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solo memes
Why not do a dying channel a favor by telling me how much of a bald loser I am in the Discord? I will 100% reply too you. YEP for sure. I guarantee it!
Infact, I’ll even do you a solid and provide you with the link so you can go ahead and join it right now:
https://discord.gg/YsFWNHtMzj
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Why not do a dying channel a favor by telling me how much of a bald loser I am in the Discord? I will 100% reply too you. YEP for sure. I guarantee it!
Infact, I'll even do you a solid and provide you with the link so you can go ahead and join it right now:
https://discord.gg/qcjYc8kS
I love the fact that I can collect everything and can craft everything, with that being said… They do need to fix that by making you specialise on crafting in order to produce endgame items.
It's better r than being retarded lime in WoW, looking at e plant not knowing how to pick it up :)))
Also, been playing wow since beta, missing it but my new game will be Ashes, for now I am content exploring new world and maybe finishing SWTOR.
Tough soloable mobs that rewards worth while XP like rare mobs would be good.
I enjoy solo mmo gameplay and think there is a balance to be had. Especially quests or objectives related to gather/crafting. End game dungeons and raids should always require some group interaction but if I want to log on and enjoy the world alone when I'm drinking my coffee in the morning than that shouldn't be an unattainable, boring adventure. The world is my oyster or some shit.
Not just me that found Archeage toxic then 😀
I just play solo most of the time, using the side o Craft , farming to interact with other player , or even elite quests …. no problem
Very very very very important.
My thoughts as a mostly solo player
1. crafting and artisan system – this is where I think solo play is going to be niche in AoC. The artisan system looks to play such an integral role in the node system, gearing, pvp, and so much more, which means that any one player has the opportunity to carve out a living in the game without needing to be part of the group or guild, but that living will depend on their interactiom with other players through the artisan system.
2. grouping systems – this is the crux of getting players together in a meaningful way. I don't like the 'group in chat' mentality since it is frankly outdated. There are countless MMOs that have fully fleshed out LFG systems that can allow players to find each other for any content in the game, at any time. The example I always like to use is DDO; while the UI is dated, the LFG panel is incredibly powerful and built with the players needs in mind. As a solo player there are going to eventually be times that I need to join a group to accomplish a goal, and a good LFG system will allow me to advertise what I am looking for and go about my business until I get the players needed to complete it.
Side note to this, when it comes to something life LFR in WOW, the problem here isn't really the grouping system, it's the mindlesssly easy content. I am not a fan of multiple difficultly levels in MMOs, and like that AoC is going to be going with a very D&D style method of having each floor of a dungeon get progressively harder so that you need to come back when you have levelled up and geared up
3. siege system – my experience to similar sytems is ESO Cyrodiil, which I absolutely loved. When the game wasn't lagging to a zerg it was amazing fun to rush to a battle and join in, being able to participate without needing to be part of an organized group. This is also a great entry for pve players to get into pvp since sieges offer a lot more mechanics where you may not even need to melee with another player for an entire battle.
4. solo challenges – in a sandbox game should devs need to make these, or should players be trying to tackle group content with fewer players and eventually solo as they get more powerful? At this point isn't it about the intrinsic reward of saying you beat this hard thing anyway?
In any PvP based game, I treat any solo player, myself included when my friends/guild aren't around, as a bot loot piñata.
They are there to supply the rest of the MMO players with a potentially single point "time savings".
That in turn gives the solo player impetus to not play solo. That may be harsh, but that's how I see it.
I get some weird satisfaction when i manage to solo a group content.
But yeah, whats the point to play MMO if you want to play solo all the time, sometimes yeah, you just wanna distance yourself from people and that okey, but building whole game for solo is not, which is nowday problem of many games.
Before I even start the video; my take is that solo content should only be possible, but discouraged. If you don't want to interact with other players, don't play an MMO.
Okay, so, after watching, I have some thoughts. I feel that solo content is a bit unclear. It mostly depends on what you're after, I suppose. Quests are indeed solo content in a technical sense, but then you are allowed to do them as a group, which is what I find to be more fun. In pre-cataclysm WoW, I've been able to solo Hogger with practically any class at level 8 or 9, but I much prefer to do it with at least one other player. Not only is it way easier but despite the dopamine rush of clearing hard solo content, I get an even greater dopamine rush from helping another player. So, I don't feel like quests truly qualify as solo content due to their inherent existence in the shared game world.
Then about the solo arena-type content, which I find to be a good idea, especially if it can become an event for non-participants. But again, this doesn't quite qualify as solo content either due to how it affects other players. If you're fighting over places on a leaderboard, then that is a type of multiplayer content as well.
So in conclusion, when I think of solo content, I think of instanced content devoid of other players and that doesn't affect other players, as if you're playing a single-player game. As soon as other players are affected by you, it's no longer solo content to me.
I feel like WoW's dungeon finder to be more solo than questing despite it being inherently multiplayer. Because you don't care about the other people. They are expendable. They might as well be AI. But that's not really the same for the other content I've talked about. You do care about other players in the game world if the mobs or players are dangerous to you as a solo player. You do care about people fighting for placement in the area as you would watching a sport. But you don't care about your fellow players when running a dungeon. That's the big difference in my opinion. Do you care about other players or not?
I LIVE for this guy's outros :'D
How important? EXTREMELY! I know it's hard to believe but some people have to hold down jobs and take care of families do chores . And don't have time for a 3 hour long session to get 10 people together for every little event and Quest. There needs to needs to be soloable quick content that people can log in when they have an hour to play have some sense of accomplishment get a little stress relief and log out to go to their pathetic lives to do it all over again the next day!! But then again I shouldn't be surprised everyone who says they want all these leader's ideas karma have no fucking lives that they have to live But then again I shouldn't be surprised everyone who says they want all these leader's ideas karma have no fucking lives that they have to live
I think Final Fantasy 14, in spite being mostly single player, still feels like a great MMO. It's a weird balance, but the experience is heightened FOR FF14 (Oddly, WoW doing a lot of the same stuff is harmed by it because the content isnt as well designed or written) WoW was strongest as a sandbox, and that's why Classic needs love from the Devs to feed into Sandbox gameplay
13:26 That would be very cool.
I have very fond memories of playing with people but best not to share here. Solo content is a very large part of my enjoyment as I am one of those people that find it hard to communicate.
What a coincidence that WoW started a few months after Facebook invented Social Media.
Its almost like people where starved for friends and Blizz just wanted to pander to people who have addiction problems.
my favorite mmo solo experience was arenas in eso. so challenging and fun (at least for me) .
I'm more of a solo player myself, I like to quest and explore the game worlds at my own pace. But when it comes to designing content and features for MMOs, I prefer content to be possible solo, but not necessarily encouraged. I think solo content is at it's best when it functions as an intrinsic hard mode.
I had to stop the video at 2.16 and start over, was too invested in that conversation. didn't hear at all what you where saying.
Taking inspiration from RuneScape what if some areas were safe spots while others acted as a wilderness. For the solo/pve folks the safe zones would be where they’d mostly play and venturing outside would be an adventure in it if itself. I remember when I first started playing rs with my cousins. Heading into the wilderness and coming back alive would be something we’d talk about for days.
noice vid