The important statement the devs have made is 'play how you like (they do not guarantee how successful your style will be). This I believe qualifies as a motto.
Regarding how grouping works, this is not in compliance with that motto.
1. There is forced solo questing in important skill lines: World Quest, Fighters Guild and Mages Guild. The fact that players are not able to group in these is definitely the exact opposite of "play how you like".
2. Some people have stated that they would like the option available to solo any dungeon. That is currently not allowed for. This also flies in the face of "play how you like".
3. Phasing frequently breaks up groups. This a third way in which the horrible grouping mechanics contradicts playing how the player wants.
4. The grouping tool needs drastic revising. The last time I used it I was level 32 trying to look for a group for the dungeon that level. The only option I had was level 35 to 37 and the next group of dungeons.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
I want a 12 man raid for my next Dolshia fight, and a VR12 healer behind me since Lyris just stands there and doesnt solo the boss for me in the main quest.
/whine.
edit- sorry if I sound apathetic. Its because I am.
The places you really need to group allow you to do so. Good luck finding the actual people to do it with though.
I want a 12 man raid for my next Dolshia fight, and a VR12 healer behind me since Lyris just stands there and doesnt solo the boss for me in the main quest.
/whine.
edit- sorry if I sound apathetic. Its because I am.
The places you really need to group allow you to do so. Good luck finding the actual people to do it with though.
ruze84b14_ESO wrote: »To add a few mechanics:
- Group leaders should be able to accept, progress and complete quests for all members of that group.
- Players should be able to take part in these group quests, even if they have already completed the quest, but simply won't receive any end reward (skiilpoint or named loot).
- Players should be able to take group members into any instance or along any questline. Content does NOT have to be specifically altered to support the larger group. Just allow it to happen.
- Group content should not be watered down for solo players. Players wishing to solo said content will need to find a way to overcome the significant difficulty increase.
- Group quests should be created for each zone, to further support group play (outside of group dungeons, dolmens and world bosses).
- Any group (or guild) member in your zone should automatically be visible, no matter if they are in your direct phase or not.
- The groups phase is determined solely by the group leader, so even if you have completed a zone which removes all mobs, for instance, if you reenter that zone with a group leader who has mobs spawned, you will see and be able to fight those mobs again.
I want a 12 man raid for my next Dolshia fight, and a VR12 healer behind me since Lyris just stands there and doesnt solo the boss for me in the main quest.
/whine.
edit- sorry if I sound apathetic. Its because I am.
The places you really need to group allow you to do so. Good luck finding the actual people to do it with though.
It's not about making the game easier. It's about playing with other people in a game that is about playing with tons of other people online. The game should scale to team size (including soloing). You should be able to walk up to any regular mission and have the option to play as a team or solo it. With more members, the difficulty of the mission would increase. This way it really isn't about making it easier. This was never my problem in the first place. For that matter, I agree with you. I think it should be a little bit challenging. There is no reason that the mission can't remain challening in a team setting.
I want a 12 man raid for my next Dolshia fight, and a VR12 healer behind me since Lyris just stands there and doesnt solo the boss for me in the main quest.
/whine.
edit- sorry if I sound apathetic. Its because I am.
The places you really need to group allow you to do so. Good luck finding the actual people to do it with though.
It's not about making the game easier. It's about playing with other people in a game that is about playing with tons of other people online. The game should scale to team size (including soloing). You should be able to walk up to any regular mission and have the option to play as a team or solo it. With more members, the difficulty of the mission would increase. This way it really isn't about making it easier. This was never my problem in the first place. For that matter, I agree with you. I think it should be a little bit challenging. There is no reason that the mission can't remain challening in a team setting.
I think I read to fast and mistook the meaning then.
I'm not in favor of allowing multiple players into solo instances in their current state, no.
But if they were to automatically double the difficulty of said instance for each friend you brought in with you I wouldnt really have a problem with that. I dont disagree that its an MMO and you should be able to play it with your friends 99% of the time.
and as for the comments about the group finder tool, yes.. its annoying. I have to shout LFG to get groups for dungeons the tool assumes I'm too high for. Comically enough I still get exp and loot from those dungeons despite the fact that group finder wont allow me to que for it.
I had to skip every forced solo boss except for the starter island until I restructured my character to fit the more traditional design. And yes, very frustrating, especially since that's something I've always loved about TES - that I could create any character type that I wanted and be able to play the game the way I wanted to.
I noticed during PTS that the game leaned toward certain classes played certain ways to be able to solo much, which would be fine, if you weren't required to solo so many areas.
Unless you possess a fragile ego, it doesn't.steveb16_ESO46 wrote: »People taking a dozen L50 healers into a L10 solo story quest. This affects me how?