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Djeserit
11-18-2008, 12:25 AM
It seems like increasing the solo playability of DDO is a major development goal. Changes like the new Hirelings, removing the 'death penalty', and making shrines reset on norm all seem to be intended to help solo players.

Shrine resets and the death rule changes seem helpful to me, but Hirelings seem like a major waste of dev time. The AI challenges are just too great in this game.

I have a couple of ideas I think would be better. Please comment on my two ideas and add your own.

1) Add an xp bonus for completing a quest with less characters:
+5% if 3-4 toons enter the quest
+10% if 2 toons enter
+15% if only one toon enters
Because if you are soloing, you often have to do quests one or two levels below your character level (unless you have uber twink gear or use plat farmers).

2) Remove the save auto-fail on a natural one
This is what prevents me from soloing many quests.

Edit: a lot of people seem to be against the idea of making DDO a more solo game. I'm with you. I like to group. But wake up! Turbine is determined to make this a solo-friendly game. So let's try to help them do so in a way that preserves what is great about the game. Don't try to hijack my post. If you disagree with the premise, start your own post and complain to Turbine, not me.


...

Lithic
11-18-2008, 01:58 AM
I definately do not agree with the undermanning bonus. In a group-oriented game you don't want to give people excuses to exclude others. There use to be a similar bonus to raids (2 guaranteed drops per group, no matter the number of players), which led to the unguilded, or small-guilded having not much of a chance of getting into a raid, let alone any loot. Now a days there are pugs for all the decent raids every day (no I don't count the abbot cause it is broken, and DQ takes too much flagging to bother with at this point).

I'm with you on the auto-fail though. I wish there was some sort of "confirmation" for the auto-fail just like on a crit, so that a lvl 3 kobold shaman doesn't land every 20th DC 13 hold person spell on a paladin with 58 will save. Unfortunately thats how it is supposed to work, so I can't see it being changed.

Uska
11-18-2008, 02:28 AM
If you dont always fail save on a 1 then its silly and not really dnd. You shouldnt get a bonus for less party members as this is a mmo you should get a small bonus if you have a party maybe 5% for 6 members in a nonraid and for a raid you would need 12 to get the same bonus. Dont encourage solo encourage groups:)

BurningDownTheHouse
11-18-2008, 02:38 AM
Altough it's sometimes fun to solo, this is not what this game is about.
I think the current state of things solowise is fine, it shouldn't become too easy or too rewarding imo.

query
11-18-2008, 03:31 AM
D&D is about the group. Even if this *IS* classified a Multiplayer Online game named "MMORPG," it still follows the D&D concept that you group together to play INSTEAD of soloing.


Changes to this in experience rewarding D&D solo acts underwrites the core basics of D&D, and it is no longer such. Even when D&D has "solo" adventures, it is for a player and a DM (a real live person BTW,) to run. Like DDO, these adventures are in the minority compared to the rest of the missions made for 3-6 players.

So if you want to solo a MMORPG, the only change you need to do is change your Dungeons and Dragons Online game to World of Warcraft Online.

(And enjoy your 45 minutes getting to your quest, being bored out of your mind collecting the skins slaying animal 3645 and no hide, then deciding to spend hours setting up that raid, and losing the treasure because you didn't twitch fast enough.)

Lorien_the_First_One
11-18-2008, 05:48 AM
If you dont always fail save on a 1 then its silly and not really dnd. You shouldnt get a bonus for less party members as this is a mmo you should get a small bonus if you have a party maybe 5% for 6 members in a nonraid and for a raid you would need 12 to get the same bonus. Dont encourage solo encourage groups:)

What he said.

D&D is a group game.

MMOs are group games (or should be, why else be playing online?)

The autofail on a 1 is a nice feature of D&D, just as you want to simulate that great success with a 20 you need a fumble.

Nevthial
11-18-2008, 07:02 AM
I solo & duo quite a bit, however I am FIRMLY against making DDO a "solo friendly" game any more than it already is. I like to run in groups when I have the time & inclination to do so and feel that if anything, a quest run by a full group should recieve more benefit, not the other way around. We are suffering for players as it is..........

Mysteria8874
11-18-2008, 07:24 AM
I solo quite a bit, and my husband and I duo quite a bit. However, with that being said, this is not a solo game, and no, I do not believe that turbine is trying to make it a solo game. D&D is and always has been about the group. This is a grouping game, and what pulls people in is the hope of grouping. Pulling away from that is removing one of the best things about this game.

The hirelings imo are not intended to make soloing easier. They are just something to help us out. Can we use them to solo? Yea, and once you get the ai down, one can do it quite well. However, this is a nitch game. Sadly nitch games only get so many new players.

With so many mmorpgs out there, every game other than wow only has so many players. Grouping in a lot of games after the first few years becomes harder and harder. They hirelings are imo, just ment to fill in holes. The ai isnt designed to relplace a player, and it shouldnt be. They are just good enough to slap into a group.

VonBek
11-18-2008, 07:46 AM
I'm OK not getting special treatment for choosing to play the game, solo. Heck, maybe players who group need the bonus. After all, they needed help to finish the quest. :D Further, I do not need the chance of success removed - it goes with removing the chance for failure, you know?

A solo friendly easy-button cheapens the experience, at least for me.

TANSTAAFL

(Lorien: I like this setting. I like the way Turbine built the game. That's one person's reason. I have no use for WoW, NWN, or the other wanna be's. :) )

Vyctor
11-18-2008, 07:50 AM
[QUOTE=
Because if you are soloing, you often have to do quests one or two levels below your character level (unless you have uber twink gear or use plat farmers).
...[/QUOTE]

I have a problem with this statement. You don't have to use either to solo quests. Smart, effecient game play gets a solo artist much farther than twink gear.

Bogenbroom
11-18-2008, 08:11 AM
Strongly disagree with the proposal.

I solo *a lot* because I can play often, but can rarely be guaranteed of uninterrupted time. But we want to encourage grouping, and even full grouping, as much as possible. Without grouping this game falls apart pretty quickly.

My impression has been that making it easier to short man quests (not necessarily solo) is really directed at the mid-game where putting together full groups can sometimes be difficult, especially for some of the quests that don't put out great deals of XP.

I also disagree with XP bonuses for either short manning or full manning. I think the last thing the game needs is a way to speed through all of the mid game content to a congested end game. I would advocate more for a ramp up of the favor system as a way to guide folks to quests done less often. And favor bonuses for doing them in proper level. JMHO

MrCow
11-18-2008, 08:14 AM
Because if you are soloing, you often have to do quests one or two levels below your character level

Hardly. :p

Usually it boils down to quest knowledge and effective self-reliance. Although sometimes it comes down to patience too.


Monastery of the Scorpion Elite as a 13th level (6 level difference).
(http://i9.photobucket.com/albums/a74/Ukenburger/Forum/ScreenShot00042.jpg)Running with the Devils Elite as a 16th level (2 level difference) (http://i9.photobucket.com/albums/a74/Ukenburger/Forum/ScreenShot00476.jpg)
Ritual Sacrifice Normal as a 16th level (same level) (http://s9.photobucket.com/albums/a74/Ukenburger/Forum/?action=view&current=ScreenShot00493.jpg)
Coalescence Chamber Elite as a 16th level (2 level difference) (http://s9.photobucket.com/albums/a74/Ukenburger/?action=view&current=ScreenShot00456.jpg)
Trial By Fire Elite as a 13th level (2 level difference) (http://s9.photobucket.com/albums/a74/Ukenburger/Screenshots/?action=view&current=TrialByFire.jpg)
From Beyond the Grave Elite at level 12 (1 level difference) (http://s9.photobucket.com/albums/a74/Ukenburger/Screenshots/?action=view&current=FromBeyondTheGraveElite.jpg)
Invaders Elite at level 12 (2 level difference) (http://s9.photobucket.com/albums/a74/Ukenburger/Screenshots/?action=view&current=Invaders.jpg)
Chamber of Rahmat Elite at level 12 (same level) (http://s9.photobucket.com/albums/a74/Ukenburger/Screenshots/?action=view&current=TheChamberOfRahmat.jpg)
Chamber of Kourush Elite at level 12 (1 level difference) (http://s9.photobucket.com/albums/a74/Ukenburger/Screenshots/?action=view&current=TheChamberOfKourash.jpg)

By the way, I realize that all of my examples are of the higher levels, but they are the only examples I have.

Milolyen
11-18-2008, 08:27 AM
It seems like increasing the solo playability of DDO is a major development goal. Changes like the new Hirelings, removing the 'death penalty', and making shrines reset on norm all seem to be intended to help solo players.

Shrine resets and the death rule changes seem helpful to me, but Hirelings seem like a major waste of dev time. The AI challenges are just too great in this game.

I have a couple of ideas I think would be better. Please comment on my two ideas and add your own.

1) Add an xp bonus for completing a quest with less characters:
+5% if 3-4 toons enter the quest
+10% if 2 toons enter
+15% if only one toon enters
Because if you are soloing, you often have to do quests one or two levels below your character level (unless you have uber twink gear or use plat farmers).

2) Remove the save auto-fail on a natural one
This is what prevents me from soloing many quests.


...

Ummm no ...

1) hirelings I have said before and say again ... don't look at hirelings in and of themselves ... look at the ai and other tech they are putting in with them. One thing people have been asking for is better pets in this game and not just fodder that they are now. The ai and tech on hirelings once perfected will make pets a lot better. Then also there is animal companions for rangers and druids which is more than likely the primary goal of hirelings along with giving us something to play with when we can't fill groups.

2) Removing the death penalty was more likely done in order to find a way to make death more punishing at cap and there where many complaints from more casual players that ended up in bad pugs. The solo play from this was just a side effect.

3) Shrines reseting ... still not really sure why they even bothered to do this.

As I have seen others say already ... The goal of these game is to get together with friends, have a good time, and kill some ****. A push to make the games focus on soloing is NOT a good idea.

Milolyen

Vyctor
11-18-2008, 08:29 AM
Ummm no ...

3) Shrines reseting ... still not really sure why they even bothered to do this.

Milolyen

My guess is that it has something to do with the ability in PnP D&D to at any point decide, "Hey we're gonna set up camp and rest here."

Granted the location of that is not always a good idea, but it is an avenue available.

Lorien_the_First_One
11-18-2008, 08:33 AM
(Lorien: I like this setting. I like the way Turbine built the game. That's one person's reason. I have no use for WoW, NWN, or the other wanna be's. :) )

Of course... I was too strong in my inference that everyone should group, to each his own. I guess I meant that I thought that the strength of D&D and MMOs was in the ability to group and work together and that the dev focus should be in that direction.

Ringos
11-18-2008, 08:59 AM
I would vote against any bonus for short-manning. Points already brought up as to why.

Zenako
11-18-2008, 11:33 AM
No need to make it any easier to solo. That is part of the point of soloing, to face a challenge and overcome it. (and to that end, use of hirelings violate that spirit as well).

DDO is designed and intended to be a group effort, and quests are designed with that in mind (which is why the handful of quests that cannot be soloed are due to simple requirements of needing to be in multiple places at the same time...ie a group. I don't think they is any quest which cannot be soloed due to its core difficulty level.

Solo play requires the 3 P's: Patience, Persistence and Practice. Without all three, you will die. My ranger requires patience (waiting for manyshot to reset for example before waking up the next set of mobs), or spending the extra time to sneak past mobs you do not need to fight.

You do not need to be over level on the quests to take them on, if you play smart. By that I mean the tactics of solo play are different than the tactics of group play. It does not require uber gear, but it does require using the best method you have available to defeat the opponents at hand. For a caster, that might mean just charming some of them and let the mobs sort it out while you move past them.

ah well this has diverged from the OP a bit, but no, no need to make solo play any easier than it already is....

Tin_Dragon
11-18-2008, 11:49 AM
If you want to solo, go get Return to the Temple of Elemental Evil, have fun. This is a Group game.

miceelf88
11-18-2008, 12:41 PM
I don't agree with any of the proposals. I think the state of solo game is fine as is.
That said, this whole "go play WWO" or "you should never solo" or whatnot is really an overreaction. Lotsa people play ddo. Some of us like to solo at least some of the time. I don't think that makes us bad people or bad DDO players or whatever.

we tend to forget how bad the group thing can be until one finds a set of folks to group with (or knows who to avoid). A new/casual player can often encounter either people who make the quest harder than it would be solo OR the experts who yell at them because they're not twinked or don't know that they shouldn't step on the red sand or because they didn't realize that they need X item or should have X spell memmed. In that situation, better to solo or at least attempt it with a quest at least until you get a sense of what to expect out of it.

Other point for solo- the vast majority of DDO quests rarely get run. A player who isn't into the ransack rinse repeat approach to leveling, but wants to experience all of the game is going to have trouble getting a group going for some quests. In that instance, better to solo than sit around with your thumb up your butt.

dameron
11-18-2008, 12:41 PM
It's amazing how if you repeat something that's not true over and over it becomes conventional wisdom.

The truth is D&D has a long and well established history of being a solo friendly RPG (some with out even a DM, OMG!) with quite a few modules published by TRS and WotC either as full fledged standalone modules or in the pages of "Dungeon" magazine.

And XP in PnP absolutely does scale based on party size.

Turbine has been progressively making the game more solo friendly since it became obvious that the grouping mechanism was turning off huge number of players (and losing Turbine subscriptions) and I don't see them slowing down or stopping that trend at all.

I fully expect an X-Box version of DDO given the revamped character generation system and hirelings. That's probably the mysterious project they've kept under wraps for so long. I also fully expect by that time much of DDO will be very, very solo friendly.

Turial
11-18-2008, 02:21 PM
Hardly. :p

Usually it boils down to quest knowledge and effective self-reliance. Although sometimes it comes down to patience too.


Monastery of the Scorpion Elite as a 13th level (6 level difference).
(http://i9.photobucket.com/albums/a74/Ukenburger/Forum/ScreenShot00042.jpg)Running with the Devils Elite as a 16th level (2 level difference) (http://s9.photobucket.com/albums/a74/Ukenburger/Forum/?action=view&current=ScreenShot00493.jpg) *
Ritual Sacrifice Normal as a 16th level (same level) (http://s9.photobucket.com/albums/a74/Ukenburger/Forum/?action=view&current=ScreenShot00493.jpg) *
Coalescence Chamber Elite as a 16th level (2 level difference) (http://s9.photobucket.com/albums/a74/Ukenburger/?action=view&current=ScreenShot00456.jpg)
Trial By Fire Elite as a 13th level (2 level difference) (http://s9.photobucket.com/albums/a74/Ukenburger/Screenshots/?action=view&current=TrialByFire.jpg)
From Beyond the Grave Elite at level 12 (1 level difference) (http://s9.photobucket.com/albums/a74/Ukenburger/Screenshots/?action=view&current=FromBeyondTheGraveElite.jpg)
Invaders Elite at level 12 (2 level difference) (http://s9.photobucket.com/albums/a74/Ukenburger/Screenshots/?action=view&current=Invaders.jpg)
Chamber of Rahmat Elite at level 12 (same level) (http://s9.photobucket.com/albums/a74/Ukenburger/Screenshots/?action=view&current=TheChamberOfRahmat.jpg)
Chamber of Kourush Elite at level 12 (1 level difference) (http://s9.photobucket.com/albums/a74/Ukenburger/Screenshots/?action=view&current=TheChamberOfKourash.jpg)

By the way, I realize that all of my examples are of the higher levels, but they are the only examples I have.

* These two are the same picture.

MrCow
11-18-2008, 02:26 PM
* These two are the same picture.

Woops, fixed. :p

Turial
11-18-2008, 03:00 PM
Woops, fixed. :p

Your running with the devils still needs some work. ;)

MrCow
11-18-2008, 03:05 PM
Your running with the devils still needs some work.

Oh good lord, I did the same mistake twice. I "think" I fixed it this time, but if I didn't... ignore it! The picture exists somewhere on the forums anyhow.

Djeserit
11-18-2008, 03:35 PM
Hardly. :p

Usually it boils down to quest knowledge and effective self-reliance. Although sometimes it comes down to patience too.


Monastery of the Scorpion Elite as a 13th level (6 level difference).
(http://i9.photobucket.com/albums/a74/Ukenburger/Forum/ScreenShot00042.jpg)Running with the Devils Elite as a 16th level (2 level difference) (http://i9.photobucket.com/albums/a74/Ukenburger/Forum/ScreenShot00476.jpg)
Ritual Sacrifice Normal as a 16th level (same level) (http://s9.photobucket.com/albums/a74/Ukenburger/Forum/?action=view&current=ScreenShot00493.jpg)
Coalescence Chamber Elite as a 16th level (2 level difference) (http://s9.photobucket.com/albums/a74/Ukenburger/?action=view&current=ScreenShot00456.jpg)
Trial By Fire Elite as a 13th level (2 level difference) (http://s9.photobucket.com/albums/a74/Ukenburger/Screenshots/?action=view&current=TrialByFire.jpg)
From Beyond the Grave Elite at level 12 (1 level difference) (http://s9.photobucket.com/albums/a74/Ukenburger/Screenshots/?action=view&current=FromBeyondTheGraveElite.jpg)
Invaders Elite at level 12 (2 level difference) (http://s9.photobucket.com/albums/a74/Ukenburger/Screenshots/?action=view&current=Invaders.jpg)
Chamber of Rahmat Elite at level 12 (same level) (http://s9.photobucket.com/albums/a74/Ukenburger/Screenshots/?action=view&current=TheChamberOfRahmat.jpg)
Chamber of Kourush Elite at level 12 (1 level difference) (http://s9.photobucket.com/albums/a74/Ukenburger/Screenshots/?action=view&current=TheChamberOfKourash.jpg)

By the way, I realize that all of my examples are of the higher levels, but they are the only examples I have.

Out of your nine examples, only two are same level. I call 7/9 = often. Thanks for illustrating my point.


...

MrCow
11-18-2008, 03:39 PM
Out of your nine examples, only two are same level. I call 7/9 = often. Thanks for illustrating my point.


...

The other 7 quests I did at a lower level than the quest was. For instance:

Monastery of the Scorpion Elite as a 13th level (6 level difference).

I did Monastery of the Scorpion on elite, which is a 19th level quest. I did it when I was at level 13. Therefore, I did the quest 6 levels under the quest level.

I admit, I could have phrased it better, but the point is still valid that there are quests that can be done solo under the quest level.

Djeserit
11-18-2008, 03:50 PM
1) hirelings I have said before and say again ... don't look at hirelings in and of themselves ... look at the ai and other tech they are putting in with them. One thing people have been asking for is better pets in this game and not just fodder that they are now. The ai and tech on hirelings once perfected will make pets a lot better. Then also there is animal companions for rangers and druids which is more than likely the primary goal of hirelings along with giving us something to play with when we can't fill groups.

Milolyen

Um.. If you doubt that Turbine is adding hirelings so as to enhance the solo experience, check out the feedback form from the hireling try out runs. Several questions are included about whether hirelings will make soloing more desirable. I think Turbine's intention is clear, even if I don't agree with it.

That said, I hope they can improve the AI on all pets. Several MMO's have 'Summoner' type characters. A lot of people find them very fun to play. DDO has never had a class or build for this. Partly I think this is because it wasn't a part of pnp, and partly because DDO is such a better, more complex game than most MMO's out there, the AI challenge to create good pets in DDO is daunting. I wish them success because I would love to play a summoner-type character in DDO.

..

Djeserit
11-18-2008, 04:00 PM
Ok, yes, depending on build, twinking, resources poured in, and mainly experience, you can often do a quest solo at several levels about your toon.

(If you are going to use >400 mana pots to solo a quest, you can even solo VOD and establish yourself as the God of all power gamers. lol. A great accomplishment by an uber player.)

But I don't think that's what Turbine is trying to rebuild the game for. They are trying to make the game appeal to a novice, casual player. I submit that most of us will be working a little below level much of the time. Remember that there are people who don't even have a +1 tome, have never seen mithral armor, are using a pre-rolled 28pt. build, and especially have never done the quest before.


...

Milolyen
11-18-2008, 04:02 PM
Um.. If you doubt that Turbine is adding hirelings so as to enhance the solo experience, check out the feedback form from the hireling try out runs. Several questions are included about whether hirelings will make soloing more desirable. I think Turbine's intention is clear, even if I don't agree with it.

That said, I hope they can improve the AI on all pets. Several MMO's have 'Summoner' type characters. A lot of people find them very fun to play. DDO has never had a class or build for this. Partly I think this is because it wasn't a part of pnp, and partly because DDO is such a better, more complex game than most MMO's out there, the AI challenge to create good pets in DDO is daunting. I wish them success because I would love to play a summoner-type character in DDO.

..

Just because they asked if it will make soloing more desirable does not necessarily mean they implemented them to enhance the solo experience. If you read the devs posts about them it mostly talks about using them to fill out the party. Enhanceing the solo experience is a side effect they may just be curious about. Also I seriously doubt they went through all the work involved just so they could give us hirelings, I suspect they did it to test out new ai and tech for other future aspects of the game and give us this feature.

*edit* I just keep pointing this out because people say they are "a waste of development time because blah blah blah" when I seriously doubt this will be the only use for that ai and tech and I am willing to bet when we finally see druids that their animal companions will be done in the same mannor as these hirelings. I would not be suprised if we actually see this tech being used before then.

Milolyen

Djeserit
11-18-2008, 04:18 PM
Strongly disagree with the proposal.

I also disagree with XP bonuses for either short manning or full manning. I think the last thing the game needs is a way to speed through all of the mid game content to a congested end game. I would advocate more for a ramp up of the favor system as a way to guide folks to quests done less often. And favor bonuses for doing them in proper level. JMHO

Point taken. When I am leveling a new toon, I try to do all kinds of low xp quests on the way up for the variety. I like the favor idea.

I had another idea to try to get people to do all the quests and not just focus on a few, but I think it might be to complicated. I was thinking of bonuses to quests that are not run often. I kind of Dutch auction system where the xp value of a quest climbs until somebody does it, then resets at a lower level. It would be a way of letting the 'free market' set the xp value of the quest. But I think the concept is too outlandish for many people to accept. Strangely, most of you Americans don't really seem to get the idea of a free market.

.

Djeserit
11-18-2008, 04:27 PM
I definately do not agree with the undermanning bonus. In a group-oriented game you don't want to give people excuses to exclude others. There use to be a similar bonus to raids (2 guaranteed drops per group, no matter the number of players), which led to the unguilded, or small-guilded having not much of a chance of getting into a raid, let alone any loot. Now a days there are pugs for all the decent raids every day (no I don't count the abbot cause it is broken, and DQ takes too much flagging to bother with at this point).

Another good point. How about just a small bonus just for soloing, no bonus for otherwise short manning. Either you solo, or you try to fill a group, with no reason to run with just four?

.

GeneralDiomedes
11-18-2008, 05:07 PM
Couple of points.

- So-called solo friendly games like WoW and Lotro actually have more encounters which are unsoloable by design. You can solo the vast majority of the DDO content, mostly through taking advantage of the poor AI/real-time physics, and short cooldowns on just about everything.

- Another point: having grinded out 1750 favour solo, not once did I feel like I needed an extra reward for doing so. Just completing was its own reward. The only thing that ever made me angry was when quests were designed to be unsoloable via simultaneous levers/switches/platforms. Hirelings will hopefully solve that problem nicely.

- Removing the auto-fail on a 1 would make most encounters a COMPLETE joke (as opposed to the 90% joke they currently are). Have some pity on the game.

Tarrell
09-25-2009, 11:02 AM
Altough it's sometimes fun to solo, this is not what this game is about.
.

Stop being a f'n group Nazi. Grow up and stop having a fit just because there are others out there who refuse to conform to YOUR (The group nazis) way of playing the game. Play the bloody game how you want and leave others alone. Some of us only want the social part of the game to be about trade, and chatting, not being enslaved into a group.

Cutting out solo gameplay means loss of %50 of customers.

Avonwey
09-25-2009, 11:06 AM
The way D&D was designed its not supposed to be a solo game. At higher levels the quests would not make any sense at all if they were solo-friendly.

Creeper
09-25-2009, 11:08 AM
The way D&D was designed its not supposed to be a solo game. At higher levels the quests would not make any sense at all if they were solo-friendly.

Examples?

Visty
09-25-2009, 11:15 AM
Stop being a f'n group Nazi. Grow up and stop having a fit just because there are others out there who refuse to conform to YOUR (The group nazis) way of playing the game. Play the bloody game how you want and leave others alone. Some of us only want the social part of the game to be about trade, and chatting, not being enslaved into a group.

Cutting out solo gameplay means loss of %50 of customers.

you can solo the whole raid besides maybe the tower of despair

no need to change anything

esp with the dungeon scaling, everyone who has trouble soloing at appropiate lvl should reroll (that is if you only solo, some chars just dont work for solo)

Angelus_dead
09-25-2009, 11:29 AM
Shrine resets and the death rule changes seem helpful to me, but Hirelings seem like a major waste of dev time. The AI challenges are just too great in this game.
Hirelings are both helpful and affordable. The largest current design problem with Hirelings is that those with abilities useful out of combat (clerics) are too much more valuable than others, like fighters. The fast step to start improving that would be to boost their attack speed closer to a player's auto-attack toggle.

There are some other minor things that should be addressed:
1. A level 14 hireling warforged going around without fortification? Noob.
2. An elf hireling fighting with a mace instead of a rapier or at least longsword?
3. Apparently 0 concentration on all of them.
4. Hireling cleric who can't prevent or cure neg levels. Hireling sorc with no resist. Hirelig wiz with no Haste. There are standard buffs that make a huge difference and are easy for that class to provide, but they got nuthin.


2) Remove the save auto-fail on a natural one
This is what prevents me from soloing many quests.
Can you give an example? I don't see how that should really stop you.


I have a couple of ideas I think would be better. Please comment on my two ideas and add your own.
The biggest obstacles to soloability are:
1. Some specific quests with anti-solo mechanics are insufficiently labelled as such. Yeah, the quest journal does have an entry for recommended number of players, but it doesn't distinguish between say Waterworks and Xorian Cipher in that regard.

2. Many encounters around the game are badly designed, and solo players are disproportionately penalized when running into them. Fixing them would improve things for all players. For one example, Air Elementals. For another, quests where the boss fight is 900% harder than the entire rest of the dungeon (Enter The Kobold jumps to mind, among many samples).

Angelus_dead
09-25-2009, 11:31 AM
I did Monastery of the Scorpion on elite, which is a 19th level quest. I did it when I was at level 13. Therefore, I did the quest 6 levels under the quest level.
Actually an elite quest is supposed to be at least +5 levels in difficulty, or more for quests that are already above 15.

Uska
02-20-2010, 04:03 PM
Stop being a f'n group Nazi. Grow up and stop having a fit just because there are others out there who refuse to conform to YOUR (The group nazis) way of playing the game. Play the bloody game how you want and leave others alone. Some of us only want the social part of the game to be about trade, and chatting, not being enslaved into a group.

Cutting out solo gameplay means loss of %50 of customers.

NOt even close to half the players prefer solo to group dont even try to pretend that even if they cut out all solo they wouldnt lose half their players:rolleyes::rolleyes::rolleyes::rolleyes:

Braed
02-20-2010, 04:17 PM
NOt even close to half the players prefer solo to group dont even try to pretend that even if they cut out all solo they wouldnt lose half their players:rolleyes::rolleyes::rolleyes::rolleyes:

In fairness to him, he may have changed his mind sometime in the past five months ;).

Memnir
02-20-2010, 04:26 PM
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http://i744.photobucket.com/albums/xx86/EnPsyane01/deadthread.jpg
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Shassa
02-20-2010, 04:34 PM
Epic win... this thread has not been necroed once, but twice.

HeavenlyCloud
02-20-2010, 04:39 PM
Some Necro's are ok but with threads like this one, they are just stupid.