117156-attunements-for-challenging-solo-content

== Content ==
			I would really like to see an attunment in-game designed for solo players. What struck me most about the GA attunment, was how fun the solo aspects of the attunments stages where. The tedious part came when i needed to organise groups to do instanced content and world bosses.Dont get me wrong, i think that kind of group attunment content is important. But i would love to see a solo version developed, as i know it would be very enjoyable and rewarding, if the current attunments solo stages are any indication.Pairing such an attunment with a new peice of solo content would be very welcome. For example, if a newer harder Shiphand was released. I would love to have an accompanying attunment for it. Maybe it could be somthing like a series of trials set by your employer to make sure you are ready for the tasks ahead.Obviously making the rewards balanced would need to be considered, but im missing real and meaningful (challenging) solo progression at the moment, and it would be great to have somthing like this. Hopefully omnicore is a step in the right direction, but i would like to see more content expanded in the ways i have mentioned :)	
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			the problem with solo attunements is that attunement is not only supposed to train the person, but also improve the synergy between you and your future raid partners. Raids are a group activity. Would solo attunements make better or worse raiders?	
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the problem with solo attunements is that attunement is not only supposed to train the person, but also improve the synergy between you and your future raid partners. Raids are a group activity. Would solo attunements make better or worse raiders?
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the problem with solo attunements is that attunement is not only supposed to train the person, but also improve the synergy between you and your future raid partners. Raids are a group activity. Would solo attunements make better or worse raiders?
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I would really like to see an attunment in-game designed for solo players. What struck me most about the GA attunment, was how fun the solo aspects of the attunments stages where. The tedious part came when i needed to organise groups to do instanced content and world bosses.
 
Dont get me wrong, i think that kind of group attunment content is important. But i would love to see a solo version developed, as i know it would be very enjoyable and rewarding, if the current attunments solo stages are any indication.
 
Pairing such an attunment with a new peice of solo content would be very welcome. For example, if a newer harder Shiphand was released. I would love to have an accompanying attunment for it. Maybe it could be somthing like a series of trials set by your employer to make sure you are ready for the tasks ahead.
 
Obviously making the rewards balanced would need to be considered, but im missing real and meaningful (challenging) solo progression at the moment, and it would be great to have somthing like this. Hopefully omnicore is a step in the right direction, but i would like to see more content expanded in the ways i have mentioned :)
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What's the difference between a purely solo attunement to open purely solo zones and just questing? Would you not say the whole game is a "solo attunement" to reach 50? Your reward is hitting level 50 and all the perks that come with it?
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			Satisfying, meaningful challenges with a sense of progression and accomplishment.Not busy work :P	
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			Buys MMO, subs to MMO, wants more solo content...	
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Chua curious.
What expect as reward at end of said "attunement"?	
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the problem with solo attunements is that attunement is not only supposed to train the person, but also improve the synergy between you and your future raid partners. Raids are a group activity. Would solo attunements make better or worse raiders?
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That's assuming attunements actually do any of the above. Good players don't need a forced attunement process to be good, mediocre players will be dragged thru and still be mediocre (perhaps improve a bit due to the mentoring that happens in dungeon runs), bad players may or may not be dragged thru, but will certainly not be raiding. WBs are rarely full guild raid group, it's you scrounging groups in /z.
 
Adventures are utterly worthless (take a breath, ok, let it out. Now bring up youtube. If you can do that, you can do adventures), dungeons are the only useful part of attunement, because it gives you an excuse to run with recruits and judge skill.
 
 
TL;DR dungeons only please.
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I'm sure the intent of progressive PvE content is to gear up from one to be able to do the other. You, in theory, should be getting gear from Adventures to prepare for Dungeons. Sadly, in today's WildStar that's not even possible. I'm still "gearing up" from Adventures well into GA. 
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			Judging by GA attunement, Solo attunement would require you to run across 4 zones skipping as many mobs as possible to meet an arbitrary timer. An exploiter that zooms past you on a taxi would never get any repercussions and the exploit may eventually get fixed after 2-3 months.	
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the problem with solo attunements is that attunement is not only supposed to train the person, but also improve the synergy between you and your future raid partners. Raids are a group activity. Would solo attunements make better or worse raiders?
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I think you can enjoy the fun in each mission without locking away some until you have got through a particular instance. Unless your joy is derived from the size of your e-peen you can wield over others.
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I don't necessarily see a point in a second attunement process per se, mostly because when I read "attunement," all it says to me is "arbitrary obstacle before you can play the content you actually want to play."
 
I'm not opposed to some sort of non-raid progression. That's certainly lacking.
 
I would prefer if it took the form of an endless procedurally-generated Diablo-style dungeon that was focused on solo play but could adapt if you took multiple people (similar to expeditions). For me, that would have far more replay value than open world zones.	
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This idea is intriguing and something I would enjoy.  That being said the community already hates the GA attunement.  I can't see people liking this either.
 
Someone somewhere won't be able to do it no matter how easy it is.  That person will complain and the tidal wave of negativity will increase.  :blink:	
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Buys MMO, subs to MMO, wants more solo content...
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Chua curious.
What expect as reward at end of said "attunement"?
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As Mae mentioned, this would be an attunment for solo progression only. So i guess ATTUNMENT carries with it baggage. Think of it as more of a "Multi staged Quest line" designed to prepare you for some sort of cool Solo content.
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Chua curious.
What expect as reward at end of said "attunement"?
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The reward would be access to some kind of content, such as a difficult ship hand or something lore appropriate to build up to. Maybe the final battle with the entity?
 
The physical rewards would be some kind of cosmetic reward or QOL item, like unlocking a new cosmetic option, or somthing. Things that progress the character, but dont compete with raiding and dungeons.
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Why the attunement then? Isn't it just gating content? 
Why not a multiple quest questline that awards you goodies then? :D
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			Here is an interesting thought though.Imagine when we finally get to fight the entity if we had to undergo an "attunment/epic quest line" to defeat him.Im thinking, your sent to fight him, suddenly you and drusera come to the realisation hes to powerful, then your tasked with escaping with your life.And then sent on an epic quest to collect a set of specifically tuned gear to survive that particular fight, each stage being an interesting and unique encounter or challenge (lets say it has a unique stat "+strain resistance"), the set itself looks cool, so it can be used as costume peices, and when completely collected allows you to be able to survive the entities attack (barley), and whoop his butt :PI think that could be cool.	
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"solo attunement" quests like... the Matt's Cap level increase quest of old from FFXI would be great.  I just caution that, like that quest, while it should be challenging, the quest should be tuned and relevant to the class/role attempting it.
 
It's irritating when one roll has a difficult time, but another class, say in heavy armor, just facerolls the event.
 
This consideration is meaningless in many circumstances because you can always call a friend to help out or do it for you, but in situations where you MUST be alone to do the event, it better be feasible for everyone from a clothy healer to a heavy armor tank.  Feasible does not mean easy.
 
As a general example if the attunement quest / objective is to kill something, and the nature of the fight is basically a DPS race in some solo instance, that's completely unreasonable for anyone who spends 90% of their time tanking or healing.  So the nature of that instance would change depending on the role... for instance the victory condition could change to 'survive for x minutes' or 'out heal the incoming damage'  or something...	
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Can someone explain how attunement as a concept doesn't represent gating more interesting content behind grindy, less interesting content?
 
MMOs need less of this crap, not more of it. >_>;	
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Can someone explain how attunement as a concept doesn't represent gating more interesting content behind grindy, less interesting content?
 
MMOs need less of this crap, not more of it. >_>;
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Here is an interesting thought though.
 
Imagine when we finally get to fight the entity if we had to undergo an "attunment/epic quest line" to defeat him.
 
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I've enjoyed the attunment process. Having something to work on and make progress in is fun for me, especially if the activity you are doing is fun. Which attunment has been for me.
 
I know people don't like it. I'm just one who does.	
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I've enjoyed the attunment process. Having something to work on and make progress in is fun for me, especially if the activity you are doing is fun. Which attunment has been for me.
 
I know people don't like it. I'm just one who does.
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