Then go reply to every one of those suggestions.
I never implied any SIngleplayer content getting any gear that is better or equal to anything found in Group content. I don't think it's even necessary.
Having gear progression follow a separate branch, like how PVP gear is handled, would work just fine. Have Solo-specific stats attached, and that's all that you need to keep things separate. Ilvls don't even have to line up.
Or better yet, have Solo-oriented content be directly tied in with Crafting, and offering special mats that can be found in Solo raids to craft gear that is specific to the content rather than a traditional Loot-per-boss system. Offering a different reward system for Solo play that works for solo players would make the most sense. That would allow Solo players to make use of crafting orders and promote trading and keep relevant to the online community through the economy.
Last edited by Triceron; 2022-09-23 at 09:38 PM.
Dude I won’t clear anything faster because mythic level gear is so much higher ilvl wise that will overcompensate by far the lack of bonuses.
It’s better than nothing? Yes. Is it satisfying? So and so, also because after you gather that gear, you can make no use of it since continue to farm dailies in ZM is totally useless.
Ah yes, that's why I play a Massively Multiplayer Online Roleplaying Game, to do singleplayer content.
I think this game might not be for you, chief.
You "play" a multiplayer game every day called "Real Life". Do you need a group of people in the bathroom working together to scrub your ass? Do you need people walking with you in the grocery store to make sure you make the optimal purchases? But, guess what, you do like having people stock the shelves with those groceries for you.
Multiplayer has never meant "grouping" until EQ and WoW. Most multiplayer games let you play perfectly fine by yourself, there's just other people around you affecting the experience. And that's where the comparison to real life comes in ... other people affect your experience, like stocking the shelves or building cars or catching a football. You don't have to be up their ass nor do they up yours all the time to enjoy other people existing either in real life or in an MMO. MMOs are all about a shared space, not about being in a group. It's only WoW that thinks you must be in a manual group with strangers to have fun and no other fun is to be allowed.
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This is basically the suggestion I made earlier fleshed out a bit more, so I completely agree.
I don't get this desire to tell people to "fuck off out of my game" when improving their experience will do me no harm and actually increase the resources available to make the game better for everyone.
Its not so much that people are attempting to gate keep or say, "You shouldn't get Mythic iLevel Gear". Its the fact that if let's say World Quests gave you iLevel 304 gear than WQ now become a requirement for Raiders to do. Just as you do not wish to partake raiding, others do not wish to partake in World Quests.
How do you reward a single player experience without making it mandatory for raiders or PvPers that have no interest in it? The answer is largely what we have now. Vertical Progression in things like the Creation Catalyst with Mounts and Pets, Transmogs from things like the Death of Chromie and Mage Tower.
Curoar, Arms Warrior of 15 years.
I tell people to fuck off is because I know, for a fact, that any type of single player progression system will have an irreversible negative impact on the content that I enjoy. I'd rather not see the WoW that I enjoy die off because a few anti-social ex-WoW players can have a fucking FFXIV clone with a WoW skin. Just play FFXIV instead. Please. Nobody will miss you.
this is such a false equivalency that it makes my head spin: I don't go into the grocery store with the sole intent of completing content via coordination and cooperation. It doesn't matter what games did before EQ and WoW: I don't know about EQ, but WoW has always presented group content for higher gear rewards. It's been that way for close to 20 years now. Why would people have the motivation to engage in other content if WQs can suddenly drop oodles of Mythic+ items? It goes against the way the game is designed, and the genre.
Keep in mind that what you are saying essentially is that it's unfair for raiders to have to do world content but totally fair for world content players to have to do raids if they want any enjoyment of progression in the game. This comment makes it clear that people don't mind forcing others to do things those others don't want to do but don't want themselves forced to do things they don't want to do. You want your enjoyment funded off the backs of people who are mostly unhappy with what is offered to them because there are simply not enough raiders and such to keep the game afloat at the current level of content provided to those raiders.
Most other games tell the raiders "tough luck" and expect them to suck it up and do things they don't really like, but there's got to be a solution at some point that makes everyone happy. That solution, I believe, is content-separated stats. But, as I said earlier, I don't think they'd do that because it would expose the lack of interest in the group content that Blizzard's developers love best.
World pvp has literally nothing to do with raid gear. Players in mythic gear get merced by players in even 1800 gear because of versa's importance in pvp.
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World content doesn't even need to exist most other games barely bother with it and they certainly don't tell raiders they have to do dailies for it. The most cited one is ffxiv where you still get full geared by doing actually content not random world stuff. If blizzard didn't put out huge wastes of time like zm and instead put out 3 plus more dungeons per patch and had a more consistent six month raid cycle with smaller raids it would be great for the game and would lead to much less burnout. Sadly for some reason they still think Timeless Isle was why people subbed instead of why they burned out and unsubbed.
Even the most played "single player" content in ffxiv is still group content like palace it just doesn't require organized play and it gives largely cosmetic rewards.
Last edited by Xath; 2022-09-24 at 01:09 AM.
Why not? The principle of having more content for more people is a good thing. Why anyone would actually argue against it is the baffling thing. It doesn't actually impact what people currently play any more than Classic WoW existing alongside. Every single argument against Solo play is a repeat of the same things people talked about with Classic coming back. Let them play on Private servers, don't split the community, those people should just learn to play modern WoW, we don't need to cater to more groups, etc etc. Why? Classic WoW hasn't killed anything, and still requires Blizzard's effort to push out, and is popular without impacting current WoW. I don't see a separate progression mode killing group content any differently here.
We basically had this with the raid gems in 9.1 and it was awful. What it actually ends up doing is making it really hard to cross pollenate, and the entire game ends up very siloed. You basically can't "casually" do anything.
(it exists now with pvp gear too and it just makes fewer people participate in general, same as Resilience did)
Last edited by Visas Marr; 2022-09-24 at 02:48 AM.
Thats not what I said at all, and I would really appreciate it if you didn't put words into my mouth. I stated that the difficulty becomes providing a progression that doesn't interfere with content that other people do not want to participate in. I then cited examples of single player content that exists in the game that provided players with progression, that wasn't gear related since that was the solution in the past.
Not once did I tell players that focus on World Content, that they needed to raid if they wanted gear.
Again, putting words into my mouth. Open world players have progression and I believe that they should have it. However as I said the effort of either running Mythic + or Putting together a raid team out weighs the effort put forth by World Content. As such they get a progression system (and a very solid one at that) that gives them all the way up to normal raid gear (252) prior to Season 4. The issue isn't that open world players don't have progression, is that they're not satisfied with where it stops.
The issue with offering high level gear for a solo player experience is either...
A.) Its an absolute slog that doesn't respect your time.
or
B.) It becomes a mandatory thing that PvPers and Raiders have to interact with if they don't want to be a hinderance to their teams.
Do you have examples of this? Outside of Destiny 2, I don't know of other game that give its players the highest item level gear without participating in the hardest content. Even than Destiny still provides large advantages to raiders with things like Faster Progression, Unique Weapons that cannot be found in outside of the raid, and Exotic Weapons that are sometimes game breaking (EG Anarchy). I know FFXIV still requires players to do group content to get at least some what decent gear with Tomestones, and the best comes from Savage raiding.
So to my knowledge its not just a Blizzard thing.
Curoar, Arms Warrior of 15 years.