ur joking right....
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Sigh. We really really don't want to push MMOs even more into a solo direction. I mean half the reason I got bored with Guild Wars 2 is because all I did in it was solo even the other players in those "fates" or whatever they were called felt like NPCs to me. I am an incredibly social gamer. I love being around other gamers, I love working together with other gamers to achieve a goal. People begging for everything to be solo-able ruins what I enjoy most about MMOs. Ruins what I feel MMOs stand for.
I also don't think ALL story should be handed out to people without requiring some effort either I'm sorry. Some of the story writing in this game is really great. I mean I worked through all of the coils without being carried and I felt really amazing enjoying that story that I worked hard to obtain.
Also 99% of all content in the game doesn't require an organized static with raid schedules and crap so cut it out. There's so many things people can do that you can essentially pretend 'organized' raiding doesn't exist. If you don't have time or patience to coordinate with raid schedules and stuff, why is that SE's problem... or our problem? I do have time for that and I enjoy it very much. I've made some amazing friends with this kind of cooperation between players and had some great times.
Please SE, do NOT allow for solo content unless for story-related dungeons that the players are FORCED to do and only if it becomes too hard for noobs to get groups going due to the content being too far outdated. I do NOT endorse solo content simply because people don't have time or are lazy or horribly anti-social. I DO endorse it as a game design decision for content players are FORCED to run where they may be having difficulties getting groups going due to the content being too old.
~ Thanks
In WoW old content are soloable because there is no lvl sync there (Recently they introduce Timewalking).
Player can solo for Xmog(Glamor), Mounts or lore (story Content).
After Warlord of Draenor expansion coming out in World of Warcraft player can use "Looking For Raid" tool (similar with DF Coil) for Highmaul raid, casual player can queue with the normal difficulty for lore or to study the basic mechanic raid there and of course the loot is worse than heroic dungeon but nobody complaint about that.
For better or epic loot, Hardcore player can go to more harder content like Heroic or mythic Raid which is only available by entering manually from the portal, so if you mess up there mostly people will yell at you "go study to normal raid first them come here".
Unfortunately here there is nothing like that, normal difficulty already giving a casual or non hardcore player a hard time to complete. When they mess up in DF you mad because wasting your time, but they did not have any other option except that (Same happen with step of faith) and after a while Echo will be added.
Just give some alternative way for casual player to complete their story, then you can DF without any casual disturb your Coil.
They should read this article here
Most are guided by fear, thats why denying anything that does not fit into their world view...
I am from the old "Neverwinter Nights" generation and love to play the divinity games. However, maybe new genreation players are more social than we were with our MUDs and TableTop games... *sigh*
@Xatsh:
Ignoring definitions doesnt make it truth...
The words used are in its origin what was back then system default...
It was needed to differ between normal multiplayer (LAN), massively multiplayer (WAN) and massively online multiplayer (internet).
This is just my opinion but the older content becomes...its time to allow solo entry, sync removal and completion.
It all sounds well and good atm keeping things the way they are now, the game is newish.... but 5 yrs from now...7 yrs from now.. I dont want CT, ST ,WOD etc, to still need an entire lolraid group to enter or complete ,I WANT it to be old (as it should be)...forgotten and only needed for glamour gear or helping the occasional new person get through.
Being able to enter on a whim and farm glamour or as I mentioned help a possible new person get though.
At one point...in years, it has to become old and irrelevant and therefore, treated as such.
"This is a multiplayer game" excuse to me is totally ridiculous and a laughable point.
Sure when content is new and relevant grouping should be necessary !!! But when this content we have now is literally ANCIENT...then do as WOW, Rift, Tera and many others do...allow solo entry /remove lv sync and let the content be what it should be, olddddd ,irrelevant,soloable, farmable.
(Most of those allow solo entry and have no lv sync from the get go which is actually far better then FFXIV design...but hopefully changing the entry requirements/lv sync removal in the future would be an acceptable step.)
Agree or disagree that's cool...I personally will never change my opinion on this one.
The game is still relatively new, SE does watch and at least considers its fan base which is awesome.
I can only hope they see for themselves that needing a raid group and lv syncing for ...idk, CT or wod in 2-3 years when that content is literally DEAD as a doornail......is foolish and a waste, and will be seen far less often in its current design then if they relaxed entry and sync in the future.
meh we shall see ♥ :p
Whether they do or dont, I will accept either, but if they are wise, they will change things in the future to match the state of the game when the time comes.
News update: Full dreadwyrm is not BiS. 2nd News update: Accuracy. you need to be at the cap or just above it for each turn. Otherwise you miss or you are wasting stats on excessive accuracy. Thirdly, you can't see whats on retainers or in my bags, you're statement to try and dodge what I said is incorrect.
For a start, im at 538 accuracy in that gear. 535 is cap for turn 13.
http://xivdb.com/?item/8960/Dreadwyr...as-of-Striking look at the secondary stats, 33 skill speed. 47 accuracy. wearing that would put me 50 accuracy over the cap. Skill speed would be wasted as I have enough to do my full opening rotation under Perfect Balance. So I gain nothing from those stats. 33 skillspeed reduces reuse time by 0.031 seconds.
http://xivdb.com/?item/8893/Augmente...ss-of-Striking Then look at these. 33 Crit 34 determination. No accuracy so I stay only 3 above the accuracy cap for turn 13. Plus both the stats are benefiial to my DPS.
Add the legs.
http://xivdb.com/?item/8962/Dreadwyrm-Slops-of-Striking
http://xivdb.com/?item/8895/Augmente...se-of-Striking
Dreadwyrn is 47 Skillspeed 23 determination augmented Ironworks is 23 determination 47 accuracy.
If I used the Dreadwyrm legs I would have to get the accuracy from somewhere else. The chest, but then we are back to the Skillspeed replacing crit and the accuracy replacing determination again whilst giving me unneeded skillspeed.
Total stats in comparison:
Dreadwyrm chest +legs 47 accuracy, 80 Skillspeed. 23 determination
Augmented Ironworks chest+legs 47 accuracy 57 determination 33 crit
Makes it obvious the second set is much better than the 2 pieces Dreadwyrm.
Then you look at the whole set and build it up around that planning to come up with one that maximises your full stats.
Now you see why players mix and match Tomestone gear and Coil gear? To maximise the stats to push their performance higher numerically whilst hitting the accuracy cap without going over too much.
I have played probably all of FF's other great titles mate! My message when I opened this thread, which a lot of people still don't seem like they are understanding is...
Content such as The Coils of Bahamut not only have great loot drops and battles, but a great story to be unraveled. Unfortunately, in order to unravel that story, you need 7 well geared and well played player characters to complete the content with. That being said, there could be a lot of problems concerning this. Players that don't want to help others to complete this content for numerous reasons, they think they suck, they think their gear is horrible, then don't want to waste their time doing old turns, etc.
So what happens to the players who now are excluded and cannot play The Coils of Bahamut who want to simply experience the content and unlock the story? You add a soloable version, with weaker fights, meaning a lot of the battle mech. are taken away. And you remove the loot drops, etc. That way the player can go through the content and story before it becomes so outdated there is no hope in beating it ever. Don't say "Just look for players willing to help, or get you a clear, etc." Because there aren't a lot of people like that, and everyone has a free will, so you cannot guarantee that you will find people to help you.
Again, I am not saying make the end-game content super easy so everyone is the same, I am saying continue to reward those who work hard to get the loot drops, etc. And for those who want to just experience it, don't give them rewards. Simple, giving people choices isn't the end of the world.
And I don't understand why people keep throwing around replies like this in response to people that want solo options. Many people want a game where you play in a world with real people inhabiting it instead of just NPCs, and teaming with them is an option rather than mandatory. This has always been my dream MMO, because playing a single player game feels lonely with you being the only real person in it, but with others it feels more alive and immersive. Not saying I agree with OP's raid idea of being solo, but for dungeons it's a great idea as it will help newcomers level, and also be good for DPS that have to wait ages on queue.
In example, when I play a game like Elder Scrolls: Skyrim, I always imagine the world litered with real people going about their business and adventuring just like I am, and if I want to I can make friends with them and do stuff in game, but it isn't mandatory.
Can't believe people is still saying this BS about solo playing, it has been part of MMORPGs since the origin of the genre, the fact that this game has no way to gear for a solo (combat wise) player, is a real flaw. People will want to play solo at times, but this doesn't mean they are not interacting with the rest of the players, MMORPGs are living worlds, the moment you login you are part of a society, no matter if you play solo or in a party, your actions will be affecting the world and be affected by it.
Of course, there are parts that should not have a solo mode, unless they allow you to go overgeared and uncapped, any solo player knows soloing is very restrictive, and if you want to enjoy everything, you should use a party or wait till you can overcome it by force.
That said, it's about time to implement endgame solo content that allows people to gear without having to play with 3 random players, even if the pace is slower, but no the way beast missions are, gearing with beast missions alone will take 20 times more time than doing plain dungeon runs w/o roulette, it's absolutely ridiculous.
Dungeons & Dragons Online (DDO)
Any Dungeon and open area can be entered alone if you wish to do so. The dungeon scales with the size of the party and you even have a solo mode if you wish to do so. That being said, the whole game is almost 100% BASED on dungeons (even open areas are basically big instanced dungeons). You can also attempt raids alone though most of them have mechanisms that prevent it. Still, you are NOT forced to go with a full raid party if you don't want to.
And another: Rift
You might not be able to beat the dungeon at level but you can attempt to do so if you wish and if you go when you are at higher level, you are also free to run it.
I wish people would understand that playing an MMO does not mean you have to play in a group all the time. When you go shopping, do you always group up with random people you see in the mall? I don't think so. Everyone needs their alone time.
I would cheer harder for scalable play rather than strait forward ability to solo, I think there is more of a need for scalable play.
But some sort of solo set of trials or dungeons or tests which increase in difficulty and give random rewards would be nice.
Allowing soloing old instances seems like a bare minimum effort really. I love playing with people in MMO. I love playing with myself sometimes too >=D
Hmm... actually reading the OP's message I agree I would like to play story-orientated dungeons solos when I can, because sometimes it takes too long to get into a group via DF (especially for roulette at times). Though the news of the AI-controlled GC Companions for dungeons is good, though I don't expect any speed run however I don't have to wait 20 minutes or so to enter a dungeon and clear it at my own pace. I do like exploring every nook and cranky of the dungeon to see what's inside instead of being rushed by the party from point A to point B.
I do agree there should be some balance and difference between a solo and party dungeon. For the solo one have only potion item drops from chests and enemies being a weaker version of the normal mob and add in special mechanics when you're alone on the field to support you against boss mechanics. Like the Doom effect from the WP HM Boss (Manxome Molaa Ja Ja) where you use pads to remove it or fully heal you as a Tank or DPS that only appears when you're soloing for example. From doing the normal party runs you get the loot drop like usual such as gear for your classes.
For the raids, I was thinking of something more practical. Three options; Solo Raid, Normal Mode Raid, Hard Mode Raid.
On top of the two different modes for the upcoming Alexander raid in 3.0 a Solo Raid Mode could be a training regime to the actually raids. I was thinking while the solo raids have poor loot drops than normal and hard more, I see the solo raid as a perfect opportunity to get in some training and learning the mechanics of the raid fight for your class.
Say you go in as a Tank, the raid boss will then has mechanics only for focusing on Tanks and the Tank class learns how to deal with it and use the pads for the solo fight like I mentioned before for the solo dungeon to support them where they lack the classes to aid them in battle so they know how the fight goes and how they will manage it so when they go to the normal and hard more raids they will have the experience and knowledge to deal with the mechanics in a group fight.
Same goes for DPS and Healers where the mechanics lock only to that one class and teaches how the class to deal with it and manage against it so when they go into a real full party raid with others they know what to do and how to perform the battle better. It's a good training program too as you sometimes don't have the time, patience, or schedule to do full raids and doing learning parties as it sometimes takes hours for people to join in PF (I have waited like more than 1 hour before and sometimes only get 2 or 3 people to join).
I know people complain that Raids shouldn't be soloable, but I would like to have experience fighting in a raid instead of wasting people's time in a clear or farming party if I forgot or don't know the mechanics and a video can only teach you so far. Hands-on experience is at most the best learning teacher there is and having a solo manageable (easier) raid fight that teaches you mechanics you need to watch out for, for the class you're playing as. I have all three types of class but I mostly DPS but when clear/learning/farming parties of full on DPS slots but Tank and Healer slots are opened I don't have the knowledge or experience to play as those classes as well as I do when I cleared and play as my DPS most of the time. And each time you fail you get an Echo buff to help you survive and see what attack come after the initial killing blow from before (only for Soloable Mode until they do another major update for next tier raid where they add Echo effect to old Raid content).
It's a good alternative and well the Solo Raid allows you to see the Story in case you can't get a party for the Normal Mode Raid at least you have something to fall back on, but with no loot drops and if you want Raid Drops you go to the Normal and Hard Mode Raids. Starting at Normal to get a better grasp to working as team on top of the knowledge on what to do from the Solo Mode Raid and the Hard Mode Raid where you really want to push your limits and get the best gear you can get early on.
It might take some time to work it out, but I think it's a good idea for solo Dungeons and Raids and help with learning mechanics so you can be a better team player when you know what to do to help your party out in a fight.
It doesn't seem to have been brought up yet in this thread, but according to recent interviews coming from the European Heavensward reveal tour, you will be able to enter dungeons with a reduced party size (possibly including solo). This notably, however, only includes ARR content on release. When you queue with an incomplete party, you will have the option to enter the dungeon with just those members, without any level/item level sync.
So yeah, if you want to solo (old) dungeons, you'll probably be able to.
I'm talking about difficult endgame solo content to gear up with the same gear top tier tomestones offer, i don't find dailies or daily hunts difficult at all, not even endgame, i'm talking about solo dungeons or the like.
I can't make everyone understand, but i have been playing since alpha and know every bit of content in this game, i usually run content for the clears and to help, so you can be sure i play almost everything, and i say there's not good solo content to gear up in this game, this is my opinion and feedback and you should stop trying to invalidate it, this is a bad unfortunately very common behavior in these forums.
I'd like to see this implemented as well--not because I hate playing with other people, but because I don't care for the idea of having to skip cutscenes all the time because I'm a relatively new player and everyone I'd be grouped with is in too much of a hurry to let me see the story in context (watching them in the inn after the fact just isn't the same). So yeah, I'd be all for solo versions of group content with major story implications (Castrum, Praetorium, even Coil)--as the OP said, simplify the mechanics to make the fights soloable, but remove the loot so there's incentive to do the group version afterwards. Plus, it'd make Coil potentially doable for low-to-mid-tier players like me who only want to do Coil for its story, and the elite players wouldn't have to deal with "filthy casuals" like me messing up their runs just to see the story ;) . While this would potentially be tricky from the devs' perspective (the only REAL reason I can think of for not doing this), it'd be a win-win from the players' perspective.
While I do not agree with the thinking any and all group Content should be calibrated for solo play in a game that is pitched as
"WHAT IS FINAL FANTASY XIV?
Take part in an epic and ever-changing FINAL FANTASY as you adventure and explore with friends from around the world." (the lodestone).
The easiest and least resource (ie Devs time) would be to add an option to NOT level/ilevel sync to a specific instance and then allow for 1-4(8) players to enter said instance.
I play these games with an understanding that I agree to deal with what the devs designed, if I do not like it (swg:nge anyone) then I leave and not reward the game with my money. I do not expect any game to morph to my demands.