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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
And should be one where they discuss when the dungeons disappear.
I'll try to look for those this weekend.
Thanks for finding the quotes. I do not nesecarily take that to mean we won't have your typical instance dungeons that are run over and over again for loot but can see your perspective on how it could mean exactly what you are saying. All the quotes posted could just as easily point to having some instance dungeons that are run over and over to try and do well on leaderboards. These leader boards could have all kinds of stats or goals we just don't really know yet. I am sure we will know for sure as we get closer to the alpha that KS backers can play in.
But nonetheless thanks for finding the quote. I also remember them saying the part about stuff could disappear because of the narrative and deleveling nodes. Anyway good job @Dygz
Let's return to the original context:
Nevithan: The problem with a relative big group size of 8 people is that the chance of problems increase significantly.
The upside is that there will probably be need for an off-tank/healer and dps-support roles in certain situations.
Random groups will be pure madness, just imagine running with 7 guys who dont know the boss mechanics and perform their role mediocre..
Dygz: We will rarely know the boss mechanics since instanced dungeons/raids will be rare and repeatable dungeons/raids even rarer.
My point in response to Neviathan is that the common case isn't going to be static, repeatable, instanced dungeons that stick around long enough that everyone should be expected to know the boss mechanics or know the specific roles best suited for the dungeon.
There will be mechanics that need to be learned through trial and error - especially before a boss is defeated.
But the common case will not be that the defeated boss respawns in the same dungeon for those who have already defeated it to defeat it over and over.
Or even respawn so that different parties can return to the dungeon and kill the defeated boss.
The common case will be that we defeat the dungeon and it's repopulated and/or it moves to a different location.
Because the common case will be that the dungeons exist for a purpose more meaningful to the Narrative than players trying to defeat the dungeon the fastest in order to reach the top of a leaderboard.
Dungeons that we can repeat like a daily to the degree that people can be upset because someone doesn't know the boss mechanics or the specific utilities best suited for physical challenges, like traps and secret doors, are going to be rare compared to previous MMORPGs.
But from all we've dug up it seems they won't be as rare as you originally thought, but more part of a mixed system with open and instanced parts. Boss mechanics will probably be leaked online when a server discovers one boss and after a while we'll start getting info when more and more is discovered and unlocked.
Edit Update: Hmm well I think I disagree there, from what they've said about dungeons it seems they'll be somewhat repeatable as long as they are unlocked. Mostly so you can help friends that haven't done the dungeon yet, and I doubt they'll let one group clear a whole dungeon, then never let anyone on the server see that place. They might have rare mobs that could be a one time kill. Definitely in the open world section and they have mentioned one time kill bosses in the world. The instanced parts will probably be repeatable though. I guess we'll see in the betas.
It's not really that players decide if a dungeon is discovered near a node.
It's not an option that players literally choose.
Dungeons appear in response to player choices like which buildings get built, but we aren't intended to know that a dungeon will appear as a result of building those buildings.
As villages expand into cities and metropolises, the growth of the nodes will awaken dormant mobs and bosses.
The growth of a city might awaken a dragon and that dragon will be associated with a dungeon, but that doesn't mean that we get to kill that same dragon over and over and over again so that we can reach the top of the leaderboards.
Because our actions and adventures are intended to impact the world and cause meaningful change to the Narrative.
Not just have static content that we repeat over and over.
Again, I'm not saying we will never have repeatable content.
I'm saying that repeatable content where everyone is expected to know the boss mechanics, because everyone is expected to have completed the boss fight at least once, will be rare.
(It might turn out that we will know which buildings trigger a dungeon for cities built at the same node on different servers - if we're able to wiki the details of our experiences sufficiently. Doesn't necessarily mean the dungeons will have the exact same mobs in the exact same order.)
But these are great details for us to try to get the devs to (re-) confirm.
"We know dungeons get discovered by unlocking certain steps in a nodes development, we also know the node type will decide what content that dungeon could have (monster types, what wings will be open etc)"
That info can be found in the google doc.
Update: here's the info from the doc.
How will dungeons be affected by or affect node development and progression?
Edit Update: And just to make myself clear, just because I say a dungeon will be repeatable, I don't need mean it will be like your typical wow dungeon. We know dungeons will be more dynamic in Ashes, with reasons to go back and redo them besides helping friends or do leaderboards. We know new stuff could be unlocked when a node develops or a narrative opens up. So yes I believe the instanced parts will be repeatable, but for how long that's undecided since the world changes. And we've already seen similar stuff but much more basic in other mmos when they redo a dungeon and the old one is lost. Hope that clarifies it more, sorry if im unclear sometimes, English is not my native tongue.
I had a problem parsing who "they" was intended to reference with regard to spending resources developing it.
I read it as "they" (the playerbase) deciding if a dungeon is discovered in a nearby node and spending node resources to make the dungeon appear.
You meant "they" (the devs) spending time and effort to design and implement a dungeon that can only be completed once.
The answer to the question of why the devs would design the dungeons as they are way is because, primarily, the repeatable part will be re-entering the dungeon in order to learn the mechanics of the dungeon before we are able to complete it, rather than repeating the completed dungeon to improve performance and gain a higher place on the leaderboards.
Their expectation is that we won't always be able to defeat the dungeon/boss.
Often, we will have to retreat and review tactics or wipe.
Sometimes we will have to make the boss go dormant. Sometimes we will have to appease the boss via non-combat methods. Sometimes we may be fighting other players over who gets to hunt in that dungeon.
And, even, after we defeat the mobs and bosses, the dungeon will likely repopulate with different mobs and bosses.
Again, the context of my reply to Nevithan was not that we can't enter the dungeon repeatedly, rather it was that we will rarely be repeating the content in the dungeon such that everyone in a random pick-up group should be expected to know the boss mechanics for that iteration of the dungeon.
I think, at this point, we probably mostly agree, but...
I believe that most of the dungeons will be open world rather than instanced.
We will commonly be repeating the dungeon, but once the boss has been defeated, we won't be repeating that content or repeating that boss. Instead that dungeon will have different challenges and mobs and bosses with different mechanics we will have to learn to defeat.
It will be rare or uncommon that we're in an instanced dungeon repeatedly killing the same boss in order to get a higher placement on the leaderboard.
Such that everyone in a random pick-up group should be expected to know the boss mechanics.
I'm being very specific about what I mean by "not repeating the dungeon".
We're in agreement about instanced dungeons existing.
We're in agreement about repeatable content in certain dungeons that have instancing.
We may not be in agreement about the frequency of instanced dungeons. I'm not sure.
But, I think it's fine.
We've shared enough dev quotes to illustrate our understandings of the game design.
We can probably just wait for more details from the devs to nail down the nuances.
PUGs are basically out of the question if the game is somewhat difficult. Thats good news for hardcore gamers but bad news for casual players. Personally I like to share my knowledge when I run with an inexperienced group so they learn something that makes them better players. I just hope casual players arent discouraged to run dungeons because its often the best content.
The bigger group size, puts in a bigger "allowance" for non optimal group setups.
If this is done right, it will encourage people (yeah right) to actually be more patient with new people and allow those new people a more relaxed environment to learn the ropes.
I have big hopes for this game, and I hope it will bring back a better community sense than the games of the last decade lacks.
This and Pantheon is my hopes for mmorpgs... however, since I'm not so patient it's a shame both games are so far away from release yet