Single Player End Game Content Question

Post » Thu Feb 13, 2014 2:46 am

I am plan on doing the group end game content. I can only do that at night when rest of the house hold is asleep.

During the day, I can play off and on, but I will be called away at random times and that is bad for group content.

Here is my question:

Will there be end game for single / solo players? I can do content like that during the day time hours.

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roxxii lenaghan
 
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Post » Thu Feb 13, 2014 1:00 am

Well, noone really knows except for the devs. But going by various interviews, it seems there will be solo content as well as group content.

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Tamika Jett
 
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Post » Thu Feb 13, 2014 12:19 pm

Uhm play the way you like :P I am very sure there are alit of things to do, cant point out specifics now though, if that is what you want.
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Minako
 
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Post » Thu Feb 13, 2014 6:23 am

^^ This and probably the most obvious will be crafting and any unfinished quests. I'm sure there will be more than these two options though.

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Stat Wrecker
 
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Post » Wed Feb 12, 2014 9:13 pm

Endgame needs to be non-solo

Allow me to clarify... The leveling process is personal. It marks the individual development of characters in the gameworld. Solo-able content throughout that process should be expected and encouraged. But once Level 50 is reached and the character has grown as much as it can in that process, it is time to treat everyone the same in the world.

Now I need to clarify that non-solo does not mean forced grouping. There should be plenty of activities at endgame that players can undertake on their own. What would make them non-solo is the activities could yield results that extend to others, rather than merely for self gratification. An example could be crafters making consumables needed for the war effort in Cyrodiil, submitting them to a collective pool of resources which can be distributed among all areas under factional control. This way, even someone not into PvP can help their faction in the effort to secure the throne.

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Jenna Fields
 
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Post » Thu Feb 13, 2014 12:46 am

Just looking for ideas -- I know about solo questing and crafts, but anything else? Like single player dungeons for level 50's? There is 50+ and 50++ content also.

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Annika Marziniak
 
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Post » Wed Feb 12, 2014 11:44 pm

Nothing is really known about end game content, but I'm gonna guess heavy on crafting, pvp if you do, shard collecting, lore collecting, doing other faction maps, and lots of public dungeon running. Keep in mind, the best gear in the game will probably come from crafting.

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Antonio Gigliotta
 
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Post » Thu Feb 13, 2014 12:50 am

The 50+ and 50++ content is doing the other faction's level 1-50 content

Level-50 dungeons would be a good thing. But rather than uber gear as the reward, it should be crates of supplies consisting of rare crafting components or raw materials that can be used by a lot of people. Now we are talking rare stuff that you might find one or two of out of a hundred in normal resource gathering efforts. These crates would have a very large number of these, which could be spread out over time to maximize their worth.

The objective of these solo-raids would be to find anything that might be of use to the faction.

Like I said, at endgame it needs to stop being about "just me" and start being about community contribution. Even if the means by which I contribute do not involve grouping with others. I may not have trade skills that use certain raw materials or components I may find in a solo dungeon. But I know that others will be able to use them. this will help drive the player-driven economy.

And in my opinion, in the battle at Cydodiil, there should be a lot of things that need constructing that can be destroyed and need replacing, hence am on-going demand for crafters both back home and in the field. Crafters don't necessarily have to keep making and selling armor and weapons to the same players to be effective. But every crafting profession needs to have end-game applications so when they reach that stage there is always a need for their services.

Siege engines and the components needed to keep them in working order. travel rations to aid the movement of troops and goods between keeps under factional control. Weapons and armor crafted and submitted to "the troops" to increase offensive and defensive bonuses for those regions kept well supplied.

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April D. F
 
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Post » Thu Feb 13, 2014 3:05 am

Depending on how extreme you get into end game group content, ie raids, then you might do alot of farming and prep work for raids. Gathering, organizing, officer or raid-leader type stuff, helping your group to be fully stocked and loaded for next raid.

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Tom Flanagan
 
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Post » Wed Feb 12, 2014 8:52 pm

Suffice to say that I have only got to 17 in the beta and I know I will have loads to do just like when we reached Max level in elderscrolls: Skrim pre-legendary.

The shear amount of crafting, gathering nodes, skyshards, exploration, adventure zones and other stuff ;)

I don't raid anymore and tend to be a lone wolf these days but love the social part of MMOs as in I don't like being alone in the world even though I tend to be a soloist.
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Jade
 
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Post » Thu Feb 13, 2014 7:18 am

I know the feeling, I do chat a lot with my guild, just can't do group content with during the day light hours. I do dungeons with them at night instead.

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Jesus Sanchez
 
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Post » Thu Feb 13, 2014 7:15 am

this topic thread is a perfect example of why we need "hireling NPC's" that we can summon at anytime inside of caves or dungeons and they should be scaled to our level, so that if we are 50+ they will also be 50+, and if we are lvl 4 they will be the same level as us lvl 4.

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Aman Bhattal
 
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Post » Wed Feb 12, 2014 11:41 pm

Not sold on that idea, sorry. IMHO, that just will take away too much grouping aspect in the game and social interaction. Idea of a guild is to make friends and such. Why go threw the trouble with people if we just use NPC all the time? Meeting and hanging out with people is part of the MMO experience. Have a summon NPC to help with does not the goal of game, IMHO. There is also balancing issues to deal with as well.

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roxanna matoorah
 
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Post » Wed Feb 12, 2014 9:09 pm

MMORPG doesn't mean MMO co-op. After more than two decades of playing this is something that people should start to undestand... don't you think?

There are several other types of social interactions in MMORPGs that do the difference between playing in a world full of PCs and a world full of NPCs.

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kasia
 
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Post » Thu Feb 13, 2014 3:43 am

The disconnect in these games is always the bridge between "I want to play with a few friends and feel like I've accomplished something", and "I want to do full raids with hard to get rewards so I can feel like I've accomplished something."

Usually the small group rewards are so inferior as to negate them entirely. I remember when I played WoW, which was my first game I attempted raids in (aside from Dragons in DAoC, but that wasn't the same), the gear imbalance was so massive between those with the best "blue" gear and those in raid gear as to make skill or teamwork a moot point in PvP content. This is why I've always been a fan of crafting being a source for the best gear, like in DAoC (at least, prior to ToA). Raid content provided respec stones, bragging rights and trophies, but didn't cause those who can't invest 4 hours in one sitting multiple times a week to be unable to participate.

There is really no reason to make it so raid gear is equal to gear you can get through small group questing, but with superior aesthetics, and taking fewer total hours to receive. If it takes 3 raids of 4 hours each (including setup and organization time) to get a piece of end-game equipment, then I don't think 20 hours of solo/group content to get the same item with a less impressive skin is unreasonable at all.

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Elizabeth Davis
 
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