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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.
Endgame PVE Raiding Question
I have done some digging, but have never been able to find a truly definitive answer. So, if this has been answered here, and I was unable to find it, please don't rage or anything.
My question is simple. Will AOC have PVE endgame raiding such as WoW raiding? What I mean is if AOC will have progression raiding in some fashion with the Trinity, Loot, and multiple instanced boss encounters that take a long time to progress on.
Now, I am fully aware that this game has multiple things for multiple people to do in it. And, at least from what I've seen, it is heavy in the PvP department. While this is fine, and I am not upset to have backed the game or anything, I do wonder what those of us that enjoy PVE raiding will do. Basically, WoW is getting old. But, that feeling of tackling a boss that can wipe you 300+ times, that is not a zerg fest, is very entertaining.
So, I am wondering if there is any 100% confirmation from the Dev team on this. I have read that there will be raiding, but will it be open-world contested raiding like in EQ? Or, will it be instanced raiding like WoW, Rift, or Wildstar to name a few?
Any answers would be appreciated. I prefer to have a Dev confirmation, but I will settle for what community information is available that has a definitive answer. Thank you all ahead of time.
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If you have googled feel free to skip my answer as its pretty much just rehearse.
"We want things to be more fluid and one of the ways that we make them more fluid is through our triggered event system. That is one of the methods by which we make these more spontaneous. We make them more accessible to a wider audience. You can be just in the city and not normally be a part of a raid team, but now get to participate in this organic event that's kind of popped up around the city and if you are not participating then buildings are gonna get destroyed and NPCs are going to die... It's not just how fast can we do it, how will we get it done in its schedule, but oh my god this thing popped up if we don't kill it we're not going to access to our stables this week and we can't get our animal husbandry certificates... It's that risk versus reward that gives you a sense of adrenaline." -Steven
"Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet." -Steven
"There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content... It doesn't mean that there won't be content available for the larger percentages as well... There should be a tiered level of content that players can constantly strive to accomplish. If there is no ladder of progression and everything is flat and all content can be experienced, then there is no drive to excel" -Steven
EDIT: Fixing stuff.
"There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content... It doesn't mean that there won't be content available for the larger percentages as well... There should be a tiered level of content that players can constantly strive to accomplish. If there is no ladder of progression and everything is flat and all content can be experienced, then there is no drive to excel" -Steven
"Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet" -Steven
"We want things to be more fluid and one of the ways that we make them more fluid is through our triggered event system. That is one of the methods by which we make these more spontaneous. We make them more accessible to a wider audience. You can be just in the city and not normally be a part of a raid team, but now get to participate in this organic event that's kind of popped up around the city and if you are not participating then buildings are gonna get destroyed and NPCs are going to die... It's not just how fast can we do it, how will we get it done in its schedule, but oh my god this thing popped up if we don't kill it we're not going to access to our stables this week and we can't get our animal husbandry certificates... It's that risk versus reward that gives you a sense of adrenaline." -Steven
I don't think it will be a typical Zerg fest due to no fast travel, but I would expect heroes from all over the land to come try and slay a world boss.
It's a world boss, so everyone should be able to and somewhat invested in ending it's reign. Locking the content for specific groups (Guilds/PvE/etc.) would be, imo, silly.