This is a list of everything coming to Update 50 as a part of Season Zero.

Is the tendency to repeat group play challenges going to be adjusted to balance?
I ran out of rerolls trying to get rid of these and they kept returning, Only one challenge changed to a non-group challenge. Doing the same three antiquities is boring.

Uthermaerklos wrote: »Maybe fix rerolls, where when we reroll a challenge it becomes a non option. If ya reroll means you don't want to do it.
Having said that, I agree with you that the game does seem to be learning toward combat-focused and grouped activities (see the current event as one example). Yes, there are solo activities coming, but so far this year there's been mainly combat/grouped stuff. Like you, I'm hoping to see some balance coming. And let's face it, ESO has always rewarded group play more than solo, and combat activities more than other activities. But it's been more pronounced lately. I'll judge at the end of the year when I've seen more.
spartaxoxo wrote: »Q1 and Q4 have always been group oriented. And then Q2 and Q3 were more solo oriented. The new Nowhere Vault stuff looks really promising as a both solo and group thing. And I think next year they're doing a new type of zone. I also think the Thieves Guild story and rumors system looks pretty cool.
It's a fact that so far this year, the game has been more combat and group focused. Even the Zenithar event, which used to reward crafting the most, reduced the rewards for crafting and added incentives to group and do combat-related stuff.
.
ESO_player123 wrote: »What was reduced for Zenithar in terms of crafting?
ESO_player123 wrote: »What was reduced for Zenithar in terms of crafting?
I was under the impression that the number of boxes you could get from doing master writs was more limited this year.
ESO_player123 wrote: »It was the same last year. If I remember correctly, it was unlimited only for the first year the event was introduced.
ESO_player123 wrote: »It was the same last year. If I remember correctly, it was unlimited only for the first year the event was introduced.
Yeah, that's because it's regular daily crafting quests that got hit (I remembered wrong). You used to get one box per craft category per day. This year it's just one box.
You can check out the complaints in this thread:
https://forums.elderscrollsonline.com/en/discussion/694920/official-discussion-thread-for-trade-and-craft-to-earn-blessed-rewards-during-the-zeal-of-zenithar
ESO_player123 wrote: »It says: First daily Crafting Writ, per account, completed each day
ESO_player123 wrote: »It says: First daily Crafting Writ, per account, completed each day
I could have sworn that last year, we got a box once a day per crafting category. Guess everyone complaining is wrong, then. But that was a minor point of my original post, anyway.
ETA: And if it's true that they reduced it last year rather than this year, it still means the rewards for crafting have been reduced. I can remember getting a box for all characters for all daily crafting quests. Now we're down to 1 box a day per account. That's quite the reduction, regardless of when it happened.
ESO_player123 wrote: »So, it has been the same for regular crafting writs.
I think you are mixing them up with Anniversary boxes.
ESO_player123 wrote: »So, it has been the same for regular crafting writs.
I think you are mixing them up with Anniversary boxes.
You might be right.
Anyway, it was one sentence in a much larger post about the direction of the game overall so far this year. The rest of the post stands.
ESO_player123 wrote: »Well, we are getting new Thieves' Guild and Sheogorath quests and, judging by what I saw in the latest stream, the Nowhere Vault will keep us busy for a while. Not really sure about rumors though. Did we get any information about them? They are not the same as favors, right?
ESO_player123 wrote: »Well, we are getting new Thieves' Guild and Sheogorath quests and, judging by what I saw in the latest stream, the Nowhere Vault will keep us busy for a while. Not really sure about rumors though. Did we get any information about them? They are not the same as favors, right?
I talked about the upcoming story content in the original post. Also rumours, etc. (not what they are, but that all the new stuff like rumours, favours, and nowhere vault is a wait and see for me). Bottom line is that the story content won't be much content on its own, without a zone with other activities. Maybe the other new stuff will fill the gap - will have to wait and see what's actually implemented, given that a lot of what sounds good in streams turns out to be a grind with poor RNG. Hoping not, but as I said, I've been burned too often already to get excited.
I can't play this game anymore. The group play push is demoralizing. I try to play by doing challenges because I have three weeks left on my sub, but now, I am thinking the money is not worth the torture. I do not understand why this cannot be balanced or better regulated so I can get the content that I WANT to play. It feels like Solo players are no longer welcome or cared about.
I saw a player in chat even say the words. "Go play a single-player game, we need to get rid of more solo players. This game an MMO . . . it is for groups." I don't understand that attitude, but I do notice from where it comes.
Maybe if I had not participated in the Beta . . .
Maybe if I had not if I had not believed the Play the way you want to play . . .
Maybe if I had not invested so much time and money in the characters over the last decade . . .
Maybe I would not feel so conflicted and defeated right now.
22 days remaining. 22 days of logging in and logging out again because there is nothing new for me, the solo player.
My last game friend quit playing because he could not compete in the Night Market. He was really excited about it after trying it in PTS. The Development team was saying they would look into adjusting the difficulty level. When it went live, he could not even survive the first wave. The disappointment was demanded more tolerance than he held.
I can't play this game anymore. The group play push is demoralizing. I try to play by doing challenges because I have three weeks left on my sub, but now, I am thinking the money is not worth the torture. I do not understand why this cannot be balanced or better regulated so I can get the content that I WANT to play. It feels like Solo players are no longer welcome or cared about.
I saw a player in chat even say the words. "Go play a single-player game, we need to get rid of more solo players. This game an MMO . . . it is for groups." I don't understand that attitude, but I do notice from where it comes.
Maybe if I had not participated in the Beta . . .
Maybe if I had not if I had not believed the Play the way you want to play . . .
Maybe if I had not invested so much time and money in the characters over the last decade . . .
Maybe I would not feel so conflicted and defeated right now.
22 days remaining. 22 days of logging in and logging out again because there is nothing new for me, the solo player.
My last game friend quit playing because he could not compete in the Night Market. He was really excited about it after trying it in PTS. The Development team was saying they would look into adjusting the difficulty level. When it went live, he could not even survive the first wave. The disappointment was demanded more tolerance than he held.
FWIW I'm not sure the Tome challenges are the best indicator of... anything, really. Because I happen to be primarily a group player and I was not able to finish unlocking my Tome pages and most days my challenges had nothing I wanted to do, and/or had time to do in my play session, such that I typically only received the daily login reward. I, too, ran out of rerolls and got the same challenges after re-rolling. They don't work that well for "group players" either, because a) we don't get the same challenges as our friends and b) they are too specific to happen naturally in most coordinated group play content. Therefore I also feel as if the challenges push me to play the way I don't want to play, because I find that any time I try to pursue the challenges, I feel that I am being pushed to do them as a solo player (which I don't prefer) because almost none of the ones I get are met naturally in my planned trial and dungeon play sessions, and the absolute last thing I want to do if I'm on my own for a few minutes is figure out who Zymel is and see if I am capable of killing them as a healer.I did get that "capture an Imperial City District" and did that solo, because it was easy to do alone when IC was unpopulated, unlike most of the other challenges in my list. But generally speaking the challenges that require a group don't align with what my group and friends are doing, and therefore make this a solo activity, for me. So, you see the challenges as pushing group play, and I see the challenges as pushing solo play!
I think ZOS hasn't gotten the balance right for either, yet.
It's really not as binary as solo vs. group player, also. Some players like coordinated group play with people they know while others may only like playing with others in the "play together, separately" model (like joining in on a world boss fight by themselves with a companion, but un-grouped). Some players only like playing with others as more of a "vs" situation where they PvP solo but enjoy the challenge of fighting a real person over an NPC in PvE. There are lots of people out there who play only as a duo (often but not always spouses/couples looking to do things together) but, while they play as a duo, they may quest together and function similarly to a solo play in terms of habits and content consumption. Some people play solo but want to challenge themselves, and thrive in the solo arenas, while other solo players want to quest and completely dismiss solo arenas, even though they are the most specifically solo content in the game, as they don't even allow companions!
I'm sorry to hear that you, a longtime player, feel unwelcome in the game, and I mean that sincerely. However, I really wouldn't use the Tome challenges, the design of which could still be improved, or a few nasty comments in zone chat, make you feel unwelcome. From where I sit I think there is an effort by ZOS to provide a wide variety of content. I think it's somewhat unfortunate that the Night Market was the first major "new" thing to drop in Season Zero, because at that point people were waiting a long time for something new and I think that made it feel way more divisive than ZOS intended it to be. From the perspective of this thread, and the highlighted graphic, there are very few listed items that cannot be leveraged or enjoyed by a solo player. Guild mail, maybe, if you refuse to join a guild due to your solo nature.And multiple features are aimed specifically for solo players - especially, imo, challenge difficulty, which applies to overland and was requested regularly by many people who enjoy questing.
Now, ZOS did, a while back, announce that they were going to focus on features and functionality that emphasize replay-ability, so if you're not interested, say, in starting a new character, going through the stories again at a higher overland difficulty level, and trying out the vampire and werewolf quest updates, that's totally OK, but that doesn't mean the new content is anti-solo players just because you happen to be a solo player... it more means that, as a solo player, you have additional things you aren't interested in, like revisting content on an increased difficulty level. And I'm not trying to invalidate your feelings at all... it may very well be that you don't feel there is any new content for you that you'd enjoy. I'm just making the point that it may not be so much of a solo player issue but that you don't like this new strategy of ZOS encouraging us to replay content and you, maybe, mostly enjoy getting new lands to explore and large chunks of new quests to work through. Which again absolutely, completely is a valid viewpoint but doesn't necessarily mean that a lot of what ZOS is releasing can't be enjoyed by other solo players. For me, the content I enjoy more than anything else is new dungeons, and even if OTHER group content is released, I do get that "there's nothing for me" feeling when I see that there aren't any new dungeons on the roadmap. Dynamic encounters are cool and all but they are not, ultimately, why I'm here.
Often, I feel the solo vs. group player labels are red herrings that keep us from discussing the more important topic -- which is that ZOS needs to know, and players need to be clear, about what keeps them here. And solo vs. group is not enough to tease that out. Even player metrics, in my opinion, isn't enough to tease that out, because how we as players spend the majority of our time isn't necessarily the main reason we're here. For example: yes, probably most of us participated in the new Heart's Day holiday but for most of us, that's not a reason to renew a sub. If 1,000 additional leads for various furniture items were embedded in the next content drop, and all leads were fully obtainable as a solo player, via fishing, lock boxes, overland non-boss mobs, solo arenas, treasure maps, and IA... would that feel like great new content aimed at solo players? Would your sub feel worth it if you had a bunch of clues to dig up? Does your answer change if those 1,000 leads were for fragments for a new pet and mount? What about a new solo arena? Or a new Tales of Tribute deck? And would you really have felt better about everything if you had gotten challenges that said "complete a solo arena" and "win 3 Tales of Tribute games" and "kill 7 delve bosses" instead of the ones you received? Would that really fill the void?
Anyway, I took the time to write this out because I hate to see longtime players leave the game, and I'm genuinely curious to hear from you what kinds of things would have made a difference so you'd feel more engaged over the next 22 days of your sub. What new content specifically do you wish had been released? And, since you posted in this thread, do you not feel that the challenge difficulty update was for solo players? Can you not check out the PvP progression system by queuing as a solo player in BG or Cyro? I think there's so much nuance in between "I am a solo player and do not even want to play with anyone else around" and "I am a group player that runs in trials five days a week" and it's worth discussing -- although you may not agree, in which case you can just ignore me.
I can't play this game anymore. The group play push is demoralizing. I try to play by doing challenges because I have three weeks left on my sub, but now, I am thinking the money is not worth the torture. I do not understand why this cannot be balanced or better regulated so I can get the content that I WANT to play. It feels like Solo players are no longer welcome or cared about.
I saw a player in chat even say the words. "Go play a single-player game, we need to get rid of more solo players. This game an MMO . . . it is for groups." I don't understand that attitude, but I do notice from where it comes.
Maybe if I had not participated in the Beta . . .
Maybe if I had not if I had not believed the Play the way you want to play . . .
Maybe if I had not invested so much time and money in the characters over the last decade . . .
Maybe I would not feel so conflicted and defeated right now.
22 days remaining. 22 days of logging in and logging out again because there is nothing new for me, the solo player.
My last game friend quit playing because he could not compete in the Night Market. He was really excited about it after trying it in PTS. The Development team was saying they would look into adjusting the difficulty level. When it went live, he could not even survive the first wave. The disappointment was demanded more tolerance than he held.
FWIW I'm not sure the Tome challenges are the best indicator of... anything, really. Because I happen to be primarily a group player and I was not able to finish unlocking my Tome pages and most days my challenges had nothing I wanted to do, and/or had time to do in my play session, such that I typically only received the daily login reward. I, too, ran out of rerolls and got the same challenges after re-rolling. They don't work that well for "group players" either, because a) we don't get the same challenges as our friends and b) they are too specific to happen naturally in most coordinated group play content. Therefore I also feel as if the challenges push me to play the way I don't want to play, because I find that any time I try to pursue the challenges, I feel that I am being pushed to do them as a solo player (which I don't prefer) because almost none of the ones I get are met naturally in my planned trial and dungeon play sessions, and the absolute last thing I want to do if I'm on my own for a few minutes is figure out who Zymel is and see if I am capable of killing them as a healer.I did get that "capture an Imperial City District" and did that solo, because it was easy to do alone when IC was unpopulated, unlike most of the other challenges in my list. But generally speaking the challenges that require a group don't align with what my group and friends are doing, and therefore make this a solo activity, for me. So, you see the challenges as pushing group play, and I see the challenges as pushing solo play!
I think ZOS hasn't gotten the balance right for either, yet.
It's really not as binary as solo vs. group player, also. Some players like coordinated group play with people they know while others may only like playing with others in the "play together, separately" model (like joining in on a world boss fight by themselves with a companion, but un-grouped). Some players only like playing with others as more of a "vs" situation where they PvP solo but enjoy the challenge of fighting a real person over an NPC in PvE. There are lots of people out there who play only as a duo (often but not always spouses/couples looking to do things together) but, while they play as a duo, they may quest together and function similarly to a solo play in terms of habits and content consumption. Some people play solo but want to challenge themselves, and thrive in the solo arenas, while other solo players want to quest and completely dismiss solo arenas, even though they are the most specifically solo content in the game, as they don't even allow companions!
I'm sorry to hear that you, a longtime player, feel unwelcome in the game, and I mean that sincerely. However, I really wouldn't use the Tome challenges, the design of which could still be improved, or a few nasty comments in zone chat, make you feel unwelcome. From where I sit I think there is an effort by ZOS to provide a wide variety of content. I think it's somewhat unfortunate that the Night Market was the first major "new" thing to drop in Season Zero, because at that point people were waiting a long time for something new and I think that made it feel way more divisive than ZOS intended it to be. From the perspective of this thread, and the highlighted graphic, there are very few listed items that cannot be leveraged or enjoyed by a solo player. Guild mail, maybe, if you refuse to join a guild due to your solo nature.And multiple features are aimed specifically for solo players - especially, imo, challenge difficulty, which applies to overland and was requested regularly by many people who enjoy questing.
Now, ZOS did, a while back, announce that they were going to focus on features and functionality that emphasize replay-ability, so if you're not interested, say, in starting a new character, going through the stories again at a higher overland difficulty level, and trying out the vampire and werewolf quest updates, that's totally OK, but that doesn't mean the new content is anti-solo players just because you happen to be a solo player... it more means that, as a solo player, you have additional things you aren't interested in, like revisting content on an increased difficulty level. And I'm not trying to invalidate your feelings at all... it may very well be that you don't feel there is any new content for you that you'd enjoy. I'm just making the point that it may not be so much of a solo player issue but that you don't like this new strategy of ZOS encouraging us to replay content and you, maybe, mostly enjoy getting new lands to explore and large chunks of new quests to work through. Which again absolutely, completely is a valid viewpoint but doesn't necessarily mean that a lot of what ZOS is releasing can't be enjoyed by other solo players. For me, the content I enjoy more than anything else is new dungeons, and even if OTHER group content is released, I do get that "there's nothing for me" feeling when I see that there aren't any new dungeons on the roadmap. Dynamic encounters are cool and all but they are not, ultimately, why I'm here.
Often, I feel the solo vs. group player labels are red herrings that keep us from discussing the more important topic -- which is that ZOS needs to know, and players need to be clear, about what keeps them here. And solo vs. group is not enough to tease that out. Even player metrics, in my opinion, isn't enough to tease that out, because how we as players spend the majority of our time isn't necessarily the main reason we're here. For example: yes, probably most of us participated in the new Heart's Day holiday but for most of us, that's not a reason to renew a sub. If 1,000 additional leads for various furniture items were embedded in the next content drop, and all leads were fully obtainable as a solo player, via fishing, lock boxes, overland non-boss mobs, solo arenas, treasure maps, and IA... would that feel like great new content aimed at solo players? Would your sub feel worth it if you had a bunch of clues to dig up? Does your answer change if those 1,000 leads were for fragments for a new pet and mount? What about a new solo arena? Or a new Tales of Tribute deck? And would you really have felt better about everything if you had gotten challenges that said "complete a solo arena" and "win 3 Tales of Tribute games" and "kill 7 delve bosses" instead of the ones you received? Would that really fill the void?
Anyway, I took the time to write this out because I hate to see longtime players leave the game, and I'm genuinely curious to hear from you what kinds of things would have made a difference so you'd feel more engaged over the next 22 days of your sub. What new content specifically do you wish had been released? And, since you posted in this thread, do you not feel that the challenge difficulty update was for solo players? Can you not check out the PvP progression system by queuing as a solo player in BG or Cyro? I think there's so much nuance in between "I am a solo player and do not even want to play with anyone else around" and "I am a group player that runs in trials five days a week" and it's worth discussing -- although you may not agree, in which case you can just ignore me.
I have played the group and PvP part of the game years ago. Stopped doing it because the drama and attitudes of fellow players was taking the fun out of the game. I went to playing with rl friends only. They all stopped playing. Now I fly solo.
At this point my sub has expired. I feel no obligations to play and don't play as often as I had when I was paying for the service. I still log in a couple times a week and try to recapture the excitement and joy.
I am trying out the new Thief guild quest line. Was hoping to find some nowhere keys but I am not getting them from treasure or loot boxes. When I heard players reporting then had several already, I figured it was another one of those gotta play group event drops. So I gave up on that. I log in, play through one quest than log out and play something different.
At this point, I want progression without being herded into groups. I want an opportunity to earn end-game gear that is currently tied io group content without the group drama. I want true options: Do the content solo or do the content with a friend or group. Same content, same rewards, different options.
I can't play this game anymore. The group play push is demoralizing. I try to play by doing challenges because I have three weeks left on my sub, but now, I am thinking the money is not worth the torture. I do not understand why this cannot be balanced or better regulated so I can get the content that I WANT to play. It feels like Solo players are no longer welcome or cared about.
I saw a player in chat even say the words. "Go play a single-player game, we need to get rid of more solo players. This game an MMO . . . it is for groups." I don't understand that attitude, but I do notice from where it comes.
Maybe if I had not participated in the Beta . . .
Maybe if I had not if I had not believed the Play the way you want to play . . .
Maybe if I had not invested so much time and money in the characters over the last decade . . .
Maybe I would not feel so conflicted and defeated right now.
22 days remaining. 22 days of logging in and logging out again because there is nothing new for me, the solo player.
My last game friend quit playing because he could not compete in the Night Market. He was really excited about it after trying it in PTS. The Development team was saying they would look into adjusting the difficulty level. When it went live, he could not even survive the first wave. The disappointment was demanded more tolerance than he held.
FWIW I'm not sure the Tome challenges are the best indicator of... anything, really. Because I happen to be primarily a group player and I was not able to finish unlocking my Tome pages and most days my challenges had nothing I wanted to do, and/or had time to do in my play session, such that I typically only received the daily login reward. I, too, ran out of rerolls and got the same challenges after re-rolling. They don't work that well for "group players" either, because a) we don't get the same challenges as our friends and b) they are too specific to happen naturally in most coordinated group play content. Therefore I also feel as if the challenges push me to play the way I don't want to play, because I find that any time I try to pursue the challenges, I feel that I am being pushed to do them as a solo player (which I don't prefer) because almost none of the ones I get are met naturally in my planned trial and dungeon play sessions, and the absolute last thing I want to do if I'm on my own for a few minutes is figure out who Zymel is and see if I am capable of killing them as a healer.I did get that "capture an Imperial City District" and did that solo, because it was easy to do alone when IC was unpopulated, unlike most of the other challenges in my list. But generally speaking the challenges that require a group don't align with what my group and friends are doing, and therefore make this a solo activity, for me. So, you see the challenges as pushing group play, and I see the challenges as pushing solo play!
I think ZOS hasn't gotten the balance right for either, yet.
It's really not as binary as solo vs. group player, also. Some players like coordinated group play with people they know while others may only like playing with others in the "play together, separately" model (like joining in on a world boss fight by themselves with a companion, but un-grouped). Some players only like playing with others as more of a "vs" situation where they PvP solo but enjoy the challenge of fighting a real person over an NPC in PvE. There are lots of people out there who play only as a duo (often but not always spouses/couples looking to do things together) but, while they play as a duo, they may quest together and function similarly to a solo play in terms of habits and content consumption. Some people play solo but want to challenge themselves, and thrive in the solo arenas, while other solo players want to quest and completely dismiss solo arenas, even though they are the most specifically solo content in the game, as they don't even allow companions!
I'm sorry to hear that you, a longtime player, feel unwelcome in the game, and I mean that sincerely. However, I really wouldn't use the Tome challenges, the design of which could still be improved, or a few nasty comments in zone chat, make you feel unwelcome. From where I sit I think there is an effort by ZOS to provide a wide variety of content. I think it's somewhat unfortunate that the Night Market was the first major "new" thing to drop in Season Zero, because at that point people were waiting a long time for something new and I think that made it feel way more divisive than ZOS intended it to be. From the perspective of this thread, and the highlighted graphic, there are very few listed items that cannot be leveraged or enjoyed by a solo player. Guild mail, maybe, if you refuse to join a guild due to your solo nature.And multiple features are aimed specifically for solo players - especially, imo, challenge difficulty, which applies to overland and was requested regularly by many people who enjoy questing.
Now, ZOS did, a while back, announce that they were going to focus on features and functionality that emphasize replay-ability, so if you're not interested, say, in starting a new character, going through the stories again at a higher overland difficulty level, and trying out the vampire and werewolf quest updates, that's totally OK, but that doesn't mean the new content is anti-solo players just because you happen to be a solo player... it more means that, as a solo player, you have additional things you aren't interested in, like revisting content on an increased difficulty level. And I'm not trying to invalidate your feelings at all... it may very well be that you don't feel there is any new content for you that you'd enjoy. I'm just making the point that it may not be so much of a solo player issue but that you don't like this new strategy of ZOS encouraging us to replay content and you, maybe, mostly enjoy getting new lands to explore and large chunks of new quests to work through. Which again absolutely, completely is a valid viewpoint but doesn't necessarily mean that a lot of what ZOS is releasing can't be enjoyed by other solo players. For me, the content I enjoy more than anything else is new dungeons, and even if OTHER group content is released, I do get that "there's nothing for me" feeling when I see that there aren't any new dungeons on the roadmap. Dynamic encounters are cool and all but they are not, ultimately, why I'm here.
Often, I feel the solo vs. group player labels are red herrings that keep us from discussing the more important topic -- which is that ZOS needs to know, and players need to be clear, about what keeps them here. And solo vs. group is not enough to tease that out. Even player metrics, in my opinion, isn't enough to tease that out, because how we as players spend the majority of our time isn't necessarily the main reason we're here. For example: yes, probably most of us participated in the new Heart's Day holiday but for most of us, that's not a reason to renew a sub. If 1,000 additional leads for various furniture items were embedded in the next content drop, and all leads were fully obtainable as a solo player, via fishing, lock boxes, overland non-boss mobs, solo arenas, treasure maps, and IA... would that feel like great new content aimed at solo players? Would your sub feel worth it if you had a bunch of clues to dig up? Does your answer change if those 1,000 leads were for fragments for a new pet and mount? What about a new solo arena? Or a new Tales of Tribute deck? And would you really have felt better about everything if you had gotten challenges that said "complete a solo arena" and "win 3 Tales of Tribute games" and "kill 7 delve bosses" instead of the ones you received? Would that really fill the void?
Anyway, I took the time to write this out because I hate to see longtime players leave the game, and I'm genuinely curious to hear from you what kinds of things would have made a difference so you'd feel more engaged over the next 22 days of your sub. What new content specifically do you wish had been released? And, since you posted in this thread, do you not feel that the challenge difficulty update was for solo players? Can you not check out the PvP progression system by queuing as a solo player in BG or Cyro? I think there's so much nuance in between "I am a solo player and do not even want to play with anyone else around" and "I am a group player that runs in trials five days a week" and it's worth discussing -- although you may not agree, in which case you can just ignore me.
I have played the group and PvP part of the game years ago. Stopped doing it because the drama and attitudes of fellow players was taking the fun out of the game. I went to playing with rl friends only. They all stopped playing. Now I fly solo.
At this point my sub has expired. I feel no obligations to play and don't play as often as I had when I was paying for the service. I still log in a couple times a week and try to recapture the excitement and joy.
I am trying out the new Thief guild quest line. Was hoping to find some nowhere keys but I am not getting them from treasure or loot boxes. When I heard players reporting then had several already, I figured it was another one of those gotta play group event drops. So I gave up on that. I log in, play through one quest than log out and play something different.
At this point, I want progression without being herded into groups. I want an opportunity to earn end-game gear that is currently tied io group content without the group drama. I want true options: Do the content solo or do the content with a friend or group. Same content, same rewards, different options.
Bro this is an MMO.