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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.
Instanced Dungeons
ArchivedUser
Guest
Hey guys just wanted to discuss the pros of having instanced PVE. Just some background on me, I’m a Rank One gladiator and multiple times regular gladiator (top .1% and .5% of wow pvp) on world of Warcraft. I’ve also been a MLG champion on Ubisoft’s For Honor, so obviously I’m all about the pvp and competition.
I was watching a Bigfrytv video moments ago and he said there was no instanced dungeons. So then other teams and gankers can interrupt your dungeon/raid flow.
In addition to my pvp experience I also have some mythic kills (highest difficulty of WoW pve) and over a 2000 m+ dungeon score. Even as a casual pve player this would be so bad if people can camp you while trying to pull bosses and even trash mobs.
I get sweaty when I pvp, but when I pve I want to collect gear, shoot the breeze with my friends who aren’t so good at pvp, and just chill.
Intrepid, please take it from a highly experienced and decorated pvper, make instanced pve for dungeons and raids.
*Very excited for your game, you guys are doing great work*
I was watching a Bigfrytv video moments ago and he said there was no instanced dungeons. So then other teams and gankers can interrupt your dungeon/raid flow.
In addition to my pvp experience I also have some mythic kills (highest difficulty of WoW pve) and over a 2000 m+ dungeon score. Even as a casual pve player this would be so bad if people can camp you while trying to pull bosses and even trash mobs.
I get sweaty when I pvp, but when I pve I want to collect gear, shoot the breeze with my friends who aren’t so good at pvp, and just chill.
Intrepid, please take it from a highly experienced and decorated pvper, make instanced pve for dungeons and raids.
*Very excited for your game, you guys are doing great work*
0
Comments
Personally it comes down to preference, I like the idea of contesting for mobs and bosses and being wary of those around you in a dungeon.
And just because you can be attacked while doing pve content doesn't mean you can't relax while doing it. I've played full loot games and we still relax and joked around while doing pve. It's just sometimes the relaxation gets interrupted by some excitement when someone attacks you. Doesn't mean you have to be on edge all the time.
If getting ganked while raiding is an issue, I am sure that you can hire out a guild that will guard the entrance for some gold or loot. If they deliver this hybrid, then you can expect reputation to make a major impact and have very interesting in game player jobs that aren't going to coded in similar to a lot of the old school mmo's like guarding dungeons or being a middle man to handle said payments and etc.
well I have to agree with the post
u need to have instance raids\dungeons, if not it will be train to end boss and camping bosses
that is not fun raiding that is a recipe for disaster
Plus lets say boss dungeoun drops certain special item like mount or pet or just some other rare item that most people want. So it makes for a huge demand to do that dungeoun.(Unless Dungeoun Loot Tables are linked) Level one dungeoun goes to level one loot table and so on.
With out instance dungeouns there could be more people that want to do that one dungeoun than it can accomodate.. Guess there could be a limit on how many people in there at ounce but that would be like a crippled instance. Force people to wait until space comes available. Really have not heard to much one the game mechanics for this.
If there was Personal loot then 100 people could go in kill boss everyone has fair chance for something to drop if anything drops at all but at least will not have to roll against 100 people. But I heard Intrepid Studios is not to excited about personal loot.
I prefer instanced dungeouns by the way. Go to entrance with people and then go to insance. This could lead to things like I will go and wait outside entrance for seven more people to show up then do it.
Depending on Game mechinics could go to dungeoun and find out is was just done so it is all empty. Would be nice to have reset button for dungeoun if it is empty. Or maybe it will happen automatically.
I think we need to also rethink the Gearing system to more of a SWG like gearing system where people replace their gear often because their gear broke. You can easily just go to a crafter and buy the gear off his vendor, or have 3 or 4 sets at your house.
We dont need a gear treadmill though.
Not saying there is not problems with this because there certainly is. I think the key to reducing the problem is having dozens of farming spots. In AA there were some areas where you would farm for gear right and hundreds of people where there. If you had 100 farming spots you likely will not see more than a few people at most of them.
I think you are right they not only can work it's working perfectly just need more than one and it must be not like in only dungeons you can get something what you cannot get anywhere else, just maybe with a bit bigger rates. Then always be action in them and no one cries what impossible to get something because can go get somewhere else just takes a bit longer to get it and of Corse be good reminder for players find a guild or make one to put more competitions to no lifers and better guilds.
For example. Shining Star node has finally advanced to level 5 and a new open world dungeon has opened up. To get to the city stage they need around 500 citizens actively supporting their node through actions that gain resources or exp for the node. Those brave adventurers start to make forays into said dungeon, that has been balanced for 8 man groups. A few nodes over there are some intrepid souls who want to get in on the action. They have heard about the new dungeon, so they get a group together to ride over. They have hatred in their hearts and plan to attack people they see in the dungeon. When they get there after a couple hour ride across unfriendly terrain, they head into the dungeon. They come upon another group from the nodes town and are like "hey, we just wanted to check out this new content." The people from Shining Star agree to let them have fun in their patch. Shining Star people engage a boss. The other group has decided to screw with them and their play and snipe people from distance and ruin the boss attempt. People from Shining Star die incurring the regular penalty for pve death. (leaving corruption mechanics out of this because in most cases they will be fighting back so everyone would be flagged at this point)
While they are respawning at the nearest point to the dungeon, they are all over citizen chat letting others know they have a group of foreign dicks in their dungeon. Forces mobilize and head on over. In the meantime the original group, now pissed off head back down into the dungeon to give chase. Since they know the names, the mayor has decided to add them to the list of enemies of the node, meaning they are now flagged for attack by any of the nodes citizens. The original group may engage them or wait for reinforcements. They kill the offending group. Offending group will respawn at nearest respawn point. Since it is their home node, the citizens of Shining Star know generally where this is going to happen. So they smack em down again. Offending group incurs even more exp debt. They end up getting killed over and over as they try and make their way out from the anthill they have poked. Since they are not citizens, they have no "safe" area to hide. They have a long ride home back to their node and a substantial exp debt to work off. They are most likely on the enemies of the node list, possibly their whole guild has been blacklisted.
So, while you may get this a couple times, people are going to learn real quick that being a dick, either at home, or when out travelling will get you curb-stomped. Since there is no random LFG, or port to dungeon, or port to friend planned, even getting to content that isn't under your home nodes control is going to be a risky call unless you have permission from the local powers to be there.
Now I am sure there are going to be a couple "I'm a Billy Badass pvper, our crew will just roll yours up!" comments coming after this. I bet once testing is over and the system has been tweaked, those claims will also start to subside. PvP is always fun when you are smacking people around, as long as you remember there is always someone better out there coming.
Like AI that keeps track of how many people are in dungeoun and adjusts the dungeoun accordingly. Even Respawning monsters that are near to the party that just entered. But I think just putting a limit on it would be fine. Like lets say 3-4 parties (depending on size of dingeoun). Would still have oppurtunity for interaction without overcrowding. So that would be 8 people per party so 24 t0 32 people max in one dungeoun.
Have not seen any game mechanics to help the everyone doing the same quest or every one wanting to do same dungeoun. So.....
- It makes more sense if you think about it realistically.
- The devs have said that there will be penalties of some kind for constant griefing. What those penalties are I believe are still in development?
- Plus, a little added PvP while you're trying to get material for an awesome new armor set you can craft sounds fun.
Not saying that's how it is but the option is out there. You may be able to clear the first 2 tunnels as a party of 3, you may need 8 for the next 4 tunnels and you could need multiple parties to "clear" it. If done properly open world dungeons are far more rewarding than instanced dungeons you run 3 times a week.
This, I believe, is one of those things, but it's also one of those things that we've taken a wait-and-see attitude on. One thing I am confident of is that the guys at IS care enough about player enjoyment that, if they see someone(s) camping dungeons, etc, in order to gank, or to otherwise interfere with player enjoyment, they're going to do something about it. I don't mean random PvP experiences, I mean repeated behavior.
It's impossible, at this time, to fully appreciate how all the elements of this game will work together to create what they're trying to create. I believe that conjecturing, right now, on what absolutely won't or will work is vain, at the least.
And as has been posited above, please understand that there are very many of us who're willing to step into unfamiliar or uncomfortable waters, in order to enjoy a game that seems overall appealing to us. The very reason this game seeps appealing to so many of us is its difference from what has come before. I get that you're accustomed to all-instanced dungeons, OP, but before you start crying doom for everything that can go wrong, how 'bout we sit back and wait to see what can go right?
So why if I am a PVP player would I grief players in an open world dungeon when I risk losing my gear and everything on me just to kill you? If you are fighting a boss and that boss starts attacking me after you died I might die allowing you to loot my stuff.
While YES if you are being a dick and controlling a boss spawn I could kill you it really is not worth it because the loot table in the game will be spread out throughout the world. Not based on 1 boss. What would be worth it if I PKed you while you were in a Dungeon is if you were a known jerk on the server and I wanted to geif you like others. I wouldnt get a negative karma because you would be flagged Red where I get no karma loss.