Let solo questers have world content again

TL;DR: Make open world content tuned for solo players again, or make raid-sized events into queue-able casual instances again to guarantee that solo players and players in underpopulated zones can have a proper gameplay experience and receive proper rewards. Stop worrying about forcing the remaining players to interact with each other, and start worrying about how to get more overall players interacting with your actual game.

[Background]

—During Shadowlands, the design philosophy revolved around eliminating and downgrading the primary power rewards from open world content because it was solo-able, and was assumed to detract from group instanced content participation and rewards. The major expansion feature of Torghast did not award gear despite requiring certain power levels to succeed, meaning that developers had created the assets for an entire endgame pillar that could already scale to solo players—but game designers refused to allow the content to function as an endgame pillar under the principle that solo players should not be allowed an avenue of progression. Another major expansion feature, the Great Vault, also had no options for earning rewards through open world or solo-able content. As a result, Shadowlands lost subscribers at an unprecedented speed when solo players reached max level and had no endgame to stay for. The final season did not even offer power updates for open world or exclusively solo players.

—The developers of Dragonflight have finally started to acknowledge that a large player demographic prefers to engage in open world content as a primary or secondary route of endgame progression, and have begun to provide open world content on a steady basis. However, open world content in Dragonflight has been a significant step backward for solo players in terms of design, compared to even Shadowlands. Developers have implemented a new rule that groups are practically required for any type of open world activity that awards item levels above Raid Finder difficulty. The design directive appears to be to make open world content a more casual form of raids and dungeons, which still denies solo players progression or meaningful gameplay as if they did not exist or they were detrimental to game design. As a result, truly solo players have far less world content compared to the past three expansions, when most open world questing content was expressly designed for solo players.

[Issues]

10.00:
Primal Storms and base expansion content such as super rares, elite subzones, and certain Grand Hunt bosses are not possible or practical for solo players.

10.05:
Storm’s Fury is physically impossible to solo due to elite and boss tuning, as well as lost progress on portals.

10.07:
Most zone rewards are tied behind elite and rare farming that requires groups. Daily and weekly quests that can be soloed are provided, but do not provide all types of power rewards.

10.1:
Suffusion Camp elites and rares, Researchers Under Fire event objectives, Elite World Quests, and new zone rares are not practical or possible to solo. Progress is lost if your character dies and the objective despawns or resets, or credit is not awarded in your absence.

—Ironically, the new Heroic dungeon weekly quest and Timewalking events are likely to be the most rewarding content for PvE solo players, even though these dungeons are technically solo queued rather than being actual solo content.

—Casual PvP players are also at a disadvantage when doing the overtuned world content because their gear is capped at 392 (Honor), 408 (unrated Conquest), or 411 (Bloody Token) item level, now that PvP gear no longer scales up in warmode.

—Group content PvE players already began Season 2 in 415-424 item level gear, and will only progress another 26 item levels from there. Gear from open world content will generally be capped at 424 due to upgrade currency limitations, and will not provide any special bonuses that allow solo players to take on the more rewarding world content.

[Conclusion]

—Almost every type of player has received some form of concession or improvement in Dragonflight, but developers have obviously decided that solo gameplay must be not allowed to happen beyond minigames. This is all despite the fact that solo players are the norm in the gaming industry overall, and solo gameplay has become preferred by a large player demographic, even in WoW and other MMOs. It’s not reasonable to expect to sell more copies of an expansion when the underlying design theme is to buckle down on content that the majority of gamers, including a significant portion of WoW players, cannot physically complete!

—Dragonflight is beating Shadowlands and BfA in terms of gushing reviews from certain content creators, but we have not seen a Legion-style renaissance because there is no endgame content or feature that appeals to solo-minded players, such as class order halls, artifact weapons, world quests, or other features that are 100% accessible to solo players. We are merely getting group content hand-tailored to the survivors that would have stayed anyway. Why would you go back to or start playing WoW if there doesn’t seem to be any content that you can even participate in?

[Suggestions]

—Make the 10.2 Time Rifts or any future content either tuned realistically for solo players, scalable to raid power levels only when a large number of players are in the vicinity, or possible to complete through queued instances (such as warfronts or island expeditions).

—End the war on solo players who play on quiet realms or during quiet times of the day, and let us go back to having an unofficial endgame pillar in the form of solo-friendly open world quests or solo-queued casual events.

—Don’t just take my word for it. Do your own market research on why former players left WoW, why former players won’t come back, and why prospective players won’t give WoW a try. Your high-profile content creators and higher end players don’t have all the answers. Dragonflight has made them happier but it hasn’t made the game grow.

The foundation upon which this game was built was solo-able questing and the progression that it offered through gear upgrades, level increases, and talent point acquisition, as other MMOs put hard barriers in place to keep solo players from even reaching max level. (WoW’s raids were added later to keep max-level players subscribed.) The MMO industry and gaming industry as a whole are starting to acknowledge the importance of solo gameplay even in multi-player games, so why is WoW the game that insists on excluding the solo player from proper challenges and rewards?

130 Likes

100% agree with you

30 Likes

Thank you for the support!

15 Likes

SL lost subs with in 3 weeks, it was not due to solo players… SL was just bad on borrowed power, story was bad, zones where bad, dungeons where bad, just over all bad

20 Likes

Is this another one of the classic revisionist history buff solo gear threads?

4 Likes

I really miss being able to log on and play at my own pace, with a map full of activities.

Now we have group events on timers, and waiting for rares to spawn which you cant even do alone.

The open world did take a huge downgrade this expansion.

The stuff they added is cool and all, but its the type of thing that should compliment a zone full of activities.
With 10.1 i have no reason to be in the zone other than rare farming. Just sitting there bored waiting for one to spawn.

I miss legion :frowning:

71 Likes

Fixed :wink:

Me too :cry:

14 Likes

SL losing subs in 3 weeks does not disprove the importance of solo players. In fact, it reinforces the idea that masses of players reached max level and did not see an endgame that was accessible or appealing to them. They didn’t even have a way to earn Great Vault rewards. Torghast didn’t offer the progression that it logically should.

As far as group content went, Castle Nathria was generally regarded as a great raid, and the M+ lineup was fresh. PvP finally had a decent gearing system and vendor. Players should have stayed much longer than 3 weeks. But the real issue was that most players that bought the expac didn’t want to stay for group content.

13 Likes

I actually like some of the new events, even Storm’s Fury and Researchers Under Fire. But I don’t like not being able to complete them because there aren’t enough players. These events feel like something the game should queue you into and replace people who leave, sort of like the BfA warfronts.

Technically, no.

Even with much better gear, solo players will not be able to solo all of these new events due to the way they are designed.

And if you have to join a raid of players to complete these events in the first place, any power gains you get are going to be diluted by the performance of dozens of other players.

But while we are on the topic, the new upgrade system is still inferior to the Valor system prior to MoP 5.4. Solo players are going to be capped at 424 item level, 26 item levels below the max. Valor gear used to be 15 item levels below the max because it didn’t discriminate with multiple ranks of gear and currency.

14 Likes

Oh, man! I wish I had realized before how bad it was to be having this much fun as a solo player in Dragonflight! Now all of my fun feels so hollow!

3 Likes

Yea but there was always lack of world content / gear even in BFA , even the chest from M+ was not accessible to solo players , while there was way more player in BFA than SL… People just didnt like SL

They could call it LFR.

4 Likes

Solo questers have plenty of world content. There’s nothing wrong with there being things in the world which would require the aid of other players.

TL;DR, Blizz created a whole bunch of group world content but forgot the fact that the player population has fallen off a cliff and is in freefall due to the last couple expansions. As a result, there aren’t enough people to actually be able to complete all this group world content.

Solution: All rares need to scale down to be 1 person killable and all group events need to operate like a WQ and be queuable in the LFG.

I’m guessing the current active player base is around 300k players.

22 Likes

No it isn’t. It’s absolutely superior, because you can pick and choose which pieces to upgrade and which stats you want for those upgrades. You have a bunch of ways to upgrade, chances at higher upgrades and it’s all your choice on what you want. It’s great. This is exactly what I asked for and what many talked about wanting back at the end of SL.

1 Like

I have never grouped for any of that content. Have I solo’d it? No, because it’s basically impossible to do any of those activities without other people showing up. All of them have the option for group finder, if you really are struggling.

This is a long post asking, yet again, for casual players to get BiS gear whilst having the content you supposedly enjoy nerfed into oblivion. Imagine them rewarding you for playing with other players, in a multiplayer game. Imagine.

6 Likes

You want easier solo open world content? I’ll be honest that was a lot to read, and frankly was kind of confused. Best I have is: You want more solo friendly content as an endgame pillar, but want it to be easier on the solo player?

Also group content has been part of the foundation of the game. Yes there was room for solo play, but it’s an MMORPG, the whole idea is to get out in game world and group up with others to overcome the most difficult of content. Y’all act like that wasn’t a part of the whole advertisement of the game back in the day.

1 Like

Honestly, I like the way Blizzard does the world event ,you can solo it and use group finder (especially pass midnight).

Even yesterday, so soon after reset, I saw a researchers event fail because people kept wiping. I also found the suffusion camp empty.

I know that my server is not the most populated, and I am seeing fewer people because I play in the morning, but things seem more dire than they did even in 9.1 Korthia (which stayed busy for months).

I also soloed an entire community feast event, even though it is required for the weekly wrapper quest and you would expect more players. But thankfully, you can finish both quests without anyone around.

3 Likes

I disagree with this statement.

There does exist a lot of elite open world content in DF I am not engaging with, or not engaging with very much, because there isn’t a critical mass of other players present (which is a bit of self-fulfilling doom since I’m then not there for others).

However the content I am engaging with in DF instead I am enjoying far more than I did in Shadowlands, just in terms of tempo, atmosphere, gearing and scaling of mobs.

3 Likes