't group. Some players just like to do things at their own pace and enjoy the story. Or don't want to be bothered waiting around for a group to form. Or have limited time to play that day and want to get the most from it. Or aren't geared enough to feel confident in their ability to join a dungeon group. (The last one was me for awhile so I worked on my gear and builds on all my guys and now feel comfortable in group content.)

    So it's not a social thing that deters everyone from group content. Some of us that enjoy solo play enjoy group content, too. Just not every time.
    Honestly, I've done all of those things myself and more. I'm not trying to make any assumption about anyone's reasons for being solo. I was just trying to make the point that whatever the reason, there are guilds and other players in the same situation should they need to be in a guild or a group to farm trial gear :)
  • Ardriel
    Ardriel
    ✭✭✭✭✭
    It is perfectly legitimate to include content in an MMO that can only be completed in a group. Those who are not able to complete dungeons solo and do not want to play in a group will have to miss out on dungeon stories and other things.
    It would a shame if ZOS introduced solo dungeon versions for any existing group dungeons. I think even more solo content in the game would send the wrong message. It would suggest that it's better to act alone. But humans are social beings. We should work together to solve certain problems. Even if this is just a game, there should still be some content that can only be accomplished through teamwork. This is very important for social interaction. For many people who are very shy in real life and have difficulties with social interaction, group play in a MMO can be the opportunity they need to overcome their problems.

    Apart from that, everyone should of course respect each other's play style. Everyone can play however they want. As long as the solo player doesn't complain that they can't achieve certain things solo, it's unfair to judge them for their preference for solo play.
  • SilverBride
    SilverBride
    ✭✭✭✭✭
    ✭✭✭✭✭
    hiyde wrote: »
    I wish we didn't but judging and pressuring others to play the way someone else thinks they should, and telling them they shouldn't play an MMO unless they group still happens way too frequently.

    Wow, I'm a lucky person! In decades of playing MMOs I've literally never once had that said to me.

    It was said to someone in this very thread.
    Edited by SilverBride on January 21, 2026 12:36PM
    PCNA
  • ZhuJiuyin
    ZhuJiuyin
    ✭✭✭✭✭
    I believe most players respect solo players and aren't particularly opposed to solo dungeons, provided that the rewards for solo dungeons are distinct from, and not superior to, those for group dungeons. This is because the difficulty of solo dungeons is inherently unlikely to exceed that of group dungeons. For example, in CR+3, players inside the portal need to coordinate with those outside to handle mechanics, but in a solo dungeon, there's no portal because there's only one player, eliminating the need for communication and coordination. Another example is the second boss in Black Gem Foundry. In a solo dungeon, the boss's beam attack is unlikely to be fatal because there's no tank blocking it, significantly reducing the difficulty.

    These coordination-based mechanics are one reason why group dungeons attract group players. However, the biggest problem with group dungeons in ESO right now is that too many players have inadequate builds and don't understand or are unwilling to handle the mechanics. Tanks can't withstand boss attacks, healing is low, DPS is very low (some players only use bows for light attacks), and players stand still when mechanics occur, etc. These unqualified and unwilling players have fueled growing discontent among group players, and the increasingly long queue times have only exacerbated this discontent. The calls for the same rewards for solo dungeons as group dungeons have been the spark that ignited the anger of group players. Ultimately, what group players care about most is, "Why should you demand the same rewards when you're not willing to put in the same effort?"
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • hiyde
    hiyde
    ✭✭✭✭✭
    hiyde wrote: »
    I wish we didn't but judging and pressuring others to play the way someone else thinks they should, and telling them they shouldn't play an MMO unless they group still happens way too frequently.

    Wow, I'm a lucky person! In decades of playing MMOs I've literally never once had that said to me.

    It was said to someone in this very thread.

    That doesn't change the accuracy of what I said in the partial quote above, or the rest of it. :)
    @Hiyde GM/Founder - Bleakrock Barter Co (Trade Guild - PC/NA) | Blackbriar Barter Co (Trade Guild-PC/NA)
  • darkriketz
    darkriketz
    ✭✭✭
    I'm always amazed by people who drop takes like "solo dungeons will kill the MMO !" — guys you have to be consistent, until now I was driven to think that Subclassing would kill the MMO, or the lack of support for pure classes, or server troubles, or the devs, or the marketing, or... ok you get the point.

    I've been regularly playing since 2018, I'm mostly a helpful solo player, meaning that I play alone and do whatever I want and can alone — including group dungeons, sorry DenverRalphy, I often agree with you but not this time, it's possible to know about builds without being a team player — and when I'm in a helping mood I play with other people in group dungeons, against Incursions, WBs or others.

    I agree with the OP, Tamriel is big and you're free to do whatever you want, alone or not. There's no blaming on solo players because you're a team player, and there's no "[something] will kill the game." It's just exhausting to read these takes over and over.
  • heldbetween
    heldbetween
    Soul Shriven
    Some of us just want to be able to do a vet dungeon 3 times to get the monster set and never step in there ever again.
    Maybe keep the "notable" achievements only for groups, but I think making the vet dungeons more accessible for solo players a good step in the right direction.
    Also most veteran dungeons are already solo-doable. Remove group mechanics from dungeons, and solo players will be happy.
    PvE content? Skip.
  • Thalmar
    Thalmar
    ✭✭✭
    When we talk about grouping it all comes to having better gear which leads to elitist attitude. Take the best gear reward from group content and let's see how many of these "MMOs are for groups" people will still be playing in group content. So we can just summerize that this elitist attitude is encouraged by developers with handing out better gear.

    I as a a solo player who played computer games over 40 years really am tired of developers giving better gear to group players as we pay the same amount money.

    In over the years, in different MMOs while grouping I encountered some individuals who otherwise should not be playing any game if not they should get some serious professional help. I still like to see and hear people around, but I am extremely sceptic when it comes to interact with them. My wife also plays mmorpg games but we generally play different games and she is also like me, means she likes to play alone, doing solo content and only can dream of getting better gear because developers think only group players are entitled to get it.

    It is already hard to group up with strangers with age, religion, culture, nation or politics idea differences.

    I have a humble suggestion, I am sure this has brought up before. Make realms, shards, servers, what ever you call it gear based. Hardcore servers have improved loot with lots of group content. And we casulas, in casual servers get some gear with only solo content. Keep these two individual group seperate. The biggest problem and conflicts occur when elitist mentality intersects with casual perspective.

    I bought ESO+ for a year as soon as I heard solo instances will be added. I have faith on ESO team that they will gradually lower the gap between these two (hardcore and casual) groups so everyone in the game will not have a advantage over the others and live happily ever after instead trying to compete with anyone who does not think alike...

    MMORPGs are for everyone.
  • Ardriel
    Ardriel
    ✭✭✭✭✭
    ZhuJiuyin wrote: »
    I believe most players respect solo players and aren't particularly opposed to solo dungeons, provided that the rewards for solo dungeons are distinct from, and not superior to, those for group dungeons. This is because the difficulty of solo dungeons is inherently unlikely to exceed that of group dungeons. For example, in CR+3, players inside the portal need to coordinate with those outside to handle mechanics, but in a solo dungeon, there's no portal because there's only one player, eliminating the need for communication and coordination. Another example is the second boss in Black Gem Foundry. In a solo dungeon, the boss's beam attack is unlikely to be fatal because there's no tank blocking it, significantly reducing the difficulty.

    These coordination-based mechanics are one reason why group dungeons attract group players. However, the biggest problem with group dungeons in ESO right now is that too many players have inadequate builds and don't understand or are unwilling to handle the mechanics. Tanks can't withstand boss attacks, healing is low, DPS is very low (some players only use bows for light attacks), and players stand still when mechanics occur, etc. These unqualified and unwilling players have fueled growing discontent among group players, and the increasingly long queue times have only exacerbated this discontent. The calls for the same rewards for solo dungeons as group dungeons have been the spark that ignited the anger of group players. Ultimately, what group players care about most is, "Why should you demand the same rewards when you're not willing to put in the same effort?"

    I couldn't agree more!
  • twisttop138
    twisttop138
    ✭✭✭✭✭
    SeaGtGruff wrote: »
    Zos does what Zos wants. As for people being against it, when has Zos ever cared about our feedback?

    Um, since before the game went live, and ever since. ZOS may not take obvious action upon all of our feedback, but the fact that they do not implement every single addition, deletion, change, buff, nerf, etc. that we ask for does not mean they do not care about our feedback.

    I think you missed my point. People telling Zos not to have solo dungeons doesn't matter. They are coming. At least 2 of them.
  • MaleAmazon
    MaleAmazon
    ✭✭✭✭✭
    ...What people take issue with is the people who refuse to group for anything, and yet they demand that they should still be able to get the rewards for doing group content without grouping...

    ...What I don't agree with is coming into forums and demanding rewards for content you don't engage with. Or saying things like don't put that reward behind this content...

    While I sort of agree with the above, as a solo player I don´t like it when content useful for solo players like me are locked behind group content. Putting trial sets as rewards in trials is one thing. Putting stuff like Dragonstar weapons behind "waiting for 5 hours every day for a week to get people to join and not quit", just sucks.

    After all, we don´t have trial healer gear locked behind "kill 300 players in PvP"...

    Also, IMO it creates a bit of a dysfunctional environment because people doing content they are forced to do (or at least don´t really want to do), aren´t the friendliest. And we have enough of that in ESO (see: Normal Dailies).

    Of course, we have the Golden...

    I dont demand it, but it would be nice if you could get some of the older content items from a vendor, at least if you could 'prove' via achievement that you cleared out Vateshran or something...

    I mean, I am torn about this... on the one hand I felt it 'devalued' some monster sets when I found out you could buy them. OTOH some of us do not want internet friends and do not want to spend time doing trials (I did veteran voicechat trials years ago, it´s just not something I want to do anymore). ESO has tons of content for me. So alternative ways to get some items would be nice.

    Group dungeons should be group dungeons. Mechanics and group coordination is fun! Playing solo is also fun though, and the approach is totally different - it´s like having several games in one, kind of sort of...

    I mean, doing trials even as a DD who joins as a 'filler', I have to max damage and understand mechanics and follow the group leader. As a solo player versus world bosses or in PvP, I want different sets, I have to manage my resources alone, cannot rely on a tank to draw aggro etc. It is a different experience and mixing the populations against their will or making 'solo versions' of group content is IMO a bad idea. People don´t want the 'story' anyway, they want the gear. Making it purchasable and gating it behind achievements is better, and that´s what we already have.

    Disclaimer: I have no idea what the situation is now when it comes to some trial weapons. I got most of what I wanted, deleted characters and lost it, didn´t care that much, and now play ESO 'for fun but with a bit of competitiveness mixed in' which is much healthier. But back when I wanted certain items and the trial guilds had moved on, man it was a hassle.
    Edited by MaleAmazon on January 21, 2026 2:36PM
  • Smitch_59
    Smitch_59
    ✭✭✭✭✭
    If rewards are tied to difficulty, then if I solo a 4-man dungeon today, I should earn 4x the rewards. After all, I'd be doing the work of 4 players to complete a dungeon solo. Logical, right?
    By Azura, by Azura, by Azura!
  • ellmarie
    ellmarie
    ✭✭✭✭
    I'd also add that when you are a solo player (I usually am) there are always other players like you who will happily group up for the convenience of completing content, without requiring you to speak or interact with them in any way. You can 100% be solo and tag along with groups to do harder content. I've done a lot of normal trial runs with randoms and not said a word, just followed instructions from the group lead. Then still received a "thanks for healing" which is always appreciated :)

    Some players don't understand that there are entirely legit reasons why a player may try to play solo as much as possible. I can be social or very very solo minded depending how RL is going. Sometimes I've been dealing with something and needed ESO as a distraction. I know others who have a diagnosis and genuinely have trouble interacting with people sometimes. Or simply prefer to be around players they know vs strangers.

    So what I'm saying is don't feel like you have to avoid everyone in ESO, because there are others who 'get it' and they can actually be a good source of support inside and beyond ESO. I know I've been in voice with players who have diagnosed mental health things, and we can all talk safely about what's going on and our respective frustrations with work/family etc.

    All this right here.

    I love solo adventuring and there are reasons. But love chatting with my guild and supporting with whatever they need. I do love events though and wish that we'd have more of them. Taking down world bosses all together or more open world group content would be fun.
    Xbox X- NA
  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    ✭✭
    Thalmar wrote: »
    When we talk about grouping it all comes to having better gear which leads to elitist attitude. Take the best gear reward from group content and let's see how many of these "MMOs are for groups" people will still be playing in group content. So we can just summerize that this elitist attitude is encouraged by developers with handing out better gear.

    I as a a solo player who played computer games over 40 years really am tired of developers giving better gear to group players as we pay the same amount money.

    In over the years, in different MMOs while grouping I encountered some individuals who otherwise should not be playing any game if not they should get some serious professional help. I still like to see and hear people around, but I am extremely sceptic when it comes to interact with them. My wife also plays mmorpg games but we generally play different games and she is also like me, means she likes to play alone, doing solo content and only can dream of getting better gear because developers think only group players are entitled to get it.

    It is already hard to group up with strangers with age, religion, culture, nation or politics idea differences.

    I have a humble suggestion, I am sure this has brought up before. Make realms, shards, servers, what ever you call it gear based. Hardcore servers have improved loot with lots of group content. And we casulas, in casual servers get some gear with only solo content. Keep these two individual group seperate. The biggest problem and conflicts occur when elitist mentality intersects with casual perspective.

    I bought ESO+ for a year as soon as I heard solo instances will be added. I have faith on ESO team that they will gradually lower the gap between these two (hardcore and casual) groups so everyone in the game will not have a advantage over the others and live happily ever after instead trying to compete with anyone who does not think alike...

    MMORPGs are for everyone.

    There is a fundamental flaw in your premise. Group content is harder, not because of the design, but because it requires a group - that's 4 - 12 people working together, acting together, and not making mistakes together.

    A solo player can make a mistake and survive. Two or three players making a mistake means a death or wipe. A solo player only has to deal with what the mobs are doing, a group has to deal with what the mobs and the rest of the group are doing.

    Edit: I would also add, that thinking there is a dividing line between casual and hardcore is pretty elitist thinking.

    On a Monday, Friday and Sunday between 8pm - 10pm I'm hardcore; the rest of the time I'm just a casual dude roaming around mat farming, or lead farming, or popping into Cyro or IC for 10 minutes, or just hanging out doing WBs with friends or housing or any number of other non-end-game things.

    Last night I couldn't play. I was trying to fix a technical issue and was trying the nuclear option of re-installing. My friends were doing some vet dungeon runs with a newbie tank. I sat on discord watching from the healer's stream, and telling the tank about the mechs that were coming, giving pointers on how better to deal with something. If I'd been in game I'd have been a DD doing the same thing and likely dying as I don't DD often. Wiping with them, laughing with them, making jokes and generally having stress free fun.

    On Sunday, I'm going to be raid leading in high end-game content where a single death is going to annoy me because a DD should know better, or a bug or RNG screwed us again. I'm going to be in RL mindset. I'm going to be demanding perfection from myself and as close to perfection as the rest can get - it's going to be stressful as a RL. But I'm still going to be making jokes, laughing, probably wiping in at least 1 out of the 4 runs I'm cramming into 2 hours - but I'm also still going to be having fun.
    Edited by Gabriel_H on January 21, 2026 2:51PM
  • MaleAmazon
    MaleAmazon
    ✭✭✭✭✭
    There is a fundamental flaw in your premise. Group content is harder, not because of the design, but because it requires a group - that's 4 - 12 people working together, acting together, and not making mistakes together.

    A solo player can make a mistake and survive. Two or three players making a mistake means a death or wipe. A solo player only has to deal with what the mobs are doing, a group has to deal with what the mobs and the rest of the group are doing.

    That argument can be reversed though: As a group player, I just need to do my specific role. I mess up, I can be resurrected. I do not need to heal, the healer does that for me. And so forth. (I know it´s different for tanks / healers depending on the exact setup).

    As a solo PvP/PUG player, I need to manage damage output, mechanics (if applicable), defense, sustain, everything. I cannot rely on a healer, it is just a nice bonus sometimes. The environment is not predictable.

    Both can be difficult, but in different ways. Trials are specifically designed to be hard though because that´s the target audience. But it is not inherent.
    Edited by MaleAmazon on January 21, 2026 2:52PM
  • smallhammer
    smallhammer
    ✭✭✭
    The main reason I am not grouping, be it for dungeons or in Cyro, is because of the toxicity one encounters.
    If you are not an elite player, they wanna kick you, or they complain.

    Luckily I have not personally had any of that, but seen it in grp chat, and it just annoys me.

    So I am thinking; nah.
  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    ✭✭
    MaleAmazon wrote: »
    That argument can be reversed though: As a group player, I just need to do my specific role. I mess up, I can be resurrected..

    Well you just ruined the no death run for 3 - 11 other people. See the difference?
  • Soarora
    Soarora
    ✭✭✭✭✭
    ✭✭✭✭✭
    Thalmar wrote: »
    When we talk about grouping it all comes to having better gear which leads to elitist attitude. Take the best gear reward from group content and let's see how many of these "MMOs are for groups" people will still be playing in group content. So we can just summerize that this elitist attitude is encouraged by developers with handing out better gear.

    I as a a solo player who played computer games over 40 years really am tired of developers giving better gear to group players as we pay the same amount money.
    If you’re not doing group content, you don’t need the gear from group content though? Maybe for minor slayer if you’re soloing dungeons & arenas but I’ve made DPS builds without trial sets that work completely fine. Right now, one of the meta sets is even craftable (tideborn for arcanist).
    Thalmar wrote: »
    In over the years, in different MMOs while grouping I encountered some individuals who otherwise should not be playing any game if not they should get some serious professional help. I still like to see and hear people around, but I am extremely sceptic when it comes to interact with them. My wife also plays mmorpg games but we generally play different games and she is also like me, means she likes to play alone, doing solo content and only can dream of getting better gear because developers think only group players are entitled to get it.
    There are some weirdos in ESO like with anywhere, but generally ESO has a pretty friendly playerbase for an MMO. The vast majority of players are 25 and up, discrimination against women can exist but there’s a lot of women around so it’s not common, scams get called out in zone chat instantly, lots of people will explain mechanics in the veteran dungeon queue if asked, etc etc.
    Thalmar wrote: »
    It is already hard to group up with strangers with age, religion, culture, nation or politics idea differences.
    I could see this being a problem on EU but on NA I’ve very rarely had instances of having to google translate the chat. I’ve known plenty of people who are not english first language and they communicate fine (if they can’t speak, they’ll type or have someone else translate). Never had a problem with the range of ages and the other topics don’t get brought up.
    Thalmar wrote: »
    I have a humble suggestion, I am sure this has brought up before. Make realms, shards, servers, what ever you call it gear based. Hardcore servers have improved loot with lots of group content. And we casulas, in casual servers get some gear with only solo content. Keep these two individual group seperate. The biggest problem and conflicts occur when elitist mentality intersects with casual perspective.
    The two groups you’ve laid out here aren’t mutually exclusive. I used the dungeon finder all the time when I was a casual. I still do solo things now, like IA and questing.

    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
    • Current GM of Hard Dungeoneers
    • Tanks: Sorcerer - Necromancer - Templar
    • DPS: Frost Warden - Stamarc
    • Ex-healer
    • Dungeons: 32/32 HMs - 26/26 Tris

      View my builds!
  • Morvan
    Morvan
    ✭✭✭✭✭
    I fail to see the point on this discussion, ESO does mean grouping and it also means soloing, the thing is that you're not forced to do either, but also one doesn't exclude the other.

    You're not going to run Vateshran in a group, but you're also not going to get Planesbreaker solo either, why is this such a difficult concept to accept?
    @MorvanClaude on PC/NA, don't try to trap me with lore subjects, it will work🦇
  • MaleAmazon
    MaleAmazon
    ✭✭✭✭✭
    Well you just ruined the no death run for 3 - 11 other people. See the difference?

    That would of course be no death specific. It doesn´t make the content harder. You explicitly wrote 'death or wipe'(EDIT: ok if by 'death' you meant it ruins your no-death, fine, I didnt read it as such. You can have your solo no-death failed because of a mistake as well).

    l'll reiterate: the hardest achievements / content in ESO are for groups because there are people who specifically want to group together and do super hard content, and that content gets made for them. Solo players by large play the game for different reasons. That doesn´t make group content inherently harder. Surviving vs a healbot ball group in PvP overrunning you is probably harder than most veteran PvE content.
    Edited by MaleAmazon on January 21, 2026 3:38PM
  • tomofhyrule
    tomofhyrule
    ✭✭✭✭✭
    ✭✭✭✭✭
    Gabriel_H wrote: »
    MaleAmazon wrote: »
    That argument can be reversed though: As a group player, I just need to do my specific role. I mess up, I can be resurrected..

    Well you just ruined the no death run for 3 - 11 other people. See the difference?

    And in a reasonable group, everyone just says “ok, reset and try again.”

    You know, just like how the solo arenas which ask for nodeaths will allow you to just reset and try again until you get it.

    People are clinging on to this idea of “every person on the planet besides me is the most toxic horrible person that wants to dox me so they can kill me in my sleep.” Spoiler alert: that’s not common, especially if you start by looking for people you mesh with. And looking through the other thread, there are not only several suggestions of multi-platform guilds that are based around “run the content slowly to see the lore and without toxicity,” but we can see a number of different people who all have the same ideas that they want to run the content slowly and avoid toxicity. So… if there are a lot of people with similar ideas…

    I get it, I really do. I have social anxiety. I have a mental health diagnosis from a therapist. But I chose not to let it control me. I chose to live my life and not be scared of it. And when I started ESO, I totally intended to play solo 100% of the time. But then I wanted a specific cosmetic, and for that I’d need to do group stuff. So I found a guild (one that was suggested in the other thread!) and started making friends and getting good at the gam. Now I can run things with others if I want to, or I can sit and do fashion for 35 hours straight if I want to. It opened more choices for me. And I’ll even say, learning more made me good enough that I can do more solo - one of the “upcoming solo” dungeons is perfectly soloable on normal (yes, people have even gotten the solo trifecta).

    And even though I have every 4-man trifecta in the game - with my desired build, even, because I hate Subclassing and made it a point to get them all as a pure Class - I still know every story for every dungeon and trial. Why? Because my friends are also the ones who care about story and will do a slow first run. And if someone wants to see it, we go slower.

    Because you don’t always find toxicity from others. You could also find respect.
  • LordDragonSlayer
    LordDragonSlayer
    ✭✭✭
    What are people arguing over.

    MMO literally means Massively Multiplayer Online. The intent was to create a social platform where people could gather to create new connections, make friends, etc. At the same time, you can play a fantasy game, scifi game, military game, or do a simulator, build a business, etc. Some of these may require a group but others not so much and there are many games where the MMO game did/does not require grouping but you can.

    I can think of a newer game that with the right build you could solo the area but was much easier with a group but you did not actually have to be in the same group and you still got loot. One thing that comes to mind in ESO are the Incursions. You do not have to group up but it can actually make the Incursion go faster and may be more enjoyable with a group.

    There are parts of any game where grouping may be more desirable such as raids/trials or hard places such as dungeons or truly world bosses, etc. but for some to suggest that MMO means you have to group is 100% incorrect. Again MMO is about the community and their interactions with each other.

    A well balanced game has to account for both types of players, the solo person and those that want to group up to coordinate their attacks.

  • Thalmar
    Thalmar
    ✭✭✭
    Soarora wrote: »
    If you’re not doing group content, you don’t need the gear from group content though? Maybe for minor slayer if you’re soloing dungeons & arenas but I’ve made DPS builds without trial sets that work completely fine. Right now, one of the meta sets is even craftable (tideborn for arcanist).

    Of course I do group content such as battlegrounds and Solo Cyrodiil. It is really not fun to face with people one shot you,
    just because they are in a guild or a part of a comunity and take place in group content. I have no problem with what I craft and content I do, the problem starts when I need to face with these people in pvp environments that gear makes huge difference.

    There are games out there (guild wars2) regardless content you get the same high gear from pvp, dungeons, crafting or even other activities. This totally renders elitist mentality obsolute. I mean we all pay the same amount right? Why should a group content attendant should be rewarded with stronger gear which really makes difference in pvp.
    Soarora wrote: »
    The two groups you’ve laid out here aren’t mutually exclusive. I used the dungeon finder all the time when I was a casual. I still do solo things now, like IA and questing.

    You can still have chance to do solo content and AI in hardcore realms... You missed my whole point, better gear reward from group content creates elitist mentallity against who does not have it, this is the core idea behind it. Seperated servers there hardcores have no problem doing group content will have same gear and they will not like this because elitist mentality needs some casuals who don't participate in group content.

    Solution is either you will get everyone same progression gear with any of the above activities regardless group or solo content or you will seperate group defending and solo defending players.

    I joined this post to give my insight because there was a guy one week ago who was complaining about addition of the solo dungeons will kill group finder which he thinks we casual solo players are not belong to mmo games.
  • barney2525
    barney2525
    ✭✭✭✭✭
    ✭✭✭
    MMO only means there are multiple players in the game world at the same time. It does NOT mean that we have to group with them. Yet we frequently hear things like:
    • "It's an MMO and that means grouping."
    • "If you don't want to group maybe an MMO isn't the right game for you."
    • "If players only do solo content it makes it harder for others to find groups."

    None of those are true. The game world is like real life in that each player can go about their day doing the things that they enjoy. And they should not be pressured or judged because of how they choose to spend their time.

    Does it mean Cuddling ?

    :D
  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    ✭✭
    Gabriel_H wrote: »
    MaleAmazon wrote: »
    That argument can be reversed though: As a group player, I just need to do my specific role. I mess up, I can be resurrected..

    Well you just ruined the no death run for 3 - 11 other people. See the difference?

    And in a reasonable group, everyone just says “ok, reset and try again.”

    Still make the content more difficult.
    MaleAmazon wrote: »
    Well you just ruined the no death run for 3 - 11 other people. See the difference?

    That would of course be no death specific. It doesn´t make the content harder. You explicitly wrote 'death or wipe'.

    l'll reiterate: the hardest achievements / content in ESO are for groups because there are people who specifically want to group together and do super hard content, and that content gets made for them. Solo players by large play the game for different reasons. That doesn´t make group content inherently harder. Surviving vs a healbot ball group in PvP overrunning you is probably harder than most veteran PvE content.

    What I said was: "A solo player can make a mistake and survive. Two or three players making a mistake means a death or wipe." - You should be able to infer from context that a single death is a problem.

    And you've still got it backwards. So, the hardest content I have ever done is the MA and VH trifectas - I don't like the arena format, I find it dull and unengaging, so I had to really knuckle down and concentrate. Took me a few dozen hours of effort, learning the mechs, executing what I needed to do.

    Now, lets turn to Veteran Lucent Citadel - I have 2/3 of the HM done. I've not run the HM often. So, why don't I have 3/3? Well, I'm typically the last to die. It took me 1 - 2 hours to not only learn the mechs, but to master them. Me dying before the other 11 in any trial is extremely rare. Someone dying because of a mistake I have made is even rarer. I can tank that thing with my eyes closed - and do partially because the effects are blinding to me - but not having the 3/3 is out of my control. I need the other 11 to not make mistakes.
  • Carcamongus
    Carcamongus
    ✭✭✭✭✭
    ✭✭
    MMO only means there are multiple players in the game world at the same time. It does NOT mean that we have to group with them. Yet we frequently hear things like:
    • "It's an MMO and that means grouping."
    • "If you don't want to group maybe an MMO isn't the right game for you."
    • "If players only do solo content it makes it harder for others to find groups."

    None of those are true. The game world is like real life in that each player can go about their day doing the things that they enjoy. And they should not be pressured or judged because of how they choose to spend their time.

    - Multiplayer means more than one player taking part in the game, not that the game must be played grouped. I don't know about other MMOs, but ESO is quite friendly towards the lone wolf and there's nothing wrong with that.
    - If you don't want to group maybe this game is actually right for you, considering all the content one can enjoy solo. It's also not true grouping is a requirement for players to learn about builds, since there's solo content that requires them, such as arenas and the Infinite Archive.
    - Doing solo content is a choice, so why should some players be forced to group just to satisfy another portion of players? It's quite possible many would just leave the game if forced to group, so why can't we just let people play as they want, which is how ESO advertised itself?

    I had my phase of joining groups to do fun stuff but lately I've been more reclusive. It's good that ESO could cater to my needs both when I was more sociable and now. Other MMOs may be less solo-friendly, but that's to their detriment. And the multiplayer component isn't limited to grouping, as I quite enjoy bumping into players acting silly near wayshrines or sharing puns on zone chat. Heck, once an enlightened individual was reciting the Epic of Gilgamesh in Blackwood! None of these "random encounters" requires grouping.

    We should be more concerned about the changes coming to the game and not so much about how other people enjoy their time in it.
    Imperial DK and Necro tank. PC/NA
    "Nothing is so bad that it can't get any worse." (Brazilian saying)
  • MaleAmazon
    MaleAmazon
    ✭✭✭✭✭
    What I said was: "A solo player can make a mistake and survive. Two or three players making a mistake means a death or wipe." - You should be able to infer from context that a single death is a problem.

    1. I did do an edit. 2. Nope, there is nothing clear to 'infer' from that. A death in group content does not mean that the content is failed. Hell, we have sets that explicitly are designed for the multi-death situation. 3. I am not going to mind-read people on the internet.
    And you've still got it backwards. So, the hardest content I have ever done is the MA and VH trifectas - I don't like the arena format, I find it dull and unengaging, so I had to really knuckle down and concentrate. Took me a few dozen hours of effort, learning the mechs, executing what I needed to do.

    Now, lets turn to Veteran Lucent Citadel - I have 2/3 of the HM done. I've not run the HM often. So, why don't I have 3/3? Well, I'm typically the last to die.

    So what you are saying is "difficulty is getting the hardest achievements that the devs threw in there". Well, by that logic if the devs threw in an achievement for 'solo face 4-man tryhards in 1v4 BG deathmatch for 10 consecutive hours winning every single match without dying once'', now all of a sudden solo play is 'harder' :D

    And well, I can sense a tiny bit of frustration there...

  • Soarora
    Soarora
    ✭✭✭✭✭
    ✭✭✭✭✭
    Thalmar wrote: »
    Soarora wrote: »
    If you’re not doing group content, you don’t need the gear from group content though? Maybe for minor slayer if you’re soloing dungeons & arenas but I’ve made DPS builds without trial sets that work completely fine. Right now, one of the meta sets is even craftable (tideborn for arcanist).

    Of course I do group content such as battlegrounds and Solo Cyrodiil. It is really not fun to face with people one shot you,
    just because they are in a guild or a part of a comunity and take place in group content. I have no problem with what I craft and content I do, the problem starts when I need to face with these people in pvp environments that gear makes huge difference.

    Aren’t the PvP meta sets from PvP or dungeons (which can be solo’d)? Getting Rush of Agony could be hard since the boss pins you but I think I’ve seen people discuss how to deal with that. Maybe mythic leads require trials?
    Thalmar wrote: »
    Soarora wrote: »
    The two groups you’ve laid out here aren’t mutually exclusive. I used the dungeon finder all the time when I was a casual. I still do solo things now, like IA and questing.

    You can still have chance to do solo content and AI in hardcore realms... You missed my whole point, better gear reward from group content creates elitist mentallity against who does not have it, this is the core idea behind it. Seperated servers there hardcores have no problem doing group content will have same gear and they will not like this because elitist mentality needs some casuals who don't participate in group content.

    Solution is either you will get everyone same progression gear with any of the above activities regardless group or solo content or you will seperate group defending and solo defending players.

    I joined this post to give my insight because there was a guy one week ago who was complaining about addition of the solo dungeons will kill group finder which he thinks we casual solo players are not belong to mmo games.

    I don’t know, I don’t care about gatekeeping sets. Could add curated perfected trial gear boxes to IA for all I care. I do think monster sets in veteran dungeons helps people break into the veteran queue though.

    I know about the thread, I posted a lot in there. I think solo dungeons is better for the health of dungeons and the dungeon finder is not endgame and we shouldn’t pretend that it is just to bash solo players.
    Edited by Soarora on January 21, 2026 3:55PM
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
    • Current GM of Hard Dungeoneers
    • Tanks: Sorcerer - Necromancer - Templar
    • DPS: Frost Warden - Stamarc
    • Ex-healer
    • Dungeons: 32/32 HMs - 26/26 Tris

      View my builds!
  • twisttop138
    twisttop138
    ✭✭✭✭✭
    MaleAmazon wrote: »
    There is a fundamental flaw in your premise. Group content is harder, not because of the design, but because it requires a group - that's 4 - 12 people working together, acting together, and not making mistakes together.

    A solo player can make a mistake and survive. Two or three players making a mistake means a death or wipe. A solo player only has to deal with what the mobs are doing, a group has to deal with what the mobs and the rest of the group are doing.

    That argument can be reversed though: As a group player, I just need to do my specific role. I mess up, I can be resurrected. I do not need to heal, the healer does that for me. And so forth. (I know it´s different for tanks / healers depending on the exact setup).

    As a solo PvP/PUG player, I need to manage damage output, mechanics (if applicable), defense, sustain, everything. I cannot rely on a healer, it is just a nice bonus sometimes. The environment is not predictable.

    Both can be difficult, but in different ways. Trials are specifically designed to be hard though because that´s the target audience. But it is not inherent.

    I always saw it like this. The gear from raiding is there to enable you to do the next level of raiding. There's nothing else in the game that requires that level of gear. Though I do understand that people do want the best thing because it's the best thing.
  • SilverBride
    SilverBride
    ✭✭✭✭✭
    ✭✭✭✭✭
    barney2525 wrote: »
    MMO only means there are multiple players in the game world at the same time. It does NOT mean that we have to group with them. Yet we frequently hear things like:
    • "It's an MMO and that means grouping."
    • "If you don't want to group maybe an MMO isn't the right game for you."
    • "If players only do solo content it makes it harder for others to find groups."

    None of those are true. The game world is like real life in that each player can go about their day doing the things that they enjoy. And they should not be pressured or judged because of how they choose to spend their time.

    Does it mean Cuddling ?

    :D

    It's not required but is acceptable, as long as there are no greater rewards for it!
    PCNA
Sign In or Register to comment.