P0GG0 wrote: » i'd love some mechanic were you gain vision range when solo. basically a way to lower the changes of getting ganked. you'd lose that buff for some amount of time if you take part in group content.
arkileo wrote: » I think the idea of solo dungeons would actively damage what Intrepid is trying to build. This is a social group game. Giving a strong solo option will inevitably have people flock to it. The goal should be to make solo players into group players, not reinforce their playstyle, a playstyle that's antithesis to the player interaction design pillar. PUGing is fine of course, that's just a solo players putting on a group player hat for a little while. But I think the system for getting them into a group would need to be little more accessible than a specific board in a specific building in a specific node. Probably a UI feature.
Percimes wrote: » Before answering your two questions I want to point a few things. Most people who play solo don't do so exclusively, they'll group with others at times, some more than others, and form small ad-hoc pick up groups, groups with friends or other players from their guild. I'm not saying there are no players dedicated to solo play who shun all other players, only that they are not as prevalent as people fear. Maybe more vocal, I don't know. The other point is that there is no need to over-complicate this. No need to give exclusive single character content or power. Really, they only thing needed is that some content can be done in sub-optimal conditions and still reward the player (mats, XPs, etc.).What do you want as a solo player Easy: I want ways to progress, even at max level. That's usually where the problems begin. Once at max level the only meaningful content is often heavily focused on grouping. No problem with the best rewards being behind raiding content, but there need to be something else to do beside levelling another character.How do you think the game will play out for solo players? Not really worried to be honest. I've seen enough game loops that I could engage into outside of a guild context that, as long as the combat side of things is possible, I'd be ok for a while. Look, EverQuest is often mentioned as a game where you couldn't really solo, but the thing is, that's false. I was soloing with a ranger, then a shadow knight. I have a friend who was soloing with his druid. Another with his wizard. Another with his necromancer. Another with his shaman... None of us were exclusively soloing, but we all did it sometimes. Playing solo means your character must cover damage, damage mitigation*, and healing** on its own. If you can juggle with that, you can solo. Also, the more classes can do this, the more combinations of small groups you can create that are effective. * Can be achieved with high defence (armour) or high avoidance (dodging or restricting mobility via CC). Or a pet. ** Mostly through potions for the not healing classes.
Vospha wrote: » P0GG0 wrote: » i'd love some mechanic were you gain vision range when solo. basically a way to lower the changes of getting ganked. you'd lose that buff for some amount of time if you take part in group content. Hmmm, I like where your mind is at but I can't help but feel this would be too unfair of an advantage. I don't think being able to see people before they see you would be a good idea in a PvX game personally. This could also be abused by organized groups with good leadership, where they can all remain solo but use that as an advantage to gain extra vision, granted in a small enclosed area they would kill each other but if you are organized and smart enough to pull off a stat like that you wouldn't be dumb enough to go into small spaces or send everyone in at once. It's a good thought tho.
Percimes wrote: The other point is that there is no need to over-complicate this. No need to give exclusive single character content or power. Really, they only thing needed is that some content can be done in sub-optimal conditions and still reward the player (mats, XPs, etc.).
Percimes wrote: Most people who play solo don't do so exclusively, they'll group with others at times, some more than others, and form small ad-hoc pick up groups, groups with friends or other players from their guild. I'm not saying there are no players dedicated to solo play who shun all other players, only that they are not as prevalent as people fear. Maybe more vocal, I don't know.
Caww wrote: » I solo 99% of the time for the simple reason my gaming time is just jump on - jump off and if my wife catches me gaming it will be WW3 for weeks on end. That said, I've always enjoyed my limited time and activities in the MMO worlds (EQ, EQ2, ESO and believe it or not NW) and am not bothered at all with the limitations on such a play style. Any solo dungeon-type things are appreciated but not expected and I'm sure AoC will provide lots of satisfying game time for quite awhile.
P0GG0 wrote: » Vospha wrote: » P0GG0 wrote: » i'd love some mechanic were you gain vision range when solo. basically a way to lower the changes of getting ganked. you'd lose that buff for some amount of time if you take part in group content. Hmmm, I like where your mind is at but I can't help but feel this would be too unfair of an advantage. I don't think being able to see people before they see you would be a good idea in a PvX game personally. This could also be abused by organized groups with good leadership, where they can all remain solo but use that as an advantage to gain extra vision, granted in a small enclosed area they would kill each other but if you are organized and smart enough to pull off a stat like that you wouldn't be dumb enough to go into small spaces or send everyone in at once. It's a good thought tho. the vision range could be 5-10 meter which is not a real game changer. just enuf time to get on ur mount and hide. you'd still have to be active with the camera. this could open up a guild role as a spotter /scout which could be fun for some type of people.
P0GG0 wrote: » funny how people love to put their playstyle before other's. the solo queue mindset is a huge amount of people and tbh we dont care about the tryhard meta. nodes are not ment to be kept at the expense of fun.
Laetitian wrote: » Why did you feel the need to make this thread? This thread reads like carebear covert ops camouflaging by putting on a tie and advocating for "those other players who enjoy soloing, but definitely not myself." Not accusing anyone; that's just what it reads as. Percimes wrote: The other point is that there is no need to over-complicate this. No need to give exclusive single character content or power. Really, they only thing needed is that some content can be done in sub-optimal conditions and still reward the player (mats, XPs, etc.). Resource gathering. Overland mob farming for glint and gear drops until you find an ad-hoc group to do something more rewarding. The more rewarding that other thing is, the more the other solo players around you will be to join you. Problem solved. You really don't need more than what's already there. And the more your efficiency is restricted, the more you'll be enticed to get the most out of grouping opportunities. Percimes wrote: Most people who play solo don't do so exclusively, they'll group with others at times, some more than others, and form small ad-hoc pick up groups, groups with friends or other players from their guild. I'm not saying there are no players dedicated to solo play who shun all other players, only that they are not as prevalent as people fear. Maybe more vocal, I don't know. I think the severity of those tendencies adjusts naturally with the paths of least resistance you open up in the game for players with that potential. Temporary solo players wiling to stay open-minded for ad-hoc grouping in games where an efficient group can increase their XP/loot gain 50-100%+ compared to solo play might be far more careful to keep to themselves in games where the xp & loot potential rises by like 10-20% (with the known risk of drastically dropping into the negatives, if the grouping is done inefficiently) from optimal solo play to optimal group play. If you don't care enough about progression that day to find a group to use your time efficiently with...why not launch a single-player game, take your mind off of craving "progress" and come back to the MMO when you actually feel like putting in the effort to get progress? This desire of not feeling like doing what's needed to progress, but still feeling deserving of a noticeable reward feels pretty poisonous imo. People should just realise that it's enough to progress when they care about progressing. The free dopamine hits aren't doing you any favours.
Balrog21 wrote: » I think people are making a mountain out of a mole hill over this. Intrepid will have plenty to do for those that like to go off by their self for a while and maybe just see the 🌎
Zahie wrote: » As someone who plays solo alot I would like it to be easy to find and join random groups when needed and to communicate easy in game without the need to use discord all the time. Just because I like exploring alot on my own doesn't mean I don't like group content or doesn't want to play with others but I think there will be enough things to do when one wants to play alone for a while.