1 player instance appreciated

1 player instance appreciated

in Flame and Frost

Posted by: Imarion.1650

Imarion.1650

Hello,
just to say I appreciated to be able to do the instances in solo.

I had like to see more of this (solo instances) and even applied to the original dungeons. Or even better, adapt the difficulty based on the number of team members (be it 1).

Imarion

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Posted by: Punk Rogue.9856

Punk Rogue.9856

I wholeheartedly agree. I prefer solo, it allows me to take time to enjoy an area without having to always run and gun with a group or having to wait… and wait, while trying to put a group together.

On a similar note, I ran the Adventure Box the first time with a group and it was highly annoying how my group just wanted to get to the end to feed their face with the reward. When I tried successfully to solo it I was ecstatic that I could.

The world will be a spectacular place if eventually dungeons could also scale to allow for a solo player.

My guild has one person. Me. I like me, I entertain me. Whenever I want to talk to someone new, there’s plenty of people in town and in the world to. Sure, it’s slower to build something like a guild vault, or as I call it my bonus backpack, but it suits me just fine.

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Posted by: Dark Jericho.8609

Dark Jericho.8609

I too would really appreciate the original dungeons as well as future ones to be solo-able, pretty much for the exact reasons stated in Punk Rogue’s post.

It’s nice to be able to just go at your own pace and admire the environment of the dungeon you’re in and not be rushed by other players to the end for the chest.

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Although I’m in a guild with my best RL-friends, most of the time I can only play late at night when everyone is sleeping. I appreciate this 1-man content too I’m happy to talk to my friends about the instance even when I have not enough time to play with them.

I liked how the new hero-npcs (do you see what I did there?) acted during battle… quite active and some skill-usage here and there. Could be more, but definitely an improvement

http://gw2style.com/index.php – show your look and rate others – great filters!!

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Posted by: Malediktus.9250

Malediktus.9250

No. Play a solo game if you want to solo stuff. We dont need to trivialize content further. Most parts of the dungeons are already soloable if you are decent.

1st person worldwide to reach 35,000 achievement points.

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

No. Play a solo game if you want to solo stuff. We dont need to trivialize content further. Most parts of the dungeons are already soloable if you are decent.

who are you to talk like this for all players? I know a lot of people who prefer playing alone from time to time, IN their favourite mmo. It doesn’t have to be trivial if it’s designed intelligently. Of course, it shouldn’t replace a dungeon.

http://gw2style.com/index.php – show your look and rate others – great filters!!

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Posted by: Malediktus.9250

Malediktus.9250

There is enough faceroll solo content ouside of instances.

1st person worldwide to reach 35,000 achievement points.

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

There is enough faceroll solo content ouside of instances.

I’m not talking about faceroll content. Are you of the opinion that it is impossible to design interesting challenging content for one player?

http://gw2style.com/index.php – show your look and rate others – great filters!!

(edited by Marcus Greythorne.6843)

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Posted by: Mastruq.2463

Mastruq.2463

yea one player is nice but actually solo players have the outdoor world to explore and play in that ranges from very easy to kinda easy (sorry no hard content, wish there was). However, people that want to play with 1-2 friends have NO interesting content at all unless they want to tackle the instances designed for 5 players (which might work on some, to a degree, but is not practical).

So instead of your suggestion for more solo content, I want content tuned towards 3 players. That fills the content void between the solo player and the 5-player group.

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

I mainly play in a group of two.

I don’t think anybody’s request is unreasonable. The Flame and Frost instances scale, so you can solo them or play them with 5 people.I like to play with my friends, but I don’t like to be forced to PUG when my friends happen to be offline.

I +1 the OP, I’m also grateful for this and hope there will be more scaling instances in the future.

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Posted by: EndlessDreamer.6780

EndlessDreamer.6780

They design content for single players.

They also design content for multiple players.

They try to please both groups while still keeping the game challenging. I appreciate that. That’s why I don’t mind the 5-player content or the 1-player content.

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Posted by: Fiontar.4695

Fiontar.4695

The game has so many tools and mechanisms built in to allow for all sorts of content scaling that it’s an absolute design crime that dungeons can’t scale to party size and also offer Expert Mode for those who want even more of a challenge.

Arenanet have completely missed the boat on Dungeon content scalability for the game. WildStar is planning to offer dungeons that can scale from one player up to raid size groups. GW2 should have been the first to do so, but it seems Dungeons are one area of MMO game play where they failed to innovate and rebuild design expectations from the ground up.

GW2, in pretty much every other area of the game, has proven that content that can scale to any character and any amount of people IS THE WAY to design a contemporary MMO. Proper scaling, with additional optional difficulty modes, could allow the game to cater Dungeon Content to a large swath of players from Casuals to Hardcore. I’m still rather confused as to why they have failed to produce on this front.

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Posted by: Raire.7983

Raire.7983

I still can’t understand why we can’t all have what we want. Story Mode should be a scaling, casual-friendly intro to dungeons. Explorable Mode for hardcore teamwork. Why is that too much to ask?

Anyway, passing on forced grouping, as usual. I hadn’t gotten round to checking out the instances yet (blame SAB!), and now I know where they’re leading, it’s unlikely I will. Sorry.

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Posted by: Blur.3465

Blur.3465

I completely and totally agree with OP!
Adding scaling would please everyone!
I hate being rushed and even yelled at if I say I wish to watch cinematics or go at my own pace…I simply adapt to the group then and just follow as they please…
I too play in a group of 1 or two friends and we all hate being forced to PUG a group. We have a small guild and we like it that way…doing things at our own pace…and I hate being crippled like this, I love dungeons, yet I hate having to PUG. Scaling would solve everything for everyone and I sincerely hope ANet considers this…
GW2 is unlike other MMO’s and by adding this, it would break yet another annoying thing about standard MMO’s.
I am aware it is an MMO, and if I like doing things at my own pace and with my friends, that doesn’t mean I am anti-sociable… -.-
I love helping players and Tyria offers helping people without having to group with them.
Forced grouping should certainly be out of the way.
Who wants challenge and big groups can still team up and do hard-core content, thanks to scaling which would boost the strength of mobs and boost the rewards too.
This wouldn’t damage anyone, yet it would help many.

Feanor

(edited by Blur.3465)

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Posted by: Vorsakan.8259

Vorsakan.8259

I rather suspect these threads don’t have any effect, but I cannot pass up any opportunity to support calls for solo versions of content.

Fully support designing of 5+ person content for the teaming-inclined, but cannot support that group-only content has 8 of the 11 end-game item sets & is about to get a 9th.

If the team-play experience is indeed it’s own reward, start opening the loot up to other models!

P.S. Much appreciated the solo living story instances we did get, even though they didn’t stretch all the way to the finale. New areas of maps – you’re pushing the boat out, living story team!

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Posted by: Siphaed.9235

Siphaed.9235

Hello,
just to say I appreciated to be able to do the instances in solo.

I had like to see more of this (solo instances) and even applied to the original dungeons. Or even better, adapt the difficulty based on the number of team members (be it 1).

Imarion

1) No.

2) Not going to happen.

3) Social game, some grouping required.

4) Dungeons = groups :: Dynamic Events, Personal Story, & Hearts = solo content.

5) Wasted development time to try to make group based content balanced for individual play (balancing mobs, in-dungeon puzzles, rewards, etc.).

6) MMORPG = Massive MULTIPLAYER Online Role Playing Game. MMORPG =/= Massive Singleplayer Online Role Playing Game. (That’s why there are single player RPG’s such as Skyrim, The Witcher, Mass Effect, and so on. )

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Posted by: Dark Jericho.8609

Dark Jericho.8609

3) Social game, some grouping required.

Social game doesn’t mean anything absolutely has to be group required.

4) Dungeons = groups :: Dynamic Events, Personal Story, & Hearts = solo content.

Quite a few dynamic events are designed for group requirement in order to complete, so no, it’s not exclusively “solo content.”

5) Wasted development time to try to make group based content balanced for individual play (balancing mobs, in-dungeon puzzles, rewards, etc.).

Scaling already exists in-game so calling it wasted development time is really grasping at straws.

6) MMORPG = Massive MULTIPLAYER Online Role Playing Game. MMORPG =/= Massive Singleplayer Online Role Playing Game. (That’s why there are single player RPG’s such as Skyrim, The Witcher, Mass Effect, and so on. )

Doesn’t make even the tiniest bit of difference if there are options to do everything solo whilst people who want to group are not impeded in the slightest by said solo option. As Fiontar pointed out in his post, ArenaNet already possess the necessary tools to give both solo and group players what they want.

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Posted by: Kruhljak.2705

Kruhljak.2705

5) Wasted development time to try to make group based content balanced for individual play (balancing mobs, in-dungeon puzzles, rewards, etc.).

Scaling already exists in-game so calling it wasted development time is really grasping at straws.

Not to mention that effort will never be wasted if it satisfies the desires of enough players. How many players are in “our” boat, one way or the other, is a question that would be interesting to see answered. I wonder if ANet has ever studied the topic.

6) MMORPG = Massive MULTIPLAYER Online Role Playing Game. MMORPG =/= Massive Singleplayer Online Role Playing Game. (That’s why there are single player RPG’s such as Skyrim, The Witcher, Mass Effect, and so on. )

Doesn’t make even the tiniest bit of difference if there are options to do everything solo whilst people who want to group are not impeded in the slightest by said solo option. As Fiontar pointed out in his post, ArenaNet already possess the necessary tools to give both solo and group players what they want.

I play MMOs to be in a game world that’s populated by other players, not necessarily to directly interact with them on a regular basis. In fact, the nature of GW2’s DE system and how it draws players together to manage an event explicitly serves the solo player mindset. I’m sure that’s not unintentional, at least to some degree. The issue is that there is a great deal of content (and rewards) that would otherwise be appealing to solo-inclined players that is, essentially, blocked off unless they willfully forego their favored style of play. Not so in the other direction, which is not necessarily an issue of unfairness, but rather a point of fact.

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Posted by: mojowalker.3798

mojowalker.3798

I have to agree with the points made here — since the game is designed for hundreds upon thousands of viewpoints, the more flexibility available the better. I’m a solo player as well and have steadfastly avoided dungeons since day 1 because I’m not able to solo them (and while some may say with the right amount of skill that’s possible, I’m also not talking about going through a dungeon a few dozen times to learn every nook and cranny so I know which spots to avoid because as a solo player I will be squished). And I thoroughly enjoyed the fact I could complete the F & F content without spending time looking around for a group. It would be greatly appreciated if future content allowed for the same options (solo or group w/scaling), and would be even more greatly appreciated if existing content could be reconsidered for those options as well.

“If you can’t beat them, get a bigger stick.”
- Some random quote -
The Walkers and the Whispers, ANVIL ROCK

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Posted by: Azzer.8137

Azzer.8137

Guild wars 1 had solo content (with henchmen and heroes) which basically made the game an entire solo experience because people did not bother to group up i do NOT want that to happen again and that is what your suggestion will do, if you prefer to play solo you can not do a dungeon which is fine because not everything is catered to every one that plays.

Also as someone mentioned you can solo most dungeons already if you aren’t bad so just look up some guides and go solo those dungeons so far dungeons/tPvP is the only thing that requires grouping up with people so it’s the smallest portion of the game that you actually miss.

Making every dungeon solo will make the game a singleplayer game (like it happened in GW1) and no one wants that, you can already solo Rox and Braham instances so there is your “solo” instance to do.

Personally i don’t like groupin up that much either but playing in an MMO some social interaction is necessary.