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How Solo Players (Basically) Saved MMOs From Going Extinct

TheDarkSorcererTheDarkSorcerer Member, Alpha Two
edited August 7 in General Discussion
So I just watched this video called “How Solo Players Saved MMORPGs” and it honestly hit. Hard. Let's be honest here: MMOs have changed. Most of us aren’t teenagers anymore with endless time to commit to 5-hour raids, Discord politics, and guild drama. Life got busier. People wanted more flexibility. And the only ones really showing up consistently? The solo players.

MMOs Could’ve Died, But They Didn’t
If you look back, the genre almost flatlined. Games were shutting down. Studios were giving up. But the thing that kept so many of these worlds alive? The casuals. The solo crafters. The people who log in after work to fish, quest, and vibe alone. Not everyone wants to treat a game like a job. Those players kept the servers warm.

Solo Players Aren’t Asking to Play Alone Forever
No one’s saying MMOs should become single-player games. But a lot of us start solo. And when a game makes space for that kind of play, when it lets you get hooked on your own terms, you end up sticking around. You find your group eventually. You might even join a guild. But if the early experience is “join a zerg or fall behind,” that’s a hard pass for a lot of people.

Ashes Looks Incredible… But Also Intense
The systems look ambitious. The node stuff? Wild. But it feels like a game where solo players might just get left behind. It’s very guild-driven. Very grind-heavy. And I get it, that’s the vision. But man, if there’s no real way to feel useful or progress meaningfully on your own… I worry it’s gonna push away a lot of potential long-term players. Not everyone wants to be in a 300-person Discord just to enjoy a fantasy world.

My Hope?
That Ashes doesn’t forget the players who show up quietly and consistently. The ones who aren’t loud on forums or top of the DPS meter, but who log in, explore, gather, craft, and help keep the economy alive. The ones who kept the genre breathing. If this game can strike even a little balance, where solo players can still make progress, still feel relevant, and maybe even find their people over time, I think it’ll last a whole lot longer.

And yeah…
Someone might say, “Well then maybe this game isn’t for you.” And maybe they’re right. But it’s also still early days. Ashes could be something truly special. And I think it’d be a huge missed opportunity not to widen the door just a little, to welcome more kinds of players in.


VIDEO: https://www.youtube.com/watch?v=xiQhzMZom5o
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Comments

  • CawwCaww Member, Alpha Two
    The ability to jump in and out of an MMO on your own schedule while still being able to do something satisfying and progressive is a big draw for "solo" players (also known as time limited players) and is very important. Hopefully, AoC will allow such interaction.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Wow that video was disingenuous...

    I'm not gonna bother 'arguing against it' because I'm sure Intrepid is gonna be fine.

    It's definitely 'true' in specific ways, but wow does it hinge on creating the idea of binary content relationships...
    You can always have my opinions, they are On The House.
  • LudulluLudullu Member, Alpha Two
    In other words, solo players didn't save mmos. They made them into single player games. The mmo genre is "dead" (mostly means a few dozen thousand players in several different proper mmos). All these current big "mmos" are just single player games with interactible (barely btw) npcs running around and spamming some bs in chat.
  • TheDarkSorcererTheDarkSorcerer Member, Alpha Two
    edited August 7
    Ludullu wrote: »
    All these current big "mmos" are just single player games

    Nah, I don’t agree. Games like GW2 and ESO prove you can be solo-friendly and still be a real MMO. GW2 is one of the most active MMOs in 2025, super chill for solo play but still full of group content and community.

    Solo players didn’t kill MMOs. They kept them alive by making them more accessible. Not everyone wants to grind with a guild 24/7 just to have fun.

    m6jque7ofxxf.gif
  • AszkalonAszkalon Member, Alpha Two
    edited August 7
    Solo Players Aren’t Asking to Play Alone Forever

    Our Man DarkSorcerer - reading my Thoughts here. As expected of the only Mage i ever feared. (lol)

    No one’s saying MMOs should become single-player games. But a lot of us start solo. And when a game makes space for that kind of play, when it lets you get hooked on your own terms, you end up sticking around.

    Exactly.
    Dominant Words -> on your OWN terms. ;)

    For me that is simple. When i log into Ashes of Creation in estimated the End of 2027 or 2028 or later towards 2030 or so,

    when i want to go fishing -> i want to be able to go fishing.
    When i want to go exploring - i want to be able to go exploring.

    When i want to experience a snowy, cold Winter Biome with beautiful blue or cloudy Skies, or unforgiving Snowstorms that FORCE my Character to take Cover from the harsh Cold and Wind,
    i want to be able to go experience just that. ;)

    When i want to be a Highway Man Gangster ambushing a Caravan,
    i want to be able to be a Highway Man Gangster ambushing a Caravan. ;)

    When i want to be able to be part of a certain Node,
    a certain Guild,
    a certain Group working to be, play - and exist around a Tavern, a Guildhouse, a Freehold, etc.

    then i want to be able to join said Node and hopefully the Group of Players will accept me. Of Course i am aware i should join a Node as fast as i can and not as the last Person out of +200 or so -> because Taxes. ;)



    When i want to be able to be a Pirate, ambushing People on the Sea's and trying to steal their Stuff, Treasure, Fish, etc. - then i want to be able to do just that. ;) . :sunglasses:

    When i want to be a Caravan Defender, then i want to be able to just that. ;)

    When i want to join Raids to take on mighty Dragons, fearful Demons (Ancients), or a HUUUUUUUUUUGE Army of Undead terrorising the Land or so -> then i want to be able to do just that. :mrgreen:



    For me - Ashes of Creation is my Hope that i can finally have some Freedom back.

    People would argue i have Freedom right now in Worst of Warcraft -> but actually Freedom there is very limited due to the Daily(Fomo)-Quest Nature of regular Content -> which You have to grind.

    Same counts for Raids once a Week.
    Same counts for PvP Rewards.


    Oh Shiiii~t. I divagate.

    At some Point -> i just want to be able to do again what i did during the Era of WoW Vanilla with others. Have a good Time with some People - and be it mainly Roleplay then this is okay and fine, too.



    It bugs me a little bit -> that apparently something like a SMALL. PARADISE. is being patched into Worst of Warcraft next Year -> with Housing and Neighbourhoods.

    Why ?
    WHY
    are these Motherf~ers doing this NOW ??? :D now when i am already excited since the Middle of 2023 for the slowly more and more completed Game of Ashes of Creation which is still in it's Alpha State right now ? :D


    I am "still" S~OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO going to change to Ashes , when it's finally going to near it's Release. >:)


    You find your group eventually. You might even join a guild. But if the early experience is “join a zerg or fall behind,” that’s a hard pass for a lot of people.

    Call me Nuts or not -> but i think " THAT " is right now the greatest Threat for the whole Game.


    The Thought that you are completely f~ed right from the Beginning, if you don't find a solid Guild in like the first Five Days or so. :sweat_smile:

    THAT can make People quit the Game.

    Ashes Looks Incredible… But Also Intense
    The systems look ambitious. The node stuff? Wild. But it feels like a game where solo players might just get left behind. It’s very guild-driven. Very grind-heavy. And I get it, that’s the vision. But man, if there’s no real way to feel useful or progress meaningfully on your own…

    A.B.S.O.L.U.T.E.L.Y.

    I worry it’s gonna push away a lot of potential long-term players. Not everyone wants to be in a 300-person Discord just to enjoy a fantasy world.

    I don't want to be in Discord at all.

    It is with no exaggeration THE. UGLIEST. Interface i have seen in my entire Life since the turn of the Millennia when i started being in the Internet.

    My Hope?
    That Ashes doesn’t forget the players who show up quietly and consistently. The ones who aren’t loud on forums or top of the DPS meter, but who log in, explore, gather, craft, and help keep the economy alive. The ones who kept the genre breathing. If this game can strike even a little balance, where solo players can still make progress, still feel relevant, and maybe even find their people over time, I think it’ll last a whole lot longer.

    Our Hope,
    and i feel my Cope (lol) - flowing through my Veins and Arteries like it's my own Blood. I was lied to and disappointed so. often. and in fact nigh countlessly from Companies regarding Expectations for any Game out there,

    -> one of the only Reasons i trust Sir Steven and his mighty Crew these Years -> is that i K.N.O.W. that they are different and that Sir Steven seems to desire a good Game same as ardently inside as i do.

    And yeah…
    Someone might say, “Well then maybe this game isn’t for you.” And maybe they’re right. But it’s also still early days. Ashes could be something truly special. And I think it’d be a huge missed opportunity not to widen the door just a little, to welcome more kinds of players in.

    I couldn't have possibly wrote it any better and would like your Comment several times if i could. 🫡 . 🫡 . 🫡
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    I am in the guildless Guild so to say, lol. But i won't give up. I will find my fitting Guild "one Day".
  • DepravedDepraved Member, Alpha Two
    ill elaborate more later, but basically, since there is a limited space of players per server, the more you make the game solo friendly, the more solo players will join, and the less space will be for group oriented players. that's not to say the game should be 100% party/guild oriented though.
  • RefletReflet Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
    The main problem I see about solo playing in Ashes solo, comes from the PVP side.
    A solo player with little playing time available, is jumped on by a PK or a group of PK, he will spend his playing time running between the rez point and his body (if there is anything left to pick up). According to the actual corruption policy.
    We'll have to see how PVP players will act ; blood thirsty PK, RP PVP,...
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    We're at the point where this is all about 'optics' for those outside the main space of communities, honestly this is why I'm so glad Throne and Liberty didn't delay any longer and just started as soon as the base was ready, because now it gets a multi-year head start on a lot of similar games.

    Halfassed content creators can still just throw out underthought takes about any game, but MMOs are particularly susceptible because they take time to get into no matter what you do, but positive coverage of most of them is just a 'yeah this game is good and a lot of people play it'.

    What else could Ashes even add to make solo players more comfortable?

    Farming? Solo gathering? Solo instanced boss challenges? Fishing? Sailing? Minigames? Group events? Player made music? Solo player economy niches? Faster leveling? More storyline than the entire Legacy of Kain series with all the spinoffs, combined? Beautiful vistas from the tops of mountains where you can look out over the landscape and see a rainbow? A world full of tiny cool things to find in nearly every spot you explore? Multiple Dungeons/PoIs with progressions that allow low-time players to move at their own pace?

    A Dynamic content system that locks certain content behind a weekly serverwide progression point so that there's less incentive for the player who can't play as often to feel like they're in a race with the top players? Content capped to prevent the advantage of those players so that everyone can participate more evenly? Housing and decoration? More cosmetics? The ability to somehow earn cosmetics through ingame activity? A robust system that allows more invested players to support casual players within guilds?

    A large variety of playstyles with a focus on slow, measured progression that is just at the point where you can feel advancement but also don't constantly feel the need to chase down every last stat point? A sense of community within a location in the game world and ties to in-universe organizations/characters to offer roleplay opportunities and bring players of similar minds/interests together?

    Which of these things, in its intended design, does Ashes not already have?

    And which of them is so 'solo player' friendly that we are at the point of bringing up 'solo players' as if these aren't things that are enjoyable to most MMO players, guild or solo?

    The video (and to some extent the post) just goes 'I hope games are full of cool stuff that should be in an MMO' and then somehow implies that 'the people who like this cool stuff are mostly soloers'.

    I'd say this is the opposite of what Ludullu said actually. The MMO genre didn't die because it was never very strong. Why? Because tons of people just want to imagine the concepts of this type of game but then either play it occasionally but don't say much (leading to what automatically looks like low numbers) or just watch/read fantasy content that can deliver things 'faster and with minimal friction'.

    I guess 'How MMO players saved MMOs from going extinct' isn't a sensible grab, right?
    You can always have my opinions, they are On The House.
  • LudulluLudullu Member, Alpha Two
    Nah, I don’t agree. Games like GW2 and ESO prove you can be solo-friendly and still be a real MMO. GW2 is one of the most active MMOs in 2025, super chill for solo play but still full of group content and community.
    We have differing opinions of what "a real mmo" is. To me, if you can clear the game and majority of its content w/o uttering a single word in chat - that's a single player game. Afaik both ESO and GW2 are exactly that. Hell, i'm pretty sure this video itself said so about ESO.

    This is why I said that mmos are just single player games with chat-spam npcs in them. There's an illusions of something going on, but you don't need to interact with that illusion to experience the game.

    And my biggest example of this kinda being true is Genshin's release. A shiiiitton of people thought Genshin was an mmo, because it had a multiplayer component, even though it was a completely solo game. If that's not an indication of "people think that mmos are just soloable games with other people in them" - I dunno what is.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Even that still isn't quite useful to any dev tho, in the end.

    An MMORPG is basically a world where other players affect something about the experience you have when you log in on any given day, and maybe you can extend it to 'you can talk to or negotiate with them about it'.

    The 'Massively' part is related to things like persistence of game states in the world and the capacity for others to change the composition of areas, otherwise Monster Hunter World would count as an MMORPG and so would nearly any other game that has a multiplayer component, yes, but...

    Even in the older days those games weren't really built for having too many players in one place affecting the same thing. Sure, some of them were, i.e. the ones Ashes 'draws its DNA from' but those ones hit the only probably 'real' issue in this thread, i.e. that a lot of players don't want other people to affect the world they are in and many of them are 'solo players' so conflation happens.

    If you want that 'other people's actions influence my world' to happen, you're an MMORPG player even if you play the game itself completely alone. There's almost no separation here.

    If you hate grouping with others but like the idea that someone else defeating a boss/miniboss in the open world changes your goals and gameplay, you choose to play an MMORPG because that's the genre that experience-type comes from.

    The only thing Devs 'lost' over years was the ability to make players care about this possibility through something other than 'frustration that someone else got the thing they wanted before they did', and therefore the only thing that makes Ashes 'not the same as any other good MMORPG' is Freeholds (and likely the lack of good RP that will genuinely affect player motivations but nearly no Dev can do anything about that).
    You can always have my opinions, they are On The House.
  • LudulluLudullu Member, Alpha Two
    Azherae wrote: »
    that a lot of players don't want other people to affect the world they are in and many of them are 'solo players' so conflation happens.
    Yep, and to me it's this assumption by the majority that has led to "single player" mmos. We all want games to appeal to us, but, due to the solo players being the majority, devs have to balance their designs around that majority, otherwise the game runs out of money.

    And when the majority's base assumption for any of their games is "no one can influence my gameplay" - the design direction choices become reaaaally limited. Hell, compared to some mmos, even Genshin is more impactful (pun intended) in this context, cause if you allow someone into your world - they can collect your gatherables and now you'd need to wait for 2-3 days to get those again.

    And in this day and age of shareholders and money - the majority's opinion is the only valid one. That's the true devhell for current mmo devs.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Sorta, but they can and do just go 'screw it, we still want to build a proper MMO'. Intrepid has done it, Throne and Liberty has done it, Elite Dangerous and EVE (sorta) never stopped doing it.

    And therefore obviously, all those games have less players, but there are still so many things they can bring back, do better, etc.

    I'm chilin' with the former 'King' of my TL server (yes, they did lose the castle because of that idiot 'Chancellor') in the village I consider 'home' now. Maybe my minimal RP is 'cringe' (he's neither responded nor walked away yet) but that's what you get when you play an MMO. People who acknowledge your effect on their world, and affect yours, and you can decide if to engage with that or not.

    But I get something out of this, watching him in summer vacation style running around. And that's a thing that right now, both that player and I are 'each experiencing solo'.

    In Ashes, I'd be able to encounter and complain to the equivalent person (Mayor of node probably) about the criminal lack of cooking facilities around the village, and in Ashes, there's a chance he would do something about it.

    How cool is that?
    You can always have my opinions, they are On The House.
  • JustVineJustVine Member, Alpha One, Alpha Two, Early Alpha Two
    edited August 7
    Ludullu wrote: »
    And in this day and age of shareholders and money - the majority's opinion is the only valid one. That's the true devhell for current mmo devs.

    One thing I take particular to heart in these dark times is just how often I've seen the 'disillusionment of shareholder based game dev and game media' lead to leaner teams with a feasible economic model that is dependent on the fans that feel their efforts are more genuine and worth paying attention to .

    I think the 2010's was largely big companies buying up smaller ones because 1. getting rich or in many cases staying solvent was desirable 2. there was some level of belief that big companies valued the smaller ones culture that led to a dedicated fanbase and quality games.

    Some of the earlier types of these smaller companies have lasted multiple years now and so far it mostly looks like it'll continue to be a healthy sustainable trend. Capitalism works, but not every business needs shareholder funding to work out economically.

    That's why I personally am looking forward to smaller mmos like Eternal Tombs at the moment. Same vibe for the same reasons. The majority can get bent, niche content is were it's at. There will always be a game for 'the wider audience' but that doesn't need to be every game. I'm not 100% sure if a smaller mmo can work out with this model, but I sure hope the explosion I've been seeing the past few years for solo and even multiplayer games helps soak up some of the wayward people who don't REALLY want an mmo and can find fun in this new old frontier.
    I'm feeling just crate.... Carrying the weight of my entire civilization on my back is a burden but someone has to do it.
  • LudulluLudullu Member, Alpha Two
    Azherae wrote: »
    How cool is that?
    Yep, that is the coolest thing about mmos for me. I've had these interactions with castle owners in L2 when those fuckers didn't set up their manor correctly :D
    JustVine wrote: »
    That's why I personally am looking forward to smaller mmos like Eternal Tombs at the moment. Same vibe for the same reasons. The majority can get bent, niche content is were it's at. There will always be a game for 'the wider audience' but that doesn't need to be every game. I'm not 100% sure if a smaller mmo can work out with this model, but I sure hope the explosion I've been seeing the past few years for solo and even multiplayer games helps soak up some of the wayward people who don't REALLY want an mmo and can find fun in this new old frontier.
    It does seem to be an even bigger age of indie/smallscale games. Though I'm sure it's also waaay more stressful for everyone involved, cause it's really hard to stay afloat, considering how much content is out there.

    I'm loving Sirocco (a really fun boat moba), but it's literally dying in front of my eyes, because it went from ~800 players on its EA release to, now, ~20 concurrents only at very particular few hours a day, so you MIGHT be able to get 2 matches going at the same time.

    And today devs said that they'll try looking for a publisher to get them through to the release. And, usually, with publishers comes C A P I T A L I S M, so I dunno how bad things will look if devs manage to find someone.

    And I'm sure they are far from the only indie company that's struggling to find its audience, even if the product itself is really nice. Ashes has been lucky enough to get insane hype for it thx to LazyPeon's video back in 2020, so its chances are definitely higher (as long as they deliver), but it'll still definitely be a struggle.
  • JustVineJustVine Member, Alpha One, Alpha Two, Early Alpha Two
    edited August 8
    Yeah, audience retention makes multiplayer one of the hardest genres in that regard. Marketing budgets and effective cm are basically a must for those games and that requires a significant amount of capital. I think there is a middle road though. There is a difference between 'investors or larger firms agreeing to set amount of growth' and a public company request unlimited maximal growth. You can have a midsized company and almost never require they type of 'unlimited growth on investment' style funding and have the marketing budget required to get that type of exposure and retention.

    I definitely think there is a lot of nuance and mileage when it comes to deciding what type of monetization is acceptable and to what extent. At the end of the day though you are kind of right to bring up that example. It's a good example of 'the niche' having too high of a demand for resources compared to it's natural population. There is definitely such a thing as too niche. But I don't think you have to go as broad as many hyper solo players tend to push things either.
    I'm feeling just crate.... Carrying the weight of my entire civilization on my back is a burden but someone has to do it.
  • Hm, looks like this thread is turning into one of those highly philosophical ones. I'm already losing track of everyone's ideas, not sure I can add much to this melting pot

    I'll just say any player is a good addition to any server, being a solo or community oriented person
    PvE means: A handful of coins and a bag of boredom.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Ludullu wrote: »
    Nah, I don’t agree. Games like GW2 and ESO prove you can be solo-friendly and still be a real MMO. GW2 is one of the most active MMOs in 2025, super chill for solo play but still full of group content and community.
    We have differing opinions of what "a real mmo" is. To me, if you can clear the game and majority of its content w/o uttering a single word in chat - that's a single player game.

    While I understand what it is you are actually saying, I'm not a fan of this way of wording it.

    Even back in 2004, if you were in a guild that was organized, you didn't need to use in game chat at all. You could complete quests, dungeons, raids, everything that is the core of an MMORPG, all without needing to use chat at all.

    Few people would have, because chat drama is great. However, it wasn't necessary to fully participate in what an MMORPG is all about.
  • LudulluLudullu Member, Alpha Two
    Noaani wrote: »
    Even back in 2004, if you were in a guild that was organized, you didn't need to use in game chat at all. You could complete quests, dungeons, raids, everything that is the core of an MMORPG, all without needing to use chat at all.
    But how would you get into that organized guild as a completely new player?

    True, I should've been clearer in that statement. By "single word in chat" I meant "no interaction with any other player in any way, including the forums, social media, audio apps, etc". You literally only log into the game, say nothing, but still clear the game just fine.
  • GithalGithal Member
    edited August 8
    The MMO i played the most is definitely WOW. But The early expansions, where they were not meant for solo players. Well the problem with the later expansions are not just the solo players, but as a whole - WOW lost its charm with the later expansions, at least for me

    And yes - questing and leveling up was Solo even in the early expansions - and this is the reason why this was the most boring process in the game
  • AszkalonAszkalon Member, Alpha Two
    Depraved wrote: »
    ill elaborate more later, but basically, since there is a limited space of players per server, the more you make the game solo friendly, the more solo players will join, and the less space will be for group oriented players. that's not to say the game should be 100% party/guild oriented though.

    If Ashes shall be Nodes versus Nodes though - then the Game can't be "too Solo Player friendly". The MOMENT you do make it too well appealing to play Solo - you have the same Situation like in Worst of Warcraft and incompetent Bunglers are in every Node except probably a single One -> which will "magically" dominate the whole Server. :D . :mrgreen:
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    I am in the guildless Guild so to say, lol. But i won't give up. I will find my fitting Guild "one Day".
  • CawwCaww Member, Alpha Two
    Arya_Yeshe wrote: »
    ....I'll just say any player is a good addition to any server, being a solo or community oriented person

    Great perspective!
  • VolgarisVolgaris Member, Alpha Two
    I disagree. Solo players haven't kept genre alive, the success of games like WoW and FFXIV have kept publishers trend chasing trying to grab a market share. I won't say solo players have no affect, but I'd say little affect. If a game is good I'll play it. Pre OG WoW I was playing mmos, Pre EQ I was too. Post WoW we started to see cash shops, RMT, mass exploits, casino style reward systems, ect... All those things had much more impact on the health of MMOs than solo players. Then we players were hit with scam after scam and trash game after trash game. We became jaded. There were some good ones. Asherons, FFXI, DAoC, and so on, to be fair. But it only takes being burned once to make someone hesitant to try another.

    I'm confused to on what you're actually asking for. It all reads as platitudes. There's no details. You're just asking for more, or "widen the doors a little". But what do you want actually? A questing system with ? and ! and quest hubs that power level you to 50 in 2 days? Access to all content with auto queues to dungeons/raids ect? You said you want to explore, gather, craft, and engage in the economy, and you can even as a pure soloist. But will you be as good as a blacksmith that's in a guild that spends just as much time in the game as you do? Probably not. I'll feed my blacksmith materials and patterns just like everyone else in the guild. There's no way you can keep up with that pure solo. You could get lucky and find a rare pattern that others don't have, but then do you sell it or use it? What materials does it take to make it, can you get them all? Crafting is going to be interwoven, so armor smithing might rely on tailoring for some recipes. This will be a big focus in P3 (I think). A lot of these "accessibility" things like quest hub power leveling, or auto queue dungeons and raids, people are actively against. I think about the success of WoW classic. Blizzard kept telling players they didn't want vanilla wow, but they were dead wrong. Classic was massively successful, and I still think WoW is carebear difficulty. No perma death, no corpse run, no full loot drops, quest hubs and quest markers, fast travel?!? Easy easy easy.

    In the end, no (pure) solo players didn't save the genre, it would be fine without them. The genre has always been in trouble with the exception of peak WoW era. This is just my thoughts on it. But if you actually got something to add, ideas, mechanics, ect for solo activities make a post about those. They might in the queue and if it adds value to the game without sacrificing other aspects of the game maybe they'll add it. They're always looking for ideas. But make sure you know the core pillars the game stands on. Check out the wiki for what their take on PvX is, the balance of instance vs open world content and so on. No game is for everyone, it's not a bad thing to say, 'this game might not be for you", it might not be for me either. Can't please everyone.

  • TheDarkSorcererTheDarkSorcerer Member, Alpha Two
    Volgaris wrote: »
    I disagree. Solo players haven't kept genre alive, the success of games like WoW and FFXIV have kept publishers trend chasing trying to grab a market share. I won't say solo players have no affect, but I'd say little affect. If a game is good I'll play it. Pre OG WoW I was playing mmos, Pre EQ I was too. Post WoW we started to see cash shops, RMT, mass exploits, casino style reward systems, ect... All those things had much more impact on the health of MMOs than solo players. Then we players were hit with scam after scam and trash game after trash game. We became jaded. There were some good ones. Asherons, FFXI, DAoC, and so on, to be fair. But it only takes being burned once to make someone hesitant to try another.

    I'm confused to on what you're actually asking for. It all reads as platitudes. There's no details. You're just asking for more, or "widen the doors a little". But what do you want actually? A questing system with ? and ! and quest hubs that power level you to 50 in 2 days? Access to all content with auto queues to dungeons/raids ect? You said you want to explore, gather, craft, and engage in the economy, and you can even as a pure soloist. But will you be as good as a blacksmith that's in a guild that spends just as much time in the game as you do? Probably not. I'll feed my blacksmith materials and patterns just like everyone else in the guild. There's no way you can keep up with that pure solo. You could get lucky and find a rare pattern that others don't have, but then do you sell it or use it? What materials does it take to make it, can you get them all? Crafting is going to be interwoven, so armor smithing might rely on tailoring for some recipes. This will be a big focus in P3 (I think). A lot of these "accessibility" things like quest hub power leveling, or auto queue dungeons and raids, people are actively against. I think about the success of WoW classic. Blizzard kept telling players they didn't want vanilla wow, but they were dead wrong. Classic was massively successful, and I still think WoW is carebear difficulty. No perma death, no corpse run, no full loot drops, quest hubs and quest markers, fast travel?!? Easy easy easy.

    In the end, no (pure) solo players didn't save the genre, it would be fine without them. The genre has always been in trouble with the exception of peak WoW era. This is just my thoughts on it. But if you actually got something to add, ideas, mechanics, ect for solo activities make a post about those. They might in the queue and if it adds value to the game without sacrificing other aspects of the game maybe they'll add it. They're always looking for ideas. But make sure you know the core pillars the game stands on. Check out the wiki for what their take on PvX is, the balance of instance vs open world content and so on. No game is for everyone, it's not a bad thing to say, 'this game might not be for you", it might not be for me either. Can't please everyone.

    Yeah... I’m not saying WoW and FFXIV didn’t carry the genre, obviously they did. But a big part of why they stayed alive so long is because solo players always had stuff to do between the big group content. They kept the worlds feeling alive when raids weren’t happening and guilds weren’t online.

    I’m also not asking for WoW-style power leveling or insta-queue dungeons. I’m talking about making sure people who start solo don’t just bounce because they’re not in a massive guild on day one. That doesn’t mean making the game “easy”, it just means giving them a way to feel useful and make progress until they find their crew.

    Right now, Ashes looks amazing but very guild-heavy and grind-heavy. If the only way to keep up is being in a 300-person Discord, a lot of potential long-term players will never stick around. People think Ashes will “turn the tide” for MMOs, but if it’s only built for the biggest guilds, it’s gonna drown in the same issues other games have faced.
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  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    But what is 'keep up' and why do solos/casuals care about it?

    Sure, some of us know, but others don't know what you're talking about.
    You can always have my opinions, they are On The House.
  • TheDarkSorcererTheDarkSorcerer Member, Alpha Two
    Azherae wrote: »
    But what is 'keep up' and why do solos/casuals care about it?

    Sure, some of us know, but others don't know what you're talking about.

    When I say “keep up,” I’m talking about not getting left so far behind in gear, progression, or access that you can’t meaningfully join in on the fun stuff. It’s not about matching the top guilds, it’s about still having a path to stay relevant without living in the game 24/7. If that path isn’t there, most casuals and solos just peace out.
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  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Azherae wrote: »
    But what is 'keep up' and why do solos/casuals care about it?

    Sure, some of us know, but others don't know what you're talking about.

    When I say “keep up,” I’m talking about not getting left so far behind in gear, progression, or access that you can’t meaningfully join in on the fun stuff. It’s not about matching the top guilds, it’s about still having a path to stay relevant without living in the game 24/7. If that path isn’t there, most casuals and solos just peace out.

    Ok but what's 'the fun stuff' for casuals/solos in a game like Ashes? That's the question. You can't just say 'the fun stuff'.
    You can always have my opinions, they are On The House.
  • LudulluLudullu Member, Alpha Two
    When I say “keep up,” I’m talking about not getting left so far behind in gear, progression, or access that you can’t meaningfully join in on the fun stuff. It’s not about matching the top guilds, it’s about still having a path to stay relevant without living in the game 24/7. If that path isn’t there, most casuals and solos just peace out.
    Again though, keep up with who exactly? And how do you expect the zergs not to utilize the same mechanics that the solos would have to push themselves even further apart?

    If quests give more xp than party mob grind - parties will just grind quests. If gathering is the main moneymaking instead of caravan runs - parties will do that. If playing for only 1h a day is somehow optimal - that's what parties will do.

    "Keeping up" doesn't exist when you're trying to compete with someone who has more time than you to progress. Even if we get i literal limit on gameplay of "only 2h a day of login", party members will still be ahead because they'll have 16 collective hours a day to progress themselves, instead of your own 2h.

    The only way to ever "keep up" in a game is if there's literally 0 vertical progression in it, and you don't care that others are farther along the story than you, and you don't care what kind of cosmetics they got, and the game also has NPCs that help you clear all dungeons in the game solo.

    This is the issue with the suggestion "to let solos keep up". The game already lets you do that, because the only content that you're truly locked out of is bosses and sieges. You can still run caravans to make money, you can still kill mobs, you can still gather, you can still play the market, you can still participate in events - all of those things are available to solo players. They're simply available at solo scale, because that is the appropriate scale for a solo player.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Also I should let you know beforehand that whenever anyone says "I want to stay relevant" my work/life experience translates that as 'I don't want to encounter people who laugh at me', so that bias may come through.
    You can always have my opinions, they are On The House.
  • VolgarisVolgaris Member, Alpha Two
    Yeah... I’m not saying WoW and FFXIV didn’t carry the genre, obviously they did. But a big part of why they stayed alive so long is because solo players always had stuff to do between the big group content. They kept the worlds feeling alive when raids weren’t happening and guilds weren’t online.

    I’m also not asking for WoW-style power leveling or insta-queue dungeons. I’m talking about making sure people who start solo don’t just bounce because they’re not in a massive guild on day one. That doesn’t mean making the game “easy”, it just means giving them a way to feel useful and make progress until they find their crew.

    Right now, Ashes looks amazing but very guild-heavy and grind-heavy. If the only way to keep up is being in a 300-person Discord, a lot of potential long-term players will never stick around. People think Ashes will “turn the tide” for MMOs, but if it’s only built for the biggest guilds, it’s gonna drown in the same issues other games have faced.

    One the first point. A lot of players that focused on raids, still played alts between raid nights, or focused on gathering crafting completionism ect. I don't think a lot of those people were "solo" players, but rather players in a guild doing solo activities. And if that's what you're advocating for it's much different than a "Solo" viable game.

    Second point. PTR is testing new player experience (or will be soon), that's worth a look for that early game experience to see if solo is viable. I don't see the 1 to 10 not being solo viable. But lets say a new player starts playing solo, not joining with friends, or joining a guild day one, they're going to get to 10 in a 2 or 3 days probably, in the time frame they'll be looking at crafting, gathering, groups, poi, quests, ect. All these activities are there for everyone. During that time they'll decide if they want to join a guild, most would be looking for groups to level faster, complete quests, hangout ect. They'll likely naturally find a guild to join around that level 10 to 15 i'd guess. If you're wanting to prioritize leveling before joining a guild than that might hurt your progress, naturally. So what does it need to keep YOU sticking around? Given what we know about the game what's it missing that made you worry enough to make this post? You said to be useful and make progress. We'll if they're solo then they'll only be useful to themselves right? If they want to be useful to others than wouldn't they not be solo anymore? Also that they should be able to make progress, right now as P2 comes to a close you can absolutely level to to max by yourself. You can gather and craft by yourself, in fact that's how most people do it. The gathering and crafting is the solo activities.

    Third point. Very guild heavy true and it should be. The grind is minimal in my opinion. Because you say it's heavy, and you haven't stated what you actually want, it makes me assume you want a fast track solo viable option to max level. I'm completely against that, and from what I can tell most people are and it's not inline with the Stevens vision. Your journey to max level should be hard, it should be a grind, it should take time, and if you choose to do that alone it'll be even harder and longer (giggity). I don't know if Ashes will turn the tide, I think mmos are just what the are now. If someone comes out with a great game it's going to be successful. The genre is infected with RMT, exploits, cash shops, ptw, and so on. If ashes can deliver something fun and fair it'll be successful in my eyes.
    You do have a point about being able to compete against the MEGA guilds, the 100 pirates guilds, or some other stupid shit like that. Like I said if zerg mechanics are the meta the game will suck. If the Node i'm apart of is under attack 40 to 1, I'm not sticking around, I don't care enough about the Node mechanics as they are to even fight 1vs1 for it. I'll just go join the attackers node and use their crafting stuff. And if large groups grief players and nodes and wipe days, weeks, months of work people will leave. It's not fun for either side... I have no interest in joining a zerg or fighting one, it's not fun. That's a concern of mine. If it is the meta, then the question will be can I ignore that and still enjoy the game?

  • VolgarisVolgaris Member, Alpha Two
    Azherae wrote: »
    But what is 'keep up' and why do solos/casuals care about it?

    Sure, some of us know, but others don't know what you're talking about.

    When I say “keep up,” I’m talking about not getting left so far behind in gear, progression, or access that you can’t meaningfully join in on the fun stuff. It’s not about matching the top guilds, it’s about still having a path to stay relevant without living in the game 24/7. If that path isn’t there, most casuals and solos just peace out.

    They'll likely handle it like do with players you join in a year or two after launch. I mean there's no way 10 hour a week players are going to keep up with 40+ hour a week players. And they shouldn't. I think you'd need to explain what staying relevant is to you. If you're solo, than you're only relevant to yourself. If you want to be relevant to your friends or you guild you'll need to figure out how fast and far they're going to progress, gota join the right guild. This is a problem in any mmo, granted more so in Ashes because the competitive nature of the game. They have talked about ways to bridge the gap between the hardcore and causal players. I'd feed any ideas you have to the dev discussions, because this could be a issue, but it's like they are unaware, I think they are painfully aware in some cases.
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