Hello,
I cannot take credit for all of the below suggestions, these have come from a range of different players who either play solo currently or would like to play solo with a touch more viability. I wanted to provide all the suggestions in one thread for context and discussion.
Please try and keep the responses constructive and helpful and any well received comments will be updated in the 1st/2nd Post here for housekeeping.
I will not discuss standalone events as GM's have already stated they're looking at that on an occasional basis, which is great. @GMs, also appreciate many soloers have burned bridges and previous attempts have been soured but I'd beg you to carry on trying to support all playstyles including solo.
I cannot take credit for all of the below suggestions, these have come from a range of different players who either play solo currently or would like to play solo with a touch more viability. I wanted to provide all the suggestions in one thread for context and discussion.
Please try and keep the responses constructive and helpful and any well received comments will be updated in the 1st/2nd Post here for housekeeping.
I will not discuss standalone events as GM's have already stated they're looking at that on an occasional basis, which is great. @GMs, also appreciate many soloers have burned bridges and previous attempts have been soured but I'd beg you to carry on trying to support all playstyles including solo.
- Solo Task Zone Rotating task zone available to soloers/smallmans, similar to gvg, only visible if solo or smally and not recently been in a fg. Needs to be given a whole zone, similar to the task zone. The reason the task zone works is that it is readily available in game, not everyone follows forum updates and discord updates, so the format in game is the most prevalent.
- Fairfight Rp for a loss 1v1 - Similar to GVG Fairfight. *ONLY AVAILABLE BELOW RR6* The essence of soloing for me is the wild and unpredictable nature of roaming around in enemy lands. I choose most of my fights and they do not include a bow most of the time. I want to maintain this aspect of the game and I believe encouraging lower rr players to solo is one way to go. Give them rps on 1v1 deaths for instance. Give them double task participation for solo encounters maybe. Something like that. And only for people under rr5/6, after that you are free to eat.
- Kill/Collection/Roaming Task Adjustment Pick one/any/all of these, but a series of options to encourage soloers to move away from traditional locations and go out roaming, or finding X mob, perhaps killing guards solo is less viable or sustainable, but some form of incentive to move and roam through certain zones. This could be tied to the above zone for example to encourage movement.
- Fairfight popup in game if solo? Again much of the lack of participation in fairfight list or solo lists seems to stem from a lack of knowledge or accessibility in the same way /task is available. /gvg requires 1 person in 8 to be aware of it and spread the word to all, /fairfight requires everyone to know it, and remember it each time. Perhaps a level of automation/offer to join after acquiring a solo kill or soloing for a while in rvr would help it.
- Solo/Small Community Council As per the 8v8 balance changes council a perhaps create solo community council to help provide feedback on some of these tests. Strictly no balance changes to be made based on solo discussions, purely to discuss the viability of any trials that get put in or feed back on suggestions/proposals for testing.
- Halving cooldown timer of horses making it less interrupted by pots not used in combat, such as Ablative if user has not been in combat for a minute. Currently even opening the doors in the solozone activates the timers. Completely appreciate that horses are not wanted to be seen everywhere, or in any way be abusable for kiting purposes, but hopefully a couple of minor adjustments can make them slightly more viable.
- Reduce Disease timer Or give a very slow casted cure disease, or apply a cure disease to a tinder after 20-30seconds non combat. Yes I agree even as an assassin this timer is just so cruel, leaving a visible diseased and low on life for 2+mins after a fight is basically begging for them to die to a passer by and feels unecessary.
- Debuff to rps in solozone if not killing groups of equal size. ONLY in the solozone. Everywhere else, fair game, but in the solozone, if a group is coming to steamroll solos it shouldn't net them a huge amount of rps, they've made a decision to actively grief groups of smaller sizes, there are 13 other zones for them to earn full rps in still with no repercussions.
- Further reduced Rps for high RR solos killing low rr solos in the solozone Fairfight should be a fairfight, not a RR10/11/12 rolling a RR2 repeatedly, the RR2 should be encouraged to brave the solozone and stand a chance to find someone of similar RR.
Currently many players just roam the task zone solo just kinda waiting to die to a full group to collect RPs on tick, this doesn't teach anything about the game or help to improve a players experience. If they were able to do this in a zone where they were able to solo, and encouraged/rewarded for doing so they'd learn at the same time as getting rps, and even have a chance of winning a fight.
Molle/Trelle etc These are too small and encourage /bowtowns and reduce the 'unexpectedness of the encounter' and also reduce viability for casters due to LOS or less kiting potential or use of terrain, a larger zone would also mean more work for any brave groups who want to kill solos as an 8man, meaning they need to run around a bigger zone (that they do not have any knowledge of it's whereabouts) to find people rather than just steamrolling a single location occasionally.
Restricting location: Could maybe tie this to the above zone so that it's easier to police on a location basis.
NOTE:Challenge heard around potential for RP farming, perhaps make it only provide rp bonus once per opponent per day, reducing the potential for rp farming and meaning it's more beneficial to fight a variety of opponents instead of the same person over and over again
Payout for doing so should be higher if solo. Rationale for this, a group already gets a 20% bonus to rp for being grouped and killing a soloer (seems bonkers but not here to argue to change that), as some compensation the soloer could get an increased reward for solo kills comparitively to compensate for the rp bonus which seems to encourage zerging.
Slightly more left field, shorter options