[quote]Like, wasn't Solo Ops advertised to us as something different? Not these... fake Lost Sectors?[/quote]
Because the non-Quickplay Activities listed under Fireteam Ops allow players to go in either as Solo or in Duos without Matchmaking active, this gives the community what they have been requesting for a long time: a way to play through Strikes without other players so they can focus on completing Quests/Bounties without having to fight for kills against randos. This essentially fulfills what many players had in mind when the Solo Ops option was first described by the devs.
[b]And Fireteam Ops... why is matchmaking disabled, and why is trying to enable it like trying to do rocket science?[/b]
The Fireteam Ops menu has mandatory Matchmaking for the Quickplay options listed in the top row, as well as having it turned on by default for those Activities that offer Bonus Focus rewards.
The remainder of the Fireteam Ops Activity selection, which does not offer Bonus Focus rewards, also lacks Matchmaking. The combination of these two factors is likely intended to [b]funnel[/b] players toward a limited subset specific Activities in order to keep the queues healthy with limited wait times.
Offering specific/improved rewards and Matchmaking for all listed Fireteams Ops Activities at all times on the other hand may run the risk of further stratifying the player base between Activities, leading to slower overall queue speeds.
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Zavala, Drifter and Shaxx no longer offer Bounties for their respective Activities. Likewise Ada-1’s Armor Synthesis Bounties have been consolidated to three more generic categories (the PvE Threader Bounty can be completed in any non-PvP Activity, including Patrol). Such changes have certainly reduced the number of instances in which players may feel like they need to compete against others in order to secure kills in strictly PvE Activities. That said there may yet be certain Legacy Quests that require however many Combatant Takedowns within Strikes, and future Seasonal Events might still retain Triumphs that specify these Activities as well (Defeat X number of Combatants with Snowballs during Strikes). Certain Seasonal Weekly Challenges may arise calling for kills in Strikes as well. And it remains to be seen what the upcoming Arms Day Event will entail. And I have no doubt that a non-zero amount of players would throw an [b]absolute fit[/b] if their long requested “have Strikes we can run Solo so we don’t have to fight over kills” was suddenly taken away from them after they only just got it. (΄◉◞౪◟◉`)
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Good point with the quests. I usually don't even look at them except when I make them stop blinking. Occasionally I complete one just from playing the game. And yeah, now that it was given, Bungie best not take it away. I do know that when I had friends that played. We would hate it when two of us were doing a strike, and we were stuck with a rando running ahead or falling behind. Just having the ability to go through them solo, is a plus. I missed much of the scenery keeping up with blue dots. One reason I hate the timers. It's counter-intuitive. Bungie does eveything they can to slow us down tokeep engagement numbers up, then they put a timer on an activity to force everyone to go as fast as they can.
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[quote]One reason I hate the timers. It's counter-intuitive.[/quote] I think the Bonus Timers are [i]generally[/i] fine as they currently exist in the Solo* and Pinnacle Ops categories as both offer Objective-based scoring, allowing one to rush through to check each mark that presents itself without penalty. [i]* Although there are instances in certain Solo Ops Activities (eg. the Mines when Scorn enemies are featured) in which must-kill ads spawn in very slow waves of ones and twos which can make it difficult to attain the Timer Bonus.[/i] The major issue is in Fireteam Ops where often quite limited Bonus Timers can feel at odds with the Takedown-based scoring criteria; this seems to encourage players to either use ad-clearing focused builds to explode all the world all at once, or simply ignore the timer altogether and make up the difference through the use of additional negative modifiers. I wonder if Fireteam Ops may perhaps be improved by switching to a [i]predominantly[/i] Objective-based scoring criteria that offers somewhat fewer overall points than the Solo and Pinnacle Ops counterparts, and supplementing that with two separate available bonuses, one for Time remaining and one for total Takedowns, and have each bonus give out three levels of possible bonus points (say, Gold, Silver and Bronze levels of points) before zeroing out entirely. This would allow Fireteams or Solo players to choose what sort of balance they may want to strike between Time and Takedowns, which [i]might[/i] result in a more enjoyable Activity than the [b]all or nothing[/b] Timer Bonus currently available under Takedown-based scoring criteria. Of course everything is subject to change at some point, so there’s every possibility the devs may take other, more well thought out measures to address the inherent push and pull between the Timer and Takedown requirement for Fireteam Ops. (΄◉◞౪◟◉`)
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I appreciate you taking the time to reply and clarify. 🙂 [quote][i]...this gives the community what they have been requesting for a long time: a way to play through Strikes without other players so they can focus on completing Quests/Bounties without having to fight for kills against randos. This essentially fulfills what many players had in mind when the Solo Ops option was first described by the devs.[/i][/quote] Unfortunately I don't believe that the goal was actually reached with the way Solo Ops is currently set up. [b]There aren't any strikes in the Solo Ops menu[/b], and as others have pointed out, the only way to actually play a strike solo is to customize the experience within the Fireteam Ops menu in order to disable matchmaking. While the short activities currently in Solo Ops are fine, they aren't rewarding like strikes and Lost Sectors can be, even with the bonus reward rotations. [quote][i]The combination of these two factors is likely intended to funnel players toward a limited subset specific Activities in order to keep the queues healthy with limited wait times. Offering specific/improved rewards and Matchmaking for all listed Fireteams Ops Activities at all times on the other hand may run the risk of further stratifying the player base between Activities, leading to slower overall queue speeds.[/i][/quote] I actually think that having separate queues for different PvE activities is great, but it's honestly a bit silly to disable fireteam matchmaking for activities that are literally in the Fireteam Ops menu. That's why we've been asking for Solo Ops, so that we can play the same activities like strikes and offensives without being matchmade into a fireteam. With the removal of Pathfinder and ritual vendor objectives, the problem of "fighting for kills against randos" is barely a problem anymore. This is actually where my confusion comes from. The community has been asking the developers to implement the ability to play content solo for the reasons you mentioned. Instead, we were given content in Solo Ops that weren't necessarily what we wanted but had the same concept. On top of this, the removal of Pathfinder with its Bright Dust rewards adds to the lifeless feeling of doing any Portal activities.