Imagine a game with actual solo instanced progression why can’t we cause all endgamers will whine I am forced to do it while many of them are only doing content that requires nothing but what you do now. Wow is so full of people who think there forced to do everything from AP to titanforging omg I can’t stop I didn’t get max titanforging but I only do subpar content and no matter what gear I got in reality I’ll never clear nothing without massive nerfs
I’ll give you a couple reasons why. Solo content can never be as challenging as group content for a multitude of reasons.
Anything you find challenging about a solo encounter can be made more difficult in a group setting simply by requiring more than 1 player to do it at the same time. And then there’s opportunities for actual coordination that exist in group content but not solo such as soccer boss from Ny’alotha, bomb hand offs from mythic crab boss in Sepulcher, etc. And to use a 5 man example: the last boss of Mechagon on hardmode essentially required voice coms to enter the code fast enough.
The Mage Tower was probably the hardest solo content ever put in the game. This required a huge amount of development time and testing because there were 36 specs at the time and now 38. The devs had to balance a handful of challenges amongst those specs so that each specs toolkit worked within the parameters of the challenge, etc. And you know what? There was still a huge disparity in difficulty. Certain specs had much better tools for their challenge than others. Can you imagine the outcry if the mage tower had awarded gear and not just a cosmetic appearance? For the devs to try doing a mage tower more frequently means the difficulty disparity would only grow because they probably would have to force more specs into fewer challenges.
First off, I would suggest getting into a guild of like minded individuals so that you can collectively engage in group content. This doesn’t have to mean Progging or getting KSM, but just seeing what you and your friends can accomplish together.
Again: there have been attempts made at including challenging content for WoW in single player format and players have made it very clear that they don’t want it; MT and Visions were met with endless complaints of being too hard because they actually challenged players to utilize their full kit and work within mechanical constraints of similar difficulty to what you would see in M+ and raiding.
This is true. And the first thing blizzard will/has done is look at the participation rates in the Mage Tower and the demographics of those participating. If the majority were just raiders/M+ players then is developing more solo encounters like the mage tower really giving solo players more content? I think there is a reason the next 2 iterations of the mage tower scaled from 1-5 players. And most raiders and M+ players would rather just have more dungeons and raids added more frequently than to add a bunch of solo encounters.
I think the other thing to keep in mind with designing challenging and rewarding single player content is that it would likely cause serious harm to the game’s class balance.
Like let’s think about this without putting any real ego or class favourtism into play and be objective.
First off, people would gravitate towards the classes that have the strongest independant survivability and damage output, so you’d see a massive influx of warlocks and hunters (due to their pets being pocket tanks and/or sacrifical goats), probably followed by classes with strong self healing abiltiies (Paladin, Shaman, Druid) with others having a harder time (rogue, DK, Warrior, Mage, priest).
This content balance shift would also negatively impact Tanks (who are likely to not be able to handle the damage output requirements) and Healers (who would really struggle in this new DPS centric content) which would also wind up having seriously screwy effects on group content as tanks and healers would be functioning at a serious gear disparity to the DPS, thus forcing the Devs to try and figure out how to rejig Raids and M+ to work around this new Solo meta.
I’ll concede that there’s some truth to this, but I think it should also be acknowledged that coordination between players doesn’t inherently make group content more difficult than it solo. Like maybe a coordination mechanic isn’t that punishing to fail at, even if it’s ‘difficult’ to execute. If the stakes aren’t that high, does it still qualify as ‘difficult’? Essentially it comes down to tuning, which is adjustable both in solo and group settings. Maybe the same mechanics can’t necessarily be used in both, but the ones that are available in each can certainly be tuned up or down as needed.
It’s fair to note that for me personally, it’s more about not being interested in pugging than it is grouping in general, but it’s also somewhat beside the point. That point being that I don’t necessarily agree with the notion that anyone should be ‘pushed’ into one or the other. That’s part of why I think they should all be more or less equal in potential, so that ‘pushing’ isn’t as much of a concern. This can even been seen at times between PvE/PvP players, whenever players who primarily engage with one system want something that the other system ends up getting. Lots of complaining happens then as well. It just boils down to players usually not liking it when they feel like the game (or other players) is trying to push them towards content they may not enjoy. I do see the irony of my argument here because to some players, solo content that’s challenging would also be something that some solo players wouldn’t enjoy and would thus be as alienating as group content probably is, but there would still be players who engage with it and I don’t think that some players not liking something should be a reason to not want it in the game. If that was part of the criteria for whether or not something should be implemented, the game wouldn’t have anything lol
Doesn’t this kind of already happen in high-level content? Class representation certainly isn’t equal, and Blizzard frequently gets taken to task over it. I kinda just consider these ‘imbalances’ as par for the course since it’s been part of the game for so long and I’m not sure Blizzard will ever be able to solve it. Carrying this point forward, I don’t see why potential ‘imbalance’ would be a reason to exclude new content since it’s already prevalent in the game and we’ve all kinda just accepted it.
Gear is not the reward, your spot in your raid/community is the reward. That’s why theme park raid based mmo’s don’t cater to solo players. Solo players are an ephemeral crowd and you literally CANNOT keep them indefinitely happy. They will ALWAYS run out of content to do because they skip 90% of content either due to their lack of social skills or simply because they are so bad at the game or so low effort that no one wants them in their raid/group. Then they leave the game till you give them more content to play whatever new story based game that comes out on easy or story difficulty setting. That type of player isn’t worth the investment to create content for. They will play regardless of what content is made for them and they will leave no matter how much you try to make them happy so they will stay.
The serious raider knows that if they quit till the next tier, there’s always the chance that when they come back they will have been replaced. No one LIKES farming content unless you’re a BIS chaser (and most serious raiders aren’t gear oriented, they’re progression oriented). We farm cleared content because progression is a cycle of push (progression) and consolidate (gear and recruit). If you want a spot during push, you gotta pay your dues during consolidate phases… unless you’re just too amazing to replace or carry a raid guild that operates below your relative skill/ effort output. But I have a sneaking suspicion that that’s not your average solo player.
The “majority of the game” that you speak of is not solo content, so it is the devs that are excluding solo players.
If you think solo players should just force themselves to do group content, then you are not understanding the concept of solo players and the reasons why they exist.
We don’t have specific data for this, but I wouldn’t be surprised if raiders are more likely to stay subbed because they always have a steady stream of quality content, and due to the nature of their content.
However, in terms of sheer potential numbers, there are more players that prefer M+, open world, or PvP as their primary endgame than pure raiders, so devs know that they have to keep raiding rewards slightly superior over everything else, or raiding metrics will fall dangerously low.
LFR counts for the base raid completion achievements and is indistinguishable from Normal for that metric, and LFR counts for the story campaign quest requiring a Razzy kill. The portion of players that raid in an organized group on a regular basis is probably much, much lower.
There is no set definition of “solo player”, but all available metrics point to the fact that there are more players who primary do queued content and open world content than players who do Normal+ raiding (let alone Mythic raiding).
Thanks captain obvious you are finally realziing this isnt a game designed for solo players.
Raiders and Key players are forced to do solo player activities in order to do the content they want. If you want the gear then you can do the forced stuff too
Actually Capslock provided numbers showing at best solo players make up at most 20%.
LFR is raiding
Wrong on both counts.
Solo means zero group content, its literally in the definition of the word SOLO.
Of course raid/M+ players can do solo content. But solo players can’t do raids/M+ because they don’t scale down to solo players.
Solo players queue up for dungeons and raids for story campaign progress, contributing to metrics. Then they go back to being solo players or leave the expac because there is no worthwhile endgame.
Neither have you have proven that there isn’t a problem with solo content in DF, and that this problem doesn’t contribute to decreasing expac sales.
Yes, but you can queue for it without an organized group. Raiding would likely have died without LFR post-MoP, and the game itself would likely have died by now if endgame consisted solely of raiding like WoD did.
LFR was introduced for a reason. M+ and open world gearing through world quests were also introduced for a reason. Think about it before you make any claims about how vital organized raiding is.
I’m glad you understand this concept.
So now I hope you finally understand that there is less content for solo players in DF than ever, now that the open world content with any substantial reward requires grouping.
well according to the forums raiders are mad they gotta do keys and people who do keys don’t wanna raid either lol but keep on with the bs snozzy why should solo players wanna group when blizz could add solo instanced content? maybe i’m tired of grouping after 18 yrs imagine. people quit raiding cause they were forced forever then keys came and raiding took a hit. is that what y’all scared of forced grouping will die if there’s actual solo progression lol just admit it.