KDecisionz wrote: » Mag7spy wrote: » Id rather have more group content than single player content. 100% agreed but there will be times where you have work in 30mins and want to progress your character in something meaningful to you. You also may be watching kids or have kids of your own and need something to do that wont take up to much attention span. Maybe you can kind of pause half way threw and not waist peoples time. Solo and team content can coexist they aren't mutually exclusive its up to the devs to see what kind of split they want for that but lets wander what can be
Mag7spy wrote: » Id rather have more group content than single player content.
Dygz wrote: » I mean... Ashes will have solo, instanced content. So, I dunno why some form of this couldn't be part of that. Doesn't necessarily have to be exactly like WoW's version.
MaiWaifu wrote: » Personally, I'm not interested in a solo experience in an MMO. I like that AoC is trying to go back to the traditional roots of what made MMO communities great in the past and encourage cooperation and in world rivalries. The only time I think players should have a instanced bubble away from other players is if they're already in party doing a specificly limited quest event. Class mastery should be based on your perfomance working together in all sorts of different groups and adapting. I think even just trying to create a classes/content that require very specific gear/class setups is the start to the slippery slope that makes balancing and min-maxing a problem. Challenges which give prestige should be scaled to group content, not to individual players.
KDecisionz wrote: » Why cant there be a solo and a Group version of a Mage tower?
NiKr wrote: » Did I miss something or do you mean 1v1 arenas and apartments as "instanced solo content"?
Dygz wrote: » Sounds like you missed something.
Liniker wrote: » Dygz wrote: » I mean... Ashes will have solo, instanced content. So, I dunno why some form of this couldn't be part of that. Doesn't necessarily have to be exactly like WoW's version. You saying that can easily mislead people... that instanced and solo content are only for your main questline, all the best and repeatable content (endgame) that drops good shit is group open world (PVP competitive) content pretty sure when people say they want "instanced dungeons" they ain't talking about the Deadmines in WoW, something you only do a few times during leveling - they are talking about repeatable endgame stuff - which is not something you should expect from AoC
100% agreed but there will be times where you have work in 30mins and want to progress your character in something meaningful to you. You also may be watching kids or have kids of your own and need something to do that wont take up to much attention span. Maybe you can kind of pause half way threw and not waist peoples time. Solo and team content can coexist they aren't mutually exclusive its up to the devs to see what kind of split they want for that but lets wander what can be
Halae wrote: » Why not split the difference and have instanced things that are designed for group content, but have a solo mode if that's what you want to go for? Largely, that sort of thing only requires three things; 1. Reducing the difficulty of mobs to the expectation that you're alone rather than part of a group 2. Have healing readily available if the player in question doesn't normally have the ability to heal themself. 3. Mechanics that'd normally require more than one person (such as pressure plate puzzles) either have a way to bypass them as a solo operator or be removed from the solo version of the instance. Regardless of the idea of solo versions of instances (which, as I recall, only make up roughly 20% of the planned dungeons anyways, so this wouldn't be a huge increase) I do think solo content needs to exist in the game. MMOs run on social stuff, yes, but having available stuff for players that don't require you to spend a ton of time gathering a party and that can show off your personal mastery are legitimately very good things. They shouldn't be the focus, but having them available at all is important for when players are socially burned out or seeking a challenge that doesn't depend on coordination with others.
Mag7spy wrote: » That is not 20% of content when you are talking about hand holding and reducing difficulty so someone can spam repeatable tower content. This is literarily the opposite on what AoC is trying to do right down to the game being balanced for groups and not solo play. I'd rather have a open world tower that is difficult and has a lot of layers to it people can explore and see from the distance trying to get to the top of it, not this single player instanced dungeon none sense they can grind in there all day or for hours at a time.
Dygz wrote: » The devs have been clear about the parameters for solo instanced content. Nothing in that clarity precludes the solo instanced content the devs have mentioned from being in the form of a "Mage Tower". Since the risk in solo instanced content is relatively low - "unlocking a cool cosmetic" is a reasonable reward.