110820-more-challengin-solo-content

== Content ==
			
Why is it that difficulty only scales up with group size? I'd like to have challenging solo content to go through. It could also serve as good practice for newcomers without having to face the toxic community while they take their baby steps.
 
Here's an example of the only time gw2 ever got it right: https://www.youtube.com/watch?v=c37Ragvtnx8
 
You've already created "mini-dungeons" and mini-games in the house fabkits. You have shiphands. it's just one more step, and maybe you can allow us to do a daily solo dungeon/shiphand instead of the boring chore that is daily quests.
 	
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			Don't do all the content in a zone ... and go as early as you can to the next ... you will be undercon and there will be an increase in challenge.	
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Oh my! Liadri. Hah, I did more than 350 attempts to kill her. Been trying every day over and over and over again. My ranger's spec was far from good, but I knew I could do it even with bad spec and gear stuffed with healing bonus. And oh my what a burst of satisfaction I got the moment I finally killed her! THat was a fantastic experience. But indeed the only thing that I liked all that much in GW2 during my come back for several months.
 
Speaking of WildStar I think Shiphand missions will eventually get attention and Veteran mode will be implemented. Would be great if someone asked devs that question on Nexus Show or may be we could even get an answer here? But increasing the difficulty of some FABkit challenges or bringing us new challenging ones would be great.
 
I do also feel that making absolutely all solo content challenges easy is not a good idea. Non-critical or lore-related parts could as well be difficult, which shouldn't upset players without the hardcore gaming attitude.
 
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Don't do all the content in a zone ... and go as early as you can to the next ... you will be undercon and there will be an increase in challenge.
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			In the first year i made 86 attempts till i got her down, in the second year however it took some 9 attempts, imagine with experience you become almost 10 times a better player haha	
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As a guardian, it took me about 30-somthing attempts to kill her. I didn't even have a level 80 char at the time, or play guardian in fact. I killed her on my brother's account for a bet and had a greater sense of accomplishment then anything I felt in gw2 outside of pvp.
 
Anyway, I just feel like it's a great way to let everyone in on the whole "hardcore" thing even if they can't/don't want to raid.	
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Liadri wasn't hard solo content though. What made her hard the first time was the poor arena design (hello ridiculous camera views *nostalgia goggles back to N64*) when she made her return without the bloody dome, anybody and their nan could smoke her with 8 orbs. Well I tell a lie, it was kinda difficult not to kill her before you threw the 8th orb.
 
Vet shiphands, please. They'd fill the gap if tuned well.	
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			Please don't make it all that much harder - I'm at about the top of my ability as it is!!	
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Why is it that difficulty only scales up with group size? I'd like to have challenging solo content to go through. It could also serve as good practice for newcomers without having to face the toxic community while they take their baby steps.
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Veteran shiphands pleeeeeeeeeeeeeeeeaaaaaaaaaaaaaaaase. ;.; I want those to be a thing by the time I hit 50. Make it so, Carbine.
 
And expeditions are nice, but there's relatively few of them, and they're limited by "how much can we fit on our housing plot?" :S We need more.	
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Veteran shiphands pleeeeeeeeeeeeeeeeaaaaaaaaaaaaaaaase. ;.; I want those to be a thing by the time I hit 50. Make it so, Carbine.
 
And expeditions are nice, but there's relatively few of them, and they're limited by "how much can we fit on our housing plot?" :S We need more.
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All my alts have themed houses of their own, so...
 
I'm just not into the whole idea of having to min-max something like housing. xD And randomly hopping around houses using the horrid search feature in the vain hope that I'll find one with an expedition just isn't very fun.	
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I think the main reason a lot of MMOs don't have much challenging solo content is that it is very difficult to balance.  In a 20 man raid, you can assume there's a decent spread of tanks/healers/ranged dps/melee dps as well as a decent representation of all the classes.  Balancing a solo-dungeon to be equally difficult for a single healer/tank/ranged/melee is very hard.  Certain classes perform better in certain situations, and challenging content only amplifies those differences.  It's difficult to make a mob designed for solo players that hits hard on tanky characters (to provide a challenge) but also doesn't one shot clothies (rendering it almost impossible for them). 
 
You also have to ensure that certain classes don't have a large advantage over the others (stalkers being able to stealth past everything for example).  You could add in checks and balances for this (stealth isn't allowed in this area), but then you're just homogenizing the classes and not actually teaching people how to better play their class.  You could design each solo-dungeon with a specific class in mind, but then you're taking a lot of time to make content that only one class will see.	
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Expeditions are great. But the Osun one makes me mad. Everything is easy until the boss, who then requires a group. They could increase the difficulty of the trash and decrease the difficulty of the boss just enough, and it would be fantastic. 
 
Also vet shiphands would be great.	
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I've tried both the eldan lab and the creepy cave, and I was thinking of something a bit harder - and maybe some nicer loot table too. Still, I'd be happy with just being able to do a daily shiphand/expedition instead of daily quests. Repeatable quests are evil -_-.
Seeing as we have stances, and you mostly do solo content in dps stance or just assault power gear - anyway, as a dps -  I don't think balancing thing for different classes should be that hard.	
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{| class="blockquote"
I think the main reason a lot of MMOs don't have much challenging solo content is that it is very difficult to balance.  In a 20 man raid, you can assume there's a decent spread of tanks/healers/ranged dps/melee dps as well as a decent representation of all the classes.  Balancing a solo-dungeon to be equally difficult for a single healer/tank/ranged/melee is very hard.  Certain classes perform better in certain situations, and challenging content only amplifies those differences.  It's difficult to make a mob designed for solo players that hits hard on tanky characters (to provide a challenge) but also doesn't one shot clothies (rendering it almost impossible for them). 
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