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#1 |
Loremaster
Join Date: Nov 2004
Posts: 23
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![]() With the upcoming release of RoK - I thought it might be a good time to implement some new types of instanced zones (not only to the RoK content - but also to the previous areas of Norrath), specifically solo instances. Any thoughts from other players? For all the solo players out there - and even those of us who like the occasional break from grouping/raiding - a few solo (or small group - up to 3 players) zones that include storylines, traps, etc. similar to Unrest (scaled down of course) would be an interesting addition. The mechanics of these zones would only allow one (maybe up to 3) character to enter and rewards would be suitable for a solo "dungeon crawl". I posted a similar idea under another related topic, but wanted to get some additional feedback. |
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#2 |
Loremaster
Join Date: Nov 2004
Posts: 557
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Solo instances are an old concept. The game already has many solo instances for levels 15-45. After that, SOE decided that they didn't like the concept, because it takes soloers out of the places where they might find others to group with. So you aren't likely to see any more of them. SOE would rather that soloers be in the outdoors and in the foyers of dungeons where they will encounter other players.From DoF onward, SOE changed their philosophy so that every dungeon would have a solo area, so that soloers would easily find groups if they wanted them. So you have Clefts of Rujark (1st floor all solo), Silent City (front area all solo), Living Tombs and Tunaria (all throughfares are solo), and most other dungeons have at least a front area that is soloable. All old dungeon revamps included a soloable section like this.Now that said, I loved nothing more than challenging myself to a large solo dungeon such as Sullon Mines at level 35. I loved the challenge so much that I did 5 levels there when I first found it. The extreme challenge of killing a boss mob alone, of choosing gear upgrades to try to help me beat them, etc. was very refreshing to me. But you see SOE's issue with this: for 5 levels I was totally disconnected from the rest of the community.
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#3 |
Loremaster
Join Date: Nov 2004
Posts: 697
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Sassinak wrote:
But you see SOE's issue with this: for 5 levels I was totally disconnected from the rest of the community.And on that, I disagree heaviliy with SOE. Let's take your example, you weren't forced to solo. Instead you were having fun doing content which happened to be solo. Where is the harm in that? You enjoyed something so much you stayed there for 5 levels, having fun. Who does that hurt? |
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#4 |
Loremaster
Join Date: Nov 2004
Posts: 176
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I still wish for a LDoN type of series, where as a group you can get missions to go do in random dungeons with (more random than what was actually in LDoN) random mob types. Was my favorite expansion in EQ1.
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#5 |
Loremaster
Join Date: Nov 2004
Posts: 697
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Moongloom wrote:
I still wish for a LDoN type of series, where as a group you can get missions to go do in random dungeons with (more random than what was actually in LDoN) random mob types. Was my favorite expansion in EQ1.Mine too. I liked that far better than any other expansion they came out with. |
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#6 |
Loremaster
Join Date: Nov 2004
Posts: 23
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![]() The following is a quote from my original post (that spawned this topic): "Dungeons are another matter. While I think that the entrance areas inside public dungeons should include some solo content - deeper areas of public dungeons and all areas in group instances should contain heroic content that encourages "dungeon crawling" with a group. This is the essence of most RPGs and it makes sense that the harder challenges that would require grouping would be found in dungeon settings (where they have had time to gain strength - away from the interference of civilization and the everyday adventurer). With this said, I am surprised that no soloers suggested that SOE implement a few challenging, solo instances! This would allow soloers to experience playing in a dungeon setting (including puzzles, traps, storylines, etc.) without the need to group. These "solo-instances" would limit entry to solo players (maybe even groups of 3 or less, depending on flexibility of content). Not only would these instances accommodate the player who prefers to solo, but they would more than likely be utilized by those of us who are locked out of other instanced zones or who want something to do while we wait for friends to log in, raids to start, etc." Also - I fully agree with the previous post - SOE should not "force" anyone to group. Supplying some challenging and fun solo content (for higher level players as well as low and mid level) just gives us more variety. Who among us wouldn't like to be able to run a solo instance when they can't find a group, are waiting for friends to log in, or are just plain in a "soloing" mood? |
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#7 |
Loremaster
Join Date: Nov 2004
Posts: 697
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![]() Any minute now, the anti-choice gamers will come out saying "OMG, you soloists expect raid level loot from solo instances!" So I'll just head that off now. I wouldn't care if the solo instances dropped only VENDOR LOOT. |
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#8 |
Loremaster
Join Date: Nov 2004
Posts: 3,313
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jasonwade wrote:
So far the solo instances I have done have not been all that great. Surely SOE could gives us some good solo instances at upper levels. They could probably take some of their current dungeons and make a few changes to the gangs of mobs and they would be great for solo instances. I would like some challenging solo instances. |
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#9 |
Loremaster
Join Date: Oct 2005
Posts: 26
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![]() No I never met a soloer who expected a Solo mob to drop Raid Type loot. They just solo to get mostly experience on days they cant group and yes maybe vendor loot to sell for a few cash. That what i solo for experience and few silver. If there is a soloer who want high loot for soloing he in the wrong game. Me and the ones I met never did expect that. When I want high loot I group on my days I can group. Yes bring back LDoN i love that expansion. |
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#10 |
Loremaster
Join Date: Nov 2004
Posts: 3,313
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Grim67 wrote:
I have always believed that the reward should be commensurate with the difficulty. In many cases raids are not that difficult but soloing a lot of instances is. People fail to appreciate the difficult involved in soloing effectively. |
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#11 |
Loremaster
Join Date: Nov 2004
Posts: 557
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Maroger wrote:
So far the solo instances I have done have not been all that great.They are good enough, although many of them are small. But the basic problem with them is that the boss mobs are too rare. I have done them extensively and the boss mobs show up maybe 1 in 6 runs. Most solo instances have several named mobs that can spawn, and yet on most runs you will see none at all. They are so rare that you can't even google most of their names.The only real change necessary is to guarantee at least one named mob every time you go in. The loot they drop isn't going to cripple the economy, but it will make the visit feel worthwhile. In exchange, they could implement a 1-hour lockout or something like that.I love how there are so many solo instances through the 20's and 30's. I do wish there were more of them at higher levels. But without a reward every time you go inside, there's no point in making any more of them. |
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#12 |
Server: Everfrost
Guild: Nos Es Rutilus
Rank: Tirones
Loremaster
Join Date: Nov 2006
Posts: 2,240
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![]() Its indeed the norm, and a stupid one, to think of the game as solo-group-raid = easy-hard-veryhard Ill tell anyone that likes that soloing very tough content can be harder than any group Ive ever been in, and given how many raiders will proudly tell you they have never wiped in certain raid zones in spite of running them dozens of times the same is also true for SOME raiding (IMPORTANT NOTE: I have no doubt that the hardest raid stuff is the hardest thing in the game by far) Unless the difficulty they refer to is getting the group/raid together, but I dont think thats the actual thing they do mean. Rainding of course is about building up your gear over a long time and getting ready for the harder raids, and its totally appropriate that raid drops are on a different level to other drops. Theres little logic in group drops being much much better than solo ones though. The problem of course is that if you make very tough solo content with good loot then groups will play it all the time, roll it too easily and therefore decent loot isnt viable from it.. but solo instances solve that problem. If you cant zone a group in you cant do the instance with a group so you have to work it the hard way, and if its a well laid out dungeon you cant bypass the mobs and go zap the named etc. Soloing is a very valid style, and theres value in making it fun. Not huge amounts of solo instances mind, its not an offline game, but a few in each tier would be nice. |
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#13 |
Loremaster
Join Date: Dec 2004
Location: Tampa, FL
Posts: 2,157
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For me, Solo Instances are somthing to do when I'm really bored, but feeling anti-social, yet still want to play one of my characters. 9 times out of 10 I'd rather be grouping, but a solo instance is a good thing to do when you just can't get a group, or are just having a bad day.
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#14 |
General
Join Date: Jan 2005
Location: Texas
Posts: 39
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shaunfletcher wrote:
I very much agree with this (and the rest of shaunfletcher's post, actually). Personally, I have gained a lot of knowledge about the finer points of my class from playing in a variety of situations: solo/duo/trio, as well as the usual 6-person group, and raids of various sizes. Playing in a non-typical setup is really a chance to test one's limits. |
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#15 |
Loremaster
Join Date: Nov 2005
Posts: 3,232
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![]() No thanks. There's already tons and tons and tons of stuff to do solo. I'd prefer more group/raid oriented stuff. And I'm sorry but, getting 24 people together at the same time all on the same page doing what they are supposed to do is a bit more challenging than going somewhere and killing a solo mob by yourself. |
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#16 |
Server: Everfrost
Guild: Nos Es Rutilus
Rank: Tirones
Loremaster
Join Date: Nov 2006
Posts: 2,240
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Rahatmattata wrote:
a DIFFERENT challenge. And organising a raid is indeed a complex challenge for the organiser/s.. most people arent the organisers though. Oh and if you think soloing consists of going and killing a solo mob then you have perhaps forgotten what the game involves outside the raid zones? |
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#17 |
Loremaster
Join Date: Nov 2004
Posts: 898
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jasonwade wrote:
I group and raid regularly and I would love to see some solo instances. |
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#18 |
Loremaster
Join Date: Feb 2006
Posts: 230
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There already are a few of fun solo instances for higher levels in game:Nest, HoF (if you are a coercer), Poet's Palace, Monk trials on Island of Mara (only fun a first few times though), Den, Acad.Non-instanced zones for soloing include Forsaken City, SoS, PoA, Shimmering Citadel.Just because the mobs are heroics, does not make it a non-solo instance. With a right class, gear and strategy, most of group zones are perfectly soloable. Now, I really hope that OP does not mean he wants instances soloable by ANYBODY, with any gear, skill level and ANY class. An instance tuned for a templars in treasured (or worse!) gear with App1 spells that have never been outside a group before would be incredibly boring for 99% of population. One thing I really wish is that SoE would scale and upgrade Splitpaw to make it an attractive option for soloers once again.
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#19 |
Server: Everfrost
Guild: Nos Es Rutilus
Rank: Tirones
Loremaster
Join Date: Nov 2006
Posts: 2,240
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Haapy wrote:
There already are a few of fun solo instances for higher levels in game:Nest, HoF (if you are a coercer), Poet's Palace, Monk trials on Island of Mara (only fun a first few times though), Den, Acad.Non-instanced zones for soloing include Forsaken City, SoS, PoA, Shimmering Citadel.Just because the mobs are heroics, does not make it a non-solo instance. With a right class, gear and strategy, most of group zones are perfectly soloable. Now, I really hope that OP does not mean he wants instances soloable by ANYBODY, with any gear, skill level and ANY class. An instance tuned for a templars in treasured (or worse!) gear with App1 spells that have never been outside a group before would be incredibly boring for 99% of population. One thing I really wish is that SoE would scale and upgrade Splitpaw to make it an attractive option for soloers once again. Indeed, heroic mobs do NOT mean its not soloable.. if its packed throughout with 3up heroics its likely to be unplayable for soloers in a reasonable range though. Ill add my voice in for solo meaning tough but soloable. |
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#20 |
General
Join Date: Dec 2004
Posts: 737
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![]() the problem with solo instances is the fact not all classes are equal. In a perfect world i see nothing wrong with a very hard solo instance capable (not always gaurenteed) of getting something decent (but not raid quality) but the fact is some classes will do it alot easier than other classes. the classes that generally find it harder will complain and whine till some sort of nerf happens either to the better solo'ing classes or dumbing down the instance/reward. to a pervious poster saying about group content is trivial. you are almost right. Most is. We do need more zones like nizara in rok thats like x2 content made for single groups. Not too many thou. Drops should be entry level raid gear so people can farm them to gear up before hitting some of the raid content and prefeable make the group instance require you to learn basic raid tactics that newer players are unfamiliar with which handicaps them when raiding with people who've done raids since T5 which noone does anymore
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#21 |
Loremaster
Join Date: Nov 2004
Posts: 12
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![]() I personaly dont see any thing wrong with adding solo instances. Whether you group, raid, or just want to solo all the time , there is days you just want to go off by your self and be away from everyone else. And there is nothing wrong with that. Also I dont see a problem with solo instance giveing some decent treasured gear. The gear should reflect the difficulty of the task at hand. An easy zone should give low lvl loot , medium range in diff. should yeld decent loot , hard diffculty should yeld some good treaured gear. The one problem with dungeons and thier solo areas is often they are over ran by to many players and then the plat farmers/sellers take the area over eventualy. So yes imo I would like very much to see solo instances put into the game for higher lvl areas and future expansions. |
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#22 |
Loremaster
Join Date: Nov 2004
Location: Indianapolis, IN
Posts: 2,083
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I would love to see more solo instances. Putting challenge back into soloing is something that could benefit EQ2 greatly, not the watered down version of soloing that's in the game right now. All the overland zones having solo mobs seems to me to be is just lip service to the idea of soloing with no effort to put thought or creativity into making it a valid playstyle. I don't solo because I'm anti-social really. I solo because most of the PUGs I join just want to grind, either grind an instance so I can't really pay heed to the lore, or grind mobs somewhere over and over and over a la EQ Live. Plus I enjoy questing and most groups just don't want to quest, at least not quests besides the "good" quests. I quest just to quest because I have fun with it. I hate being limited in the ones I can do because my group decides the rewards aren't good enough.
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Gwyneth Lecarde 90 Warty Arrow Flinger 90 Sword Shiner Najena Morgasand Ka'Bael 54 Roswellian Mind Scrambler 87 Shield Polisher Najena |
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#23 |
Loremaster
Join Date: Sep 2005
Posts: 576
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I'd love to see more solo instances. After all doing the same group instances over and over is boring after some time. It is also getting increasingly difficult to even find a group so we should at least have something to do solo. Of course that would only make sense if solo instances would actually drop decent loot. So far each and every solo content in EQ2 drops rubbish. All those solo nameds only drop vendor trash nobody in their right mind would even consider wearing. Without decent loot you might as well waste your time in overland zones and hunt for sellloot.The problem with solo instances however is that some classes will easily run through them while others (templars or bards) will have a REALLY hard time. Making solo instances hard would require the game to adjust to the class of the player. You can't make an instance hard for a good soloing class and thus prohibit support classes from going there.
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#24 |
Loremaster
Join Date: Mar 2005
Posts: 98
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![]() solo instances are bad idea, why you may ask? and the answer is inbalance in soloing ability of many classes. You remember splitpaw? So nice for some classess but for others it was major pain. For example imagine templar soloing entire dungeon, is it doable? sure but it will take eternity, and what about ranger? small closed spaces without place to kite are a nightmare. Class that can pass in group and be very usefull may be very bad at soloing, not that it cant be done in most cases but its to painfull to even try, and costly repair bill wise. So basically you ask for content that not only is geared to part of the population but also for only part of classes. I already can imagine the whine that will start when it will be implemented: "my class isnt geared to solo that", "i wasted my money on it", "i quit" and soe really have enough whines already (many legitimate) to add another controversial feature into game that will create much more whine and worst of they will have a point there. Existing soloing is already very rich, in any level you can find very interesting zones, why to create instances especially geared for it? almost entire outdoor is solo friendly, and if you like to solo and have instance feeling try new tunaria though this is shared dungeon but its extremally solo friendly |
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#25 |
Loremaster
Join Date: Nov 2004
Posts: 697
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Arleonenis wrote:
My main is a ranger in treasured/legendary. He solo'd just fine in Splitpaw until 50, at which point I didn't feel it was worth going in there anymore. |
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#26 |
Loremaster
Join Date: Nov 2004
Location: Indianapolis, IN
Posts: 2,083
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Belaythien wrote:
The problem with solo instances however is that some classes will easily run through them while others (templars or bards) will have a REALLY hard time. Making solo instances hard would require the game to adjust to the class of the player. You can't make an instance hard for a good soloing class and thus prohibit support classes from going there.I think they could benefit from the past a bit there. They could take a feather from the old class quests, that were tailored instances with challenges geared toward one class, since it was your turning point for taking the next step up either into your class or your subclass. It would require a lot of effort on the part of the development, though. Then there's the issue of which levels, although I think EQ2 could take another feather there from CoX and at least try to look into scaleable instances, both by level and by amount of people, not to mention that CoX allows you to choose your own challenge rating. Granted, there are no loot drops, but a hybrid of the idea wouldn't be a bad start.
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Gwyneth Lecarde 90 Warty Arrow Flinger 90 Sword Shiner Najena Morgasand Ka'Bael 54 Roswellian Mind Scrambler 87 Shield Polisher Najena |
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#27 |
Loremaster
Join Date: Nov 2004
Posts: 3,313
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Sassinak wrote:
Maroger wrote:I never realized a boss was supposed to be there. There sure haven't been any when I have run them and I have never gone back for a second try as they were so dull and unrewarding -- I mean even the coin loot was junk.So far the solo instances I have done have not been all that great.They are good enough, although many of them are small. But the basic problem with them is that the boss mobs are too rare. I have done them extensively and the boss mobs show up maybe 1 in 6 runs. Most solo instances have several named mobs that can spawn, and yet on most runs you will see none at all. They are so rare that you can't even google most of their names.The only real change necessary is to guarantee at least one named mob every time you go in. The loot they drop isn't going to cripple the economy, but it will make the visit feel worthwhile. In exchange, they could implement a 1-hour lockout or something like that.I love how there are so many solo instances through the 20's and 30's. I do wish there were more of them at higher levels. But without a reward every time you go inside, there's no point in making any more of them. |
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#28 |
Loremaster
Join Date: Nov 2004
Posts: 3,313
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shaunfletcher wrote:
When I was in EQ1 and they released LDON -- you had to have a certain number to enter the zone or even get the quest. Surely they can make a solo instance that only allows ONE person in the zone. |
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#29 |
Server: Everfrost
Guild: Nos Es Rutilus
Rank: Tirones
Loremaster
Join Date: Nov 2006
Posts: 2,240
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Maroger wrote:
shaunfletcher wrote:Thats what a solo instance is, and thus thats why I said they would solve the problem.When I was in EQ1 and they released LDON -- you had to have a certain number to enter the zone or even get the quest. Surely they can make a solo instance that only allows ONE person in the zone. |
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#30 |
Loremaster
Join Date: Nov 2004
Posts: 697
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Rahatmattata wrote:
No it's not. I ran many, many raids in EQ with up to 72 people. The "work" for the average raider is not all that difficult. Run here. Stand here. Shoot shoot shoot. /tell so-and-so Gratz. |
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