I don't like your pillars. I want a solo pillar

Thing is, the people saying they want more solo stuff to do… aren’t even doing what’s already available. Seems a bit silly, to me, to be asking for thirds when there’s still food on one’s plate.

People also say stuff on mythic raiding when they have no knowledge or experience on subject :o. TDLR: don’t listen to people with no knowledge.

You see the irony now right :slight_smile:

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I’m always missing context even when I do not mean to. Not all ladies, thankfully, but enough where it used to hurt.

Anyway, always makes me laugh the ppl against a pillar for ppl who like to play solo.

I thoroughly enjoy playing with one other person as well.

They need more for solo/couples and I can’t believe anyone would be against that.

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It was a neat idea, but robot anything has never been very popular in WoW so an entire zone full of robots that you farm to make your own pet and mount robots never had a chance of being that well received.

I’ve wanted a spider mount forever but I got the one from ZM, looked at it, rode it for a minute and shelved it.

The robot theme killed it, they look untextured and the joints all have this lazy gap instead of an actual joint.

The engineer in me looks at that and says " if the creature can maintain itself and achieve propulsion with those gaps, why does it require legs at all?"

Ya ya fantasy game and all that, I get it, it just seems off to me subconsciously.

But I don’t like mushrooms.

Well, fortunately there was more than mushrooms at the lovely buffet.

To be fair it is an MMORPG it is not designed to be a single player game defeats the purpose of an MMO

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If this were true you couldn’t solo through 95% of the game.
The game is more Skyrim than a team sport until level cap.

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Not more; different.

If we aren’t doing it, that’s because it’s not the sort of content we’re looking for.

Seems a bit disingenuous, to me, to imply that the sub-par solo-casual offerings in an expansion which FORGOT Archaeology were somehow adequate.

The Underlight Angler was solo casual content done right. There was nothing like that this expansion.

Archaeology has always been solo casual content done right. There was nothing like that this expansion.

The Mage Tower is solo content, but it’s difficult, so it isn’t content for me any more than raiding is.

Torghast requires gear to advance in, but it does not award gear. That’s useless.

What does that leave us with? Korthia (dull with lackluster recolor covenant rewards) and Zereth Mortis (tedious and exceedingly time-gated). I already unlocked flying in ZM and got the fishing mount. I don’t really see much else worth doing.

Just bringing Archaeology back in DF would be a step in the right direction.

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But there is that in a fashion. Reputation vendors. I can get mounts/pets/transmog exclusive to a covenant at the reputation vendor. I do WQ, get the stygia/anima/whatever, buy new mounts/pets/t-mogs.

perhaps if they added more vendors with more endgame looking stuff (and less rep)

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This right here is going to be looked back on as being the biggest fail of the expansion, if not the game.

They spent all that development time and resources on it, then at the last minute stripped it of any reason to do it more than a few times.

FAIL

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It was literally designed to allow for soloing all the way to end-game. That was the draw over other MMOs in 2004. Traditionally, you needed a group to level. WoW broke the mold and said, “Misanthropes! Come forth and pay us your monies! We do not require that you socialize!” and verily, they did not.

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Yep, it’s why we all came over from Everquest.

Forced grouping was so annoying people jumped ship the second they could avoid it.
And here we are.

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Double the amount of factions and amount of unique rewards and I’m in.

My issues can generally be solved by simply expanding and extending questing/leveling/grinding/rep gain systems into something that provides players with compelling end-game goals that provide regular, satisfying rewards, but which take the better part of an expansion cycle to exhaust.

Rep vendors may be my favorite way to accomplish this.

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It’s what people demanded, though. The placeholder gear was there at the start, back when Torghast was modeled after Horrific Visions - which had a time limit. Then people flipped out over the Torghast time limit and demanded (no joke, here) that if they wanted to wait 10 minutes between pulls to use Bloodlust on every trash mob in the instance, then they should be able to do that.

So Blizzard gave in to what people were demanding and removed the timer. Which meant the gear had to go with it, since the comparison to Horrific Visions was now gone.

Again, there’s tons of this in the game already. You’re just not doing it.

You lost me at

I don’t see how that conclusion follows. They could have just left the gear in and we wouldn’t be complaining here today.

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They didn’t HAVE to strip all the gear out, they could have let you get one piece per week with Ilvl depending on the level you completed.

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I feel for you OP. I’m just not sure how they would accomplish satisfying on-going solo activities that range an entire patch cycle. The group stuff is all repeatable. I’m not sure any solo activity that’s repeatable like M+ would solve the itch you’re trying to scratch.

Doing torghast 100 times would grow tired.
They can only make so many quests.

The only thing I can think of that’s going into DF that can uniquely be done solo is the new crafting professions.

It takes years and years and years to produce a single player game that takes 30 hours to complete. Making this an on-going ever-lasting experience would be insanely complicated.

The cornerstone of RPG design is that rewards need to be commensurate to the challenges overcome to acquire them. That’s been the case since D&D was first published in '74.

Taking 6 hours to kill trivial trash mobs is so low on the “challenge” meter that it doesn’t merit much of any reward. In fact I’d argue the Soul Ash/etc that Torghast currently gives in such situations is too much. :laughing: