Let solo questers have world content again

God forbid you have to join a group with someone who isn’t even gonna say 2 words and leave after you kill whatever it is you need. The world’s not going to end just because you might have to interact with another player in a MMO.

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Thank you for admitting this.

Where did I ask for BiS gear again?

The 424 gear we can get from open world content is actually not bad, especially compared to DF Season 1.

The problem is that the open world rewards system is essentially raid or die now, literally.

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I just got an idea. What about adding a buff that depends on the number of characters and their abilities hitting a world boss? So, if you are alone and no one else to help you when you pull the buff kicks in and making the encounter more similar to a scenario, and it may spawn npc allies as well. For a healer class it will then be your job to keep them alive, the allies will do most of the dps. In it’s basic form soloplayers could have an always on soloplayer buff that let them leech more life from mobs to help them keep going. I have been able to outlast group three content with characters that can heal themself, but this option isn’t open to everyone.

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I’m not saying you can’t solo it, I am saying it’s damn near impossible to not have someone else show up. If nobody else shows up, sure you can solo it. If Rextroy can solo raid bosses, you can solo world mobs.

The open world rewards system is raid or die, literally? So what are you asking for, if not better gear from the open world? Raid gear is always going to be better than gear from world content, as it should be.

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The event mechanics have been made to be literally impossible to solo. You are going to need multiple bodies working simultaneously.

And even then, lower geared DPS toons won’t physically be able to solo some of those bosses. Even BiS gear isn’t going to help.

Open world content should be tuned for solo players or small parties.

If open world content is tuned to require raids, it should queue-able as instanced content so that the proper number of players is available.

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MMORPG.

That’s typically how it works for better rewards.

Storm’s Fury is probably empty these days but when people were chasing pets and mounts, you could always do it without joining a group as groups of people would be there doing the activities.

The rares inside Storm’s Fury can be solo’d by some classes. Tanks can do it, as can warlocks and hunters. I’ve solo’d all the rares inside there with either a tank, hunter or warlock.

Forbidden Reach: yeah hard to solo those rares. Tanks can do it but it takes forever. The rares should have been made to adjust on how many players are attacking it. (I think they are made like that but assume a minimum of 5.)

Primal Storms: soloable. It isn’t easy but you can do it. Its too slow for the reward you get from soloing it. You can also add Wrathion rep grind to this too. Can be solo’d but takes forever vs having a group to grind out keys.

Grand Hunt: only thing I can’t do is that running animal that never stops and runs at like 500% speed. I just skip that one if he’s up.

I sort of agree with you, as not all classes are built equal and there is a lot of world content stuff I simply cannot solo if I am not on a hunter/lock or tank. There should be a bit more equity in how that is for classes, as well as for solo vs group experience.

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You mean like lesser and greater invasion points in Argus, where we had that addon that people could just join?

Typical revisionism, imagining that there were next to no casuals, and next to nothing for them to do. The idea of an MMORPG is that you are in a world populated with other players, not that you have nothing much to do if you’re on a dead realm or can’t find a raid group.

Go take a look at the Mage tower, as long as you’re imagining that the world is teeming with players. On Area 52 yesterday I saw 2 players there.

It actually wasn’t. The big selling point for wow was that it was the game that anyone could play when they logged in, even if they had no friends online. That was why it became popular, why people left games with mandatory group content.

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Imagine if the very concept of “soulbound” disappeared and were replaced with account bound. People would build characters specialised to take down stuff and mail the rewards to their alts. We may be heading this way since we now do have account bound gear dropping.

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I found the invasion points in Argus to be fine because the game automatically put you in an instance with other players still doing the event. Even if there is no queue function, something like the Argus invasions would be better than what we have now—empty events that go unfinished because players that want to do them aren’t streamlined together.

You didn’t even need an add-on for the Argus invasions, even though at that time there was an add-on that automatically grouped you with people on the same world quest.

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Not exactly.

The world content we have now is impossible to solo because of the way it is tuned and designed. It assumes that you will have a raid doing it together.

Once you have a full raid, it becomes pretty easy.

So basically there is no middle ground, where the content is challenging yet possible, because the content doesn’t regulate how many players can do it, and it doesn’t scale down to solo players and smaller parties.

Having an instance with a controlled number of players would make for a better gameplay experience.

The most rewarding open world content in 10.0, 10.05, 10.07, and 10.1 has not been solo friendly at all. It is tuned assuming that you will be part of a raid.

The content is easy once you join a raid, or tag a rare that others are killing, but can you really call that solo content?

I don’t want to do the most difficult content.

I just want progression for actual solo players. We had more of that in Legion, BfA, and even SL.

I played over a dozen MMOs and ended up sticking with WoW because it was the most solo friendly at the time. Other MMOs would let you play a little on your own, but soon you had to group up for any enemies that even awarded XP.

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Isnt it obvious the game is mostly for groups?

Soloing was just from Leveling. But once you are max’d in level, you have to group up.

All your long list of issues above would be resolved if you just group up.

The easiest content of WoW is Solo. But to progress further, you really need to group up.

Group up so you could easily beat Primal Storms, Storm’s Fury, Forbidden Reach Rares and Bosses, Suffusion Camp elites and Rares. Just open up your Group Finder- Custom- and find those Open World Groupings. You could pretend those players are just NPC who are to help you.

You are not deprived from grouping up. You just choose not to do it. It’s a YOU issue. You make the game so hard when it’s all easy… just group up.

I can’t remember what game I’ve played, but one MMO I’ve hit up in the last 20-30 years was like this. You didn’t have level restrictions on your items, so it was really fun to send your items you got with your top level character to a level 1 and have them just 1 shot everything. There wasn’t pvp in that game, so really wasn’t the problems wow would have if that were the case (looking at you 376/379 greens).

The forbidden reach sucked in that the upgrade token was soulbound not account bound, and so I personally ended up with 100s of extra pieces of gear for alts because maybe 1/10 rares would give me an upgrade item on the chars i took through there. Would be nice if everything was BoA.

Also, trinkets/weapons were quite rare drops, so why would I give those to some random pugger when my alt would need them and it saves me from having to farm them? I gave away a lot of armor/rings/necks to people and still got full sets for my alts and I still vendored about 5000g worth of those items. Yeah, I liked FR and I played it like crazy milking it for all I could :slight_smile:

It’s a multiplayer game. Interact or play a solo game.

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They need a better carrot for solo questers. I think back to farming eggs for the neverwing drake or apexis crystals for the corrupted dreadwing. Something you could farm on your own for a patch and earn a really cool mount.

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Yes, that fact is quite obvious at max level in DF.

And that is a major reason why each new expac draws in so many players, who end up leaving after hitting max level.

Why can’t the role-playing adventure and power progression continue at max level for solo players who opt to do so?

No, it’s a WoW Dragonflight issue. Even SL catered to solo players better. Torghast at least scaled to solo players, and world content (with the exception of world bosses) was tuned for solo players.

That’s exactly what a lot of gamers are doing. It’s odd, though, how WoW devs and players are encouraging it now when WoW could easily accommodate solo players.

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Becoz WoW game mechanics has always been: Solo on leveling and group up to progress once max’ out in level… since Vanilla. It’s been like this for 19 years. It didnt change. Tourist should not feel entitled. WoW survived for 19 years without Solo progression.

BFA had Horrific Vision that can be played on Solo. But that’s not what most Solo players here are looking for. They are looking for Trivial Solo stuffs that provides Mythic Quality gear. And that wont happen.

Torghast could be Solo’d but Blizz didnt provide gear rewards for it. Becoz it could be facerolled when you group’d up. Getting Mythic Quality rewards on a faceroll content. Again, that wont happen.

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The MM in MMORPG stands for Massively Multiplayer, if you’re a single player/solo gamer and bought wow you bought the wrong game, it’d be like a flight sim enthusiast complaining that cod doesn’t let you fly a plane.

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I dont get it, why dont you just use group finder to do anything you cant 100% solo yet?

Thats what ive been doing. I join a farming group, get my stuff done, and peace out.

At the end of the day this is an MMO you need to interact with other people at some point.

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…again. “They could call it LFR again”, you mean. :stuck_out_tongue_winking_eye: