I'm not against zerg content, it's not my favorite kind of gameplay but I'm happy it's a thing in albion, what prevents you to feel the same about solo gameplay?
Now, you're right, I want more preys/gankers, more players in the open worlds is great news to me, what's wrong about it?
However the fact that you're surprised about solo existence insinuating they should leave the game is not great news, what's good about it?
I agree with you that solo combat related content is poor and when you say it has been like this for two years+ it confirms my opinion; I'd like this to be changed.
The solo content I'd love would be progressive in difficulty:
- keep the roaming mobs, upgrade x% of them in veteran grade - add some true minibosses (think about actual T8 minibosses difficulty minimum) with some true loot tables.
- Add some area with groups of veteran mobs guarding chests (such area already exist in some zones but are not really exploited - current small mob camps assets could be also used)
- Add random soloable dungeons to oberon, make it challenging, let's not hear it's going to come later and forget about it, not again - that promise, I heard it long time ago.
It adds a lot of fame/loot value to low tier zones, it's a great first bz option for new players, they'd give veterans mobs a try and would feel the progression, they may group up with random strangers to clear the harder areas/bosses/random soloable dungeons, now they may become friends or ennemies, history starts here.
It's a natural approach, no rigid rules, no safe instanced stuff that that jails you into a bubble of zero interaction with the world.
What you proposed requires development, that will take some time. I would love them to do that, but that comes at alternative cost of developing something else. So question is what should be our priority list? While boosting solo mobs fame exclusively shouldn't be that hard.
Unfortunately I do agree with tabooshka that solo content is byproduct of the game, but the whole point of MMO games is the first M - massive. Number of diversified types of players create whole ecosystems one affecting another. That's the true beauty about MMO.So the more players play MMO, the better product it is, regardless if players interact directly or only indirectly (e.g. gatherer and gvg player). In the end they both are crucial part of the ecosystem.
So giving players more motivation to leave the caerleon without group and balancing risk vs reward of existing content is IMO very important and poorly executed by SBI so far.
Regarding Zerg > mine > repeat, yeah that's what currently happens with castles. Isn't that a thing already ? Since we have a map adjustment, it shouldn't be possible to defend all the castles by one zerg, why not doing the same with worldbosses ? Why not giving more objectives in the same time that will disallow players to get it all. If there are two big alliances, let them fight for Mercia objective. I'm not saying big objectives, but at least that would balance the risk of bringing 20-30 people to the battlefield... For instance I can't participate in Castle fights because I have a job 9-5. So worldbosses is the last thing that keeps me in game.
Fact is we have plenty of mechanics in game, that are barely not used. Rewards for world bosses on every continent vary from 500k silver up to couple millions.That's why this content is almost uncontested, because at minimum it takes 10 people to do it safely, fight with OX pullers, play around god-damned shark statues (n/c) and then bank safely the loot. While those 10 people could earn like 10times more by doing any other content, like HCE...
So again, if zerg > mine > repeat is bad, then what is good? Staying in caerleon ? Not zerging at all?