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Currently, there are very few incentives to clear content alone. It can be argued that soloing content allows you to get all the gold drops (going to use shadow wizard as an example). Shadow wizard HM solo clear takes me ~10-12 minutes, and I get about 200k from the run with a 240% crystal. A party clearing shadow wizard takes ~2 minutes or less, and gives you at minimum 87k gold with a 240% crystal. Parties are able to run 5-6 times as many runs as I can, and thereby end up with more gold. The argument can be made that I should just find a party, but on less populated servers, or at odd times of day, this can be unfeasible. If instead, shadow wizard gave 204, 800 gold (25,600 * 8) and it was split between party members, it would reward solo players/smaller parties able to clear quickly, and let them match/exceed full parties. Similarly with dungeons, soloing doesn't give enough benefit (with one arguable exception). The only dungeon that rewards solo players is alby advanced, which gives a solo player Arachne for the boss, and 8 potential chests. All other dungeons and difficulties (that I am aware of) only give a solo player one chest. If instead, a dungeon generated 4 chests, and split keys between the party, solo players would be rewarded for their ability to clear content alone. I wish to see this in game to reduce the use of alternate characters to give benefits to players, as well as incentivize stronger players able to clear content on their own, or those unable to find parties. With parties of 3 (or 5/7 for shadow wizard and other missions) the extra key could be either randomly distributed to a party member, or given to the party leader to hand out. Some re-balancing of numbers may be required were this to be implemented.
Comments
If anything, combat strength needs to revisited in general to be more dependent on skill than numbers, but the basis is still the same. Players are too strong to the point where party play is considered not viable due to the time finding people, and being much slower for less gain.
We don't need more reasons for solonogi. We need far less. As an MMO, the fact we need to make people want to play together other than being simply able to is a great failure.
I am not sure about your experiences with the newer dungeons (Phantasm and Memento), but in my experience most people still do not run them. There are a few people who spam the dungeons, but besides that I don't see people even attempting to find parties for the content. Unless everyone happens to be soloing, which I am doubtful of, then the content is still considered "too hard" to casually run for the majority of players. Being strong does not increase the benefits of running content solo, it just reduces the losses.
I am unclear as to the point of this. A majority of content is soloed for a mixture of exp, gold, or the idea of keys slowing people down, as well as people....being people.
There are solo benefits, but one must be strong enough to run them. I do think that dungeons like Memento and Phantasm need to be incentivized in of themselves, and not on a solo team basis. Many people just aren't interested, and they don't make up a majority of content either, much of which is geared towards greater benefits.
Please expand upon what solo benefits there are, if you can. I haven't been able to think of any, so if there are some I would love to understand them.
Mabinogi is already Solonogi
Nexon tries to make party content but ends up being solo'd anyway like with phantasm and sidhe
Girg is the only non soloable content
Also there's a reason why Conflict is nerfed. Too much "solo" benefits
You can argue that nothing requires a party aside from girgashiy simply because it is possible to solo it and that most skillsets (or even most skills themselves) do not benefit from working together in a party, but then that would also only support the argument that solonogi has long since taken over and there is no need to further incentivize it.
The pros all use alts so they get all the rewards for the group
I know this and I can totally understand why.