My experience says it started back with the One Tamriel change over. I lost three gaming friends at that time. They left and never returned. The complaint was that groups pushed for the change and Bethesda didn't care how the solo players felt.spartaxoxo wrote: »Could it be that this concept that ESO does not support its solo players festered long enough that it has found a path to the surface so those players are talking about it?
The majority of the content for the past several years has been solo content? Do you have any specific examples of why solo players may have felt this way? Is it moreso maybe the lack of casual content rather than group size? For example, they cut the Q4 DLC and replaced it with IA a couple years back? IA is designed to be solo content too but it's not particularly casual solo.Could it be that ZOS irritated the wound when they said that they want to encourage grouping. When someone says they encourage something, that usually means they prefer it. (Seriously, Night Market should have been billed as an alternative form of a dungeon. People would not be upset about a dungeon requiring grouping.)
It's not an alternative form of a dungeon but it was billed as replacing the dungeon content for this year. Hence the confusion why this event would be where it would explode. As people are essentially upset that the "dungeon" content for this year requires a group.
spartaxoxo wrote: »It's amazing to me how a singular update not catered to solo players during the quarter that has literally never catered to solo players has suddenly become ZOS abandoning solo players. And it's not any one person, it's a sentiment being expressed many places. I have no idea where this is coming from but quarter 1 has literally not been solo content for like 10 years.
It really shows the power of ideas when they spread through groups.
Anyway for anyone worried about this, remember much of the rest of the year will be solo friendly content. And that quarter 1 has always been dungeons. I hope the sage's vault is as fun as it sounds on paper.
Could you be overly focused on this one event?
Could you?
There are thousands of hours of solo quests in this game and most events are meant for soloing. I think the rest of this year which are questlines and solo-dungeons are for solo players. Once in a while group and PvP players are thrown an event and the PvP events get complaints too.
I could be, but I am not.
Do you realize that there is very little content that a grouped player cannot access?
That PvP is unbalanced because of enhanced group dungeon rewards?
You have access to groups, you just don't want to. So don't. But that is your choice and MMOs can't design only content for solo players if they want to maintain interest. ESO has never ONLY had content for solo players and that's how it should be.
My experience says it started back with the One Tamriel change over. I lost three gaming friends at that time. They left and never returned. The complaint was that groups pushed for the change and Bethesda didn't care how the solo players felt.spartaxoxo wrote: »Could it be that this concept that ESO does not support its solo players festered long enough that it has found a path to the surface so those players are talking about it?
The majority of the content for the past several years has been solo content? Do you have any specific examples of why solo players may have felt this way? Is it moreso maybe the lack of casual content rather than group size? For example, they cut the Q4 DLC and replaced it with IA a couple years back? IA is designed to be solo content too but it's not particularly casual solo.Could it be that ZOS irritated the wound when they said that they want to encourage grouping. When someone says they encourage something, that usually means they prefer it. (Seriously, Night Market should have been billed as an alternative form of a dungeon. People would not be upset about a dungeon requiring grouping.)
It's not an alternative form of a dungeon but it was billed as replacing the dungeon content for this year. Hence the confusion why this event would be where it would explode. As people are essentially upset that the "dungeon" content for this year requires a group.
Later, (a few years later) I was conversing with a person who was attempting to complete the main story line but didn't have the armor to survive. The complaint was that people who group get more experience because they group and get better gear that seemed to rule how the devs create new content.
Over the next several years
. . . complaints regarded a limit on how many players get rewarded when working a WB and how groups always get first count.
. . . certain yearly events support guilds and/or groups leaving solo players to do content that is not enjoyed or miss out on a reward.
. . . Why are parts of the house locked behind group dungeon play? (I believe this references a building in Elsweyr. Something about a power plate that opens a house extension.)
. . . why is the gear from dungeons not available in solo content somewhere?
The Night Market is an alt dungeon. A group dungeon. It may not be of the type you are used to, but it answers all the descriptive qualities including having an entrance point. ZOS did say they were considering adding a group warning like in vet dungeons so there is that as well.
There needs to be an incentive (beyond personal satisfaction, which will appeal to a few, but not others), to repeat story content, just like there are incentives to repeat group content.
What would that look like to you, also excluding solo arenas, IA, and soon solo dungoens that they are spending dev time on?
My main problem with some arguments in this thread seems to be people that resent group content and think an MMO is a genre where no challenge should be for people that work cooperatively to overcome challenges. If someone is the type of person to get upset every time grouping is encouraged, rather than just deciding it's not for you, I'd believe they truly are in the wrong genre.
There needs to be an incentive (beyond personal satisfaction, which will appeal to a few, but not others), to repeat story content, just like there are incentives to repeat group content.
What would that look like to you, also excluding solo arenas, IA, and soon solo dungoens that they are spending dev time on?
My point is about solo quests. That's what I'm addressing.
My point is about solo quests. That's what I'm addressing. People who say, "But look at all the solo quests!!!!" My point (again) is that there's no incentive to repeat them, so there's only a lot of solo questing content for new players
There needs to be an incentive (beyond personal satisfaction, which will appeal to a few, but not others), to repeat story content, just like there are incentives to repeat group content.
What would that look like to you, also excluding solo arenas, IA, and soon solo dungoens that they are spending dev time on?
My point is about solo quests. That's what I'm addressing. People who say, "But look at all the solo quests!!!!" My point (again) is that there's no incentive to repeat them, so there's only a lot of solo questing content for new players. Yes, ZOS is spending dev time on other solo stuff, just like they're spending time on group stuff. That's got nothing to do with, "But look at all the solo quests!!!! You soloers should be happy with all the solo quests!!!!" (even though there's virtually no reward for doing those solo quests more than once)My main problem with some arguments in this thread seems to be people that resent group content and think an MMO is a genre where no challenge should be for people that work cooperatively to overcome challenges. If someone is the type of person to get upset every time grouping is encouraged, rather than just deciding it's not for you, I'd believe they truly are in the wrong genre.
That's a different issue. I'm not one of the people who resents or is upset about group content.
Yes I was asking what the incentive to repeat quests might look like. For many people the incentive for stories are for the lore and story themselves.
twisttop138 wrote: »Some kind of cool reward to repeat quests is actually a really cool concept
RemnantFantasy wrote: »It is. As a starter for 10, maybe a new player title, fancy costume and skin for completing the MQ and Cadwells Silver/Gold on all classes, then another title and fancier costume and skin for completing all quests in all zones (including DLC) on all classes (not retroactively rewarded).
RemnantFantasy wrote: »It is. As a starter for 10, maybe a new player title, fancy costume and skin for completing the MQ and Cadwells Silver/Gold on all classes, then another title and fancier costume and skin for completing all quests in all zones (including DLC) on all classes (not retroactively rewarded).
Why not retroactively? What's with people who have no character slots left and have already replayed the content on most of their characters?
Let alone some title, costume and random skin (most skins look horrible anyway, sorry) sounds like... not much, for that amount of content.



We have seen a spike in played time for folks the past week which means those that have engaged are finding lots to do.
- Finn
Pinktraining wrote: »If every time ZOS releases new content, those who complain that the new content is unfriendly to single-players pay me 1 dollar, then I should be able to retire early.
Since when has encouraging players to team up and socialize been reduced to disrespecting solo players? Let's abandon this meaningless individualism.
You don't want to team up or socialize? Absolutely no problem; nobody cares if a particular player never interacts with others.
But criticizing content that encourages teaming up and socializing? Isn't that a bit presumptuous?
Except people have talked about how they're already burned out, how much they've had to grind for Favor, various issues with finding/filling groups, groups not being able to clear content for various reasons, and so on.I have almost made it to 10K favor just casually playing the Night Market event . Groupfinder is so easy to use, and bosses melt when you are part of a PUG. Those who complained about the difficulty early on have been proven wrong.
Pretty much this exactly. ZOS had every opportunity to be very clear and very upfront about the difficulty level. "This Zone as a whole is roughly the same difficulty as a normal Trial, so you'll want to go in with others unless you've got the means to face such challenges solo" or anything of the sort would have made expectations clear. Instead, they went with being about as vague as they could be, because difficulty is subjective. Them saying "experienced players" could go in solo doesn't indicate whatsoever what level of "experience" is actually needed, and many people likely consider themselves as such. Them also being vague about "encouraging grouping" didn't paint a very realistic picture about the difficulty since there are plenty of group things that aren't too awfully hard to do for a lot of people who know what they're doing, like a bunch of Dungeons or WBs. It led to a lot of folks thinking they had a chance of going in solo when most people won't be able to do such.Night Market should have been billed as a group dungeon because that is what it is. if it had been advertised as such from the start, player would not be so upset about it.
Except people have talked about how they're already burned out, how much they've had to grind for Favor, various issues with finding/filling groups, groups not being able to clear content for various reasons, and so on.I have almost made it to 10K favor just casually playing the Night Market event . Groupfinder is so easy to use, and bosses melt when you are part of a PUG. Those who complained about the difficulty early on have been proven wrong.
Your experiences do not invalidate those of others. Nothing has been "proven wrong". It's still too difficult for many people for different reasons.
You're moving the goalpost since your initial post never said "people complaining only hardcore players can do it". You just said people complaining were being "proven wrong". And I pointed out the problems people have reported with your points to indicate that none of it was "proven wrong" since people were having issues.Except people have talked about how they're already burned out, how much they've had to grind for Favor, various issues with finding/filling groups, groups not being able to clear content for various reasons, and so on.I have almost made it to 10K favor just casually playing the Night Market event . Groupfinder is so easy to use, and bosses melt when you are part of a PUG. Those who complained about the difficulty early on have been proven wrong.
Your experiences do not invalidate those of others. Nothing has been "proven wrong". It's still too difficult for many people for different reasons.
Nah, my point is not subjective. People who initially exaggerated the difficulty and said that only hard core players could do it were wrong. I understand if people don’t want to do it, but that wasn’t what I said. Sorry if you don’t like it.
Except someone has done comparisons between trash in NM and in certain Trials, as well as between NM versions of Bosses and their Dungeon/Trial originals. It was found that the numbers, while not exactly a match, are close enough that yes, the NM could have been advertised as Trial difficulty. And I never said they had to advertise the NM itself AS a Trial, but rather that it was "roughly the same difficulty as a normal Trial". That's not the same as saying something IS something, it's saying it's comparable to it.spartaxoxo wrote: »ZOS didn't advertise it as a trial or group dungeon because it's not one. The meat of the content is a zone and then you kill enemies in that zone to unlock 3 dungeon boss fights and a small trial.
Due to the small instance cap, you're better off joining a group through the finder instead of trying to run into one but other than that it works like what you would expect a temporary event zone to function like. You can join fights with people that you're not in a group with. There are independent quests. There are mini games that can be completed alone or with a group.
They said that it's difficult content that most will want a group for but experienced players may be able to do solo. And people with experience doing difficult solo content solo can, in fact, go in there by themselves. The bosses would be much harder to solo than the trash packs so I guess in that since it's not quite accurate but the way they talked about it seemed like it would be like Writhing Wall where you could go in by yourself but the bosses would need a lot of people around.
And for those us with that difficult solo experience, that's what we got.
You're moving the goalpost since your initial post never said "people complaining only hardcore players can do it". You just said people complaining were being "proven wrong". And I pointed out the problems people have reported with your points to indicate that none of it was "proven wrong" since people were having issues.Except people have talked about how they're already burned out, how much they've had to grind for Favor, various issues with finding/filling groups, groups not being able to clear content for various reasons, and so on.I have almost made it to 10K favor just casually playing the Night Market event . Groupfinder is so easy to use, and bosses melt when you are part of a PUG. Those who complained about the difficulty early on have been proven wrong.
Your experiences do not invalidate those of others. Nothing has been "proven wrong". It's still too difficult for many people for different reasons.
Nah, my point is not subjective. People who initially exaggerated the difficulty and said that only hard core players could do it were wrong. I understand if people don’t want to do it, but that wasn’t what I said. Sorry if you don’t like it.
"I have almost made it to 10K favor just casually playing the Night Market event" and I pointed out people have expressed how frustrating/slow the grind to even 5k for them was, let alone 10k. I also mentioned people claiming burnout already and either plan on no longer playing now that they have 10k or will stop playing when they get to it.
"Groupfinder is so easy to use" and I pointed out people having numerous issues with the LFG tool, either because finding a group takes a while or because groups THEY make take a while to fill.
"and bosses melt when you are part of a PUG" and I pointed out that a LOT of people have brought up issues with PUGs failing more often than not.
"Those who complained about the difficulty early on have been proven wrong." Nothing in your whole post said anything about people saying "only hardcore players" can do it solo. You only said people complaining about difficulty. I pointed out your experiences don't "prove" anyone wrong because they don't invalidate anyone else's. And yes, there probably are people not considered hardcore who can do NM on their own. But your other post never mentioned the hardcore bit or even implied it.Except someone has done comparisons between trash in NM and in certain Trials, as well as between NM versions of Bosses and their Dungeon/Trial originals. It was found that the numbers, while not exactly a match, are close enough that yes, the NM could have been advertised as Trial difficulty. And I never said they had to advertise the NM itself AS a Trial, but rather that it was "roughly the same difficulty as a normal Trial". That's not the same as saying something IS something, it's saying it's comparable to it.spartaxoxo wrote: »ZOS didn't advertise it as a trial or group dungeon because it's not one. The meat of the content is a zone and then you kill enemies in that zone to unlock 3 dungeon boss fights and a small trial.
Due to the small instance cap, you're better off joining a group through the finder instead of trying to run into one but other than that it works like what you would expect a temporary event zone to function like. You can join fights with people that you're not in a group with. There are independent quests. There are mini games that can be completed alone or with a group.
They said that it's difficult content that most will want a group for but experienced players may be able to do solo. And people with experience doing difficult solo content solo can, in fact, go in there by themselves. The bosses would be much harder to solo than the trash packs so I guess in that since it's not quite accurate but the way they talked about it seemed like it would be like Writhing Wall where you could go in by yourself but the bosses would need a lot of people around.
And for those us with that difficult solo experience, that's what we got.
My point is there was no reason to be vague about the difficulty. They had every chance to be clear about the difficulty level. Instead things were worded that "it'll be easier grouped but experienced solo players can do it too" without giving any indication of what "experienced" was supposed to mean.