Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
As best depicted on Log Horizon.
But, probably not just what can be found in a chest. If I'm disarming traps and mapping a dungeon for the Thieves Guild, I might be content with accruing points towards a rank or being awarded an augment after turning in the task.
Could be rewarded with new tasks or quests or clues or rumors along the way.
I expect the nodes to be able to track and tally our contributions - and dish out appropriate rewards.
Leaderboard can be useful, sure.
But, I hope we can also reach a place where we can partially complete a dungeon, so that clearing the dungeon doesn't always have to be the goal.
That way I can my role can be carebear rogue, rather than ninja assassin.
But still I believe that every single dungeon should be challenging, none of the bosses should be tank and spank and the ratio of trash to bosses should never be so harsh that you spent the majority of the time killing trash.
I much prefer fewer trash mobs that have much higher difficulty, requiring CC, proper tank positioning and the chance to for a wipe to occur with every single fight, even in the very first dungeon.
Everyone should know from day one that Ashes will not be a cakewalk and they need to be paying attention and on their toes. You shouldn't have to be the absolute best player in the world to succeed, but if you aren't paying attention, pissing around or just not have a clue what your class does, then you should fail.
tier 1 easy
tier 2 normal
tier 3 advanced-unlocks more challenges
so on and so forth
Doesn't necessarily mean players should be able to clear dungeons alone.
All depends on the specific tasks and quests and challenges associated with the dungeon.
No, for the simple reason that this sort of thinking is a path to ruining a good game.
Many MMOs listened to kids crying in forums and the nerfed and nerfed the content until kids had their magical land of solo shiny clicking, looking ad big numbers and shiny swords... and games turned to crap for everyone else besides 7 year old kids.
Content should be difficult, dungeons even more so, and definitely nothing in dungeons should be even close to soloable. Enter dungeon alone and get shred to pieces, and learn a valuable lesson to bring friends next time. Friends that know what they are doing.
Please IS, do not do the same mistake that many other MMOs have done.
Did you ever give a thought to the idea that it hasnt to be the 1 extreme or the other ?
That there are other gamers beside you are out there and they all deserve a game they can play with their given skill and time ? There can exist dungon's from moderate to very difficult and so every player has something to experience and will be rewarded in relation to the effort and skill he puts in. What i agree with u is that the rly hardcore dungeons shouldnt get nerfed just cause casual gamers dont want to miss anything.
Ye sure, solo content is solo content. Group content is group content. I just think good mmo's have group content for more the casual group's or random groups without ts/discord as well as very difficult group content. And the rewards should be suitable to the difficulty. This way no player will miss the feeling of running a dungeon. But if you want to do the hard stuff, better prepare and get skilled. Well just my opinion ^^
MMOs are suppose to be a social deal. People need to communicate, thats how you find those static groups that you need to enjoy running harder stuff. If theres no communication its too easy. Let people complain its too hard. They can then wait couple months down the road when something new comes out. If they want current content get better, learn your class, learn the fight, find a group that you can work with. If the above doesn't work then just wait for the eventual down tuning.
how they work out the magic math i dont know because a level 10 and a level 50 can fight together and it seems reasonably well balanced.
I think dungeons should be a challenge though
There is plenty of solo content outside of dungeons. Dungeons have always been and SHOULD always be a group content. A difficult content.
That is my though on dungeons BRING THE PAIN MOTHA FUCKAS!
And as CrazyCanukk pointed out, ESO's dungeon system is quite good, they basically scale the lower level players to the level of the group leader and the dungeon is also scaled to the level of the group leader so pretty much everyone can play.
You can also switch between 'normal' dungeon and 'vet' dungeon, so although they are the same dungeon you encounter different enemies/bosses that are much more difficult in the 'vet' version, these are all upto 4 man dungeons.
Ontop of that they have 12 man 'trials/raids' which also have a normal and hard version, these are time consuming and very difficult on hard even for the some of the best guilds, one mistake and its a wipe.
Id like to see something similar implemented on AoC and again not all purely based around combat, so long as they dont nerf the harder dungeons like ESO did.
For example, in GW2 there are at least 4 different ways to complete a dungeon: Story mode and then 3+ routes within Exploration mode. But,in GW2, completion is still orthodox because you have to beat some boss who is geographically placed at the end of a linear route, so I only like the "many paths" aspect of GW2 dungeons. I don't like the linearity and illusion of choice (choices lock you in) aspect of GW2 dungeons.
In a similar vein, rewards are both subjective and objective. As you mentioned, for some players, maybe just getting far enough to grab a key or map to use for another run (or in some other world area outside the dungeon) would give some players a subjective sense of accomplishment. And, then, there'd be the (objective) digitally tangible rewards such as chests, loot, etc. that could vary depending on how far you get in a particular route.
I suppose there could even be something like tasks assigned from NPC or billboards where you go into a dungeon to find a particular item, assassinate an enemy (other than a boss), or complete some other challenge without having to go all the way to a geographical "end point."
If I recall correctly, Ashes will have some instanced zones, but I think they were trying to avoid having too many. I haven't been following the game as closely as of late, so I might be mistaken.
It's going to be interesting to see how those servers hold out if there going with minimal instances/zones etc
Make them difficult because of strategy, not because a mob will one shot anyone who isn't the tank. I like the system in ESO where the tank is not supposed to collect every single mob in a room and tank it while everyone else stands back safe.
The tank needs to choose the high risk targets and take them (single target taunt only please) and then the rest of the party needs to use their skills to corral and kill the rest. Lets use our slows and snares and stuns and fears.
Every player and every class should be integral to the success of a dungeon run. Not just the tank and the healer and everyone else just dpses as hard as they can.
You bring back strategy, you bring back challenge.
Obviously the higher the difficulty better rewards.