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Solo Players - Thoughts?

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Comments

  • VosphaVospha Member, Alpha Two
    Otr wrote: »
    KingDDD wrote: »
    Solo players should absolutely have content and progression. The key however is to do that within the confines of AoC systems.

    For example, player A goes to an open world dungeon. Floor 1 is designed around 1 player. Player a sees player b in floor 1 and asks if they want to do floor 2 which is designed for two people. ....

    Player b says no. :no_mouth:

    Just imagining two players who can't go to the next floor because they need 2 and he just looks at the guy who said no like... "seriously?" 😂
    zdtha4wxk248.gif
  • OtrOtr Member, Alpha Two
    Noaani wrote: »
    P0GG0 wrote: »
    Otr wrote: »
    P0GG0 wrote: »
    i'd love some mechanic were you gain vision range when solo. basically a way to lower the chances of getting ganked.

    you'd lose that buff for some amount of time if you take part in group content.

    Would you find acceptable to activate and increase that vision by allowing more of your inventory to be lootable?
    Lower chance = more losses.
    Similar to how green are protected against CC but if they still die, they lose more inventory.

    Or to trade it against CC protection. You gain vision range and you loose the protection to CC.

    depends on the amount of range gained, i'm just asking for 10 meter maximum. ofc people here will make a big deal out of everything.

    I don't see how visual range would assist anyone. Verra is not a flat, empty world. There are hills, mountains, trees, cliffs, caves, buildings, walls, all sorts of other things to block view. These are the things that prevent you seeing a potential threat, not how far you can see.

    The only time something like this would even come in to play is on the ocean. However, I would wager a warship would know where a solo player is long before they are in visual range anyway (Archeage ships had radar, Ashes probably will too).

    I forgot to check if we can see through walls :sunglasses:
  • rolloxrollox Member, Alpha Two
    edited July 30
    Otr wrote: »

    Player b says no. :no_mouth:

    Another New World experience to relate. Not that I have any stake in that game whatsoever. It is just the one in most recent memory for me.

    On a solo fishing expedition. I had caught and landed a legendary fish which was in my inventory. I was exploring around this area and found a cave, with a big bear in it, named overland boss. I thought what the hell, let's try it because of pretty small death penalties and I needed to get back to town anyhow.

    As I was buffing myself up and preparing to attack this bear. An enemy player shows up. We are both red to each other. But he doesn't attack me, and I don't attack him. Instead we talk about what is in that cave, and he says to me that if I want that bear I will need to kill him first. Lol

    Again limited or no loot drop penalties and such. I'm like ok buddy it's on. I almost won but got in a bad position with no line of sight. Which allowed him to heal himself. Yea I was killed by a healer. But I was so close, on respawn I decided to try him again. It was close, down to who will get the last hit. Again I died to this healer

    Now instead of doing something rude to me. This player whispers me to ask what I know about the bear. The conversation lead to a sort of friendship. We stayed in touch over time. Met several other times on the battlefield in other situations. But also had a kind of back channel spy vs spy thing going on where we would help or hinder each other with information about what our "team" is up to.

    It turns out this bear was pretty insignificant. I had to go offline and look up in a database what I was fighting for. And the drops from that bear just were not useful to me. I even told others in the territory about this guy camping the bear cave. Nobody cares about it or him. Which is too bad to have this content and this conflict over something insignificant.

    But the social play from that one encounter lasted for a lifetime of gameplay between the two of us.

    Again, solo gameplay that leads to progression in some other way than just a piece of loot or a PvP kill on the board.

    Edit for main point. I kind of missed it. In Ashes this encounter would have been different. With loot drop penalties I perhaps would have never stumbled upon the bear cave. Because my priority would've been getting my trophy fish back home asap. Also, if I did find the bear cave, the other play would possibly reacted differently. Seeing a solo gathering type wandering around, I suspect I would've been attacked on sight.
  • P0GG0P0GG0 Member, Alpha Two
    dear dairy.
  • OtrOtr Member, Alpha Two
    edited July 30
    P0GG0 wrote: »
    dear dairy.

    My 4 words were a good seed \o/
    Let's try again
    KingDDD wrote: »
    Solo players should absolutely have content and progression. The key however is to do that within the confines of AoC systems.

    For example, player A goes to an open world dungeon. Floor 1 is designed around 1 player. Player a sees player b in floor 1 and ....

    helps the mobs kill player b. 💀☠️💀
  • KingDDDKingDDD Member, Alpha Two
    edited July 30
    Vospha wrote: »
    KingDDD wrote: »
    Solo players should absolutely have content and progression. The key however is to do that within the confines of AoC systems.

    For example, player A goes to an open world dungeon. Floor 1 is designed around 1 player. Player a sees player b in floor 1 and asks if they want to do floor 2 which is designed for two people. Once on floor 2 they met player c and d. The same thing happens to floor 3 and floor 4.

    This creates content that is soloable but also reinforces the need to group to complete challenges. Obviously rewards scale based group activity and size but if you hard lock solo players out then you are significantly reducing the population necessary to make this game interesting.

    I do like the idea, though then you are a bit stuck it you end up not finding someone or no one else shows up for ages etc. So I feel like just having a good way to find groups before hand would be the best option to avoid the issue of not actually finding someone while in the dungeon if that makes sense. Like mentioned previously using taverns and a notice board to find currently active groups for example would be great!

    I'm not convinced you need taverns to function this way as players will find work arounds through avenues like discord. However it does give taverns more uses and keeps people actively in the game which isn't a bad thing.
    Otr wrote: »
    KingDDD wrote: »
    Solo players should absolutely have content and progression. The key however is to do that within the confines of AoC systems.

    For example, player A goes to an open world dungeon. Floor 1 is designed around 1 player. Player a sees player b in floor 1 and asks if they want to do floor 2 which is designed for two people. ....

    Player b says no. :no_mouth:

    And thats their prerogative. The rewards at higher levels should be good enough that working with other players is seen as a net benefit unless there are other social factors. IE my guild/node/friend group hates the other person.
  • AszkalonAszkalon Member, Alpha Two
    edited July 30
    ItsNoGood wrote: »
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    Yes, Youmu-Chan. You are right.

    I am now seeing the Error of my ways ... ... ... i am sorry ... ... ... ... Everyone have a great Day ... ... ...













































    qasorja2i8lr.png
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Kinda starting to look for a Guild right now. (German)
  • P0GG0P0GG0 Member, Alpha Two
    u made a funny.
  • AszkalonAszkalon Member, Alpha Two
    I think the Players need to know EXACTLY - > what - they - want.



    In the last few Years, i think " Survival-Games " became more and more popular, now didn't they ?

    If you want to have to play veeeeery carefully and look around and over your Shoulder very often - > being a Lonewolf Solo Player might be just the thing for You, in Verra.

    Every single Situation is more dangerous alone. Even when faced with PvE only.




    But ... ...
    ... ... ... do You perhaps aim to have a Freehold one Day ? Or a "static House" in a Node ? Or a Tavern ?

    Then, the Solo Player Gamestyle might not be the very thing for You. You might need some help. And be it "only" a handful of other Players and not more.
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Kinda starting to look for a Guild right now. (German)
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    You can get help from other players while playing Solo.
    Solo is not synonymous with non-social.
  • OtrOtr Member, Alpha Two
    Dygz wrote: »
    You can get help from other players while playing Solo.
    Solo is not synonymous with non-social.

    Maybe we should agree on what solo means.
    A player can be in a guild, being invited through the game, but might never talk in discord with them and never considering playing with them more than with any randoms.
    In that case, if the player prefers to not group up, I call it a solo.
    If he groups up with randoms when he needs a group using in-game group finder and not asking in the guild chat, I consider such a player just taking advantage of guild benefits. If he asks first in guild chat but nobody join then it is a casual guild which encourages playing with randoms.

    Dungeons and raids are not for solo players. If they group with randoms, we may still call them soloers because they are not in a guild. But the OP explicitly said it wants dungeon sections where a single player can do things. If such sections exist probably will not be explicitly made for soloers and groups will just clean it up fast if it is even worth going there. Or maybe groups will just run through.

    If there are more players in that sections who do not want to group, then they compete for drops, even if those are less valuable, just like groups will compete in the more difficult sections.
    There will not be enough space for everybody, or better said not enough drops for everybody, because resource scarcity is part of the game design.


    Economic systems require scarcity. And in a game, all scarcity is artificially created in an attempt to simulate supply/demand structures or as we would call them points of player friction. You may progress within your processing profession by being a member of a guild or family of a person who owns a freehold and has setup the infrastructure necessary for t4-5 processing. With the intent that players will be able through effort to find a way of progressing and accessing late game processing. If that is not the case through testing then we will adjust the designs as necessary in order to achieve the systems.[22]


    IF soloers will end up playing together because they are citizens of the same node, and avoid citizens of other node chains because economic or political reasons, then I say AoC achieved it's goal.
  • P0GG0P0GG0 Member, Alpha Two
    edited July 31
    i'd be fine with gathering/crafting as solo progression. maybe an option of lowering the material cost of an item but automatically making it untradable.
  • I just want to cut trees and occasionally PvP. I've been a part of many guilds in many MMOs and I feel it saps the life out of you, so I'm planning to play on my own pace and do stuff that I find fun (lots of rp).
  • I'm greedy in my requests, they probably won't be doable.

    I've always wanted to play a taskmaster-like summoner, who controls minions who do menial work for him, like a 1-man factory crew, or at the very least, like a 1-man mining crew.
    I've also always wanted to play as a "minion"-like character whose minions are permanent human followers he pays and can equip and gives them bonuses, kind of like a squad captain.
    I'll also just settle to be a Summoner who just summons footmen, or just a summoner who summons minions that can either do very limited summoning of their own, or said minions can heal.

    I just hope the exploration is amazing, so people can just dedicate their playstyle to just being pure explorers/surveyors/prospectors, etc.
    If I go solo, I plan to try my hand on something related to Mercenary or contract work, or something that heavily synergizes with a more nomadic style.
  • VosphaVospha Member, Alpha Two
    I just want to cut trees and occasionally PvP. I've been a part of many guilds in many MMOs and I feel it saps the life out of you, so I'm planning to play on my own pace and do stuff that I find fun (lots of rp).

    Lots of RP and relaxing in Verra sounds fun 😁, I feel a lot of people will have the same solo experience with just gathering etc. Rather than gathering in a group, do you intend to group up with random people in the future for other content or are you planning on staying away from that side and sticking to only solo style play like gathering and RP etc.? Curious what approach you'll take with stay away from guilds 😊
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  • VosphaVospha Member, Alpha Two
    I'm greedy in my requests, they probably won't be doable.

    I've always wanted to play a taskmaster-like summoner, who controls minions who do menial work for him, like a 1-man factory crew, or at the very least, like a 1-man mining crew.
    I've also always wanted to play as a "minion"-like character whose minions are permanent human followers he pays and can equip and gives them bonuses, kind of like a squad captain.
    I'll also just settle to be a Summoner who just summons footmen, or just a summoner who summons minions that can either do very limited summoning of their own, or said minions can heal.

    I just hope the exploration is amazing, so people can just dedicate their playstyle to just being pure explorers/surveyors/prospectors, etc.
    If I go solo, I plan to try my hand on something related to Mercenary or contract work, or something that heavily synergizes with a more nomadic style.

    I think that's a great idea to take on as a solo, being hired out for mercenary work etc would be so sick! And just exploring the world in general while doing it, tavern to tavern, town to town. Just seeing what work you can get and slay some enemies!

    I too am quite passionate about becoming a summoner, but I am more on the side of beasts. I plan on maining Beastmaster on release but we will see after testing 😁
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