Lalli wrote: » I don't know if I understand it all correctly but from what I understand your saying I do not think that would be feasible. It would have to be instanced (wish would kinda make it pointless) or there would have to be a ton of dungeons in the game. Maybe if other guilds were able to pvp and raid the dungeon turned hideout but I don't think it would be worth the time to code all of it. By bandits do you mean npcs?
noaani wrote: » Who said the game was after realism? It's worthless discussions like this that is why I don't use Discord. Please keep such worthless discussions there - we have enough of our own worthless discussions here.
DracoKalen wrote: » Bandits as in NPC bandits. The functionality will already be available for other guilds to attack the occupying guild. But there should be a natural challenge by the displaced occupants. Sure it will take extra coding but really if they're going to allow occupation the usual wait....kill, loot, wait kill loot should be an increasing challenge to the occupying force.
Jahlon wrote: » So here's the thing, yes a guild could camp a dungeon. Guild [Campers] decides this is their dungeon and nobody else gets to run it. Ok, that's great. But mechanically how does that play out? Guild [A] comes along and enters the dungeon. Campers decides to war dec them to keep them out of the dungeon. Now, everywhere in the world Campers has to face Guild A. Guild comes along and enters the dungeon. Campers decides to war dec them to keep them out. Now everywhere in the world Campers has to face Guilds A and B. Guild C comes along. Campers can't afford another war, so they decide to flag on Guild C to keep them out. Guild C doesn't fight back, so Campers get saddled with a ton of corruption. Guild D comes along because they heard about Campers. Guild D Guild Wars Campers for the PVP. Now, Campers are trying to fight 3 Guild Wars all while earning back XP from having been corruption bombed. Now looking at this for a minute, does this make much sense? Do you think Campers is going to be able to actually camp the dungeon very long?
DracoKalen wrote: » Jahlon wrote: » So here's the thing, yes a guild could camp a dungeon. Guild [Campers] decides this is their dungeon and nobody else gets to run it. Ok, that's great. But mechanically how does that play out? Guild [A] comes along and enters the dungeon. Campers decides to war dec them to keep them out of the dungeon. Now, everywhere in the world Campers has to face Guild A. Guild comes along and enters the dungeon. Campers decides to war dec them to keep them out. Now everywhere in the world Campers has to face Guilds A and B. Guild C comes along. Campers can't afford another war, so they decide to flag on Guild C to keep them out. Guild C doesn't fight back, so Campers get saddled with a ton of corruption. Guild D comes along because they heard about Campers. Guild D Guild Wars Campers for the PVP. Now, Campers are trying to fight 3 Guild Wars all while earning back XP from having been corruption bombed. Now looking at this for a minute, does this make much sense? Do you think Campers is going to be able to actually camp the dungeon very long? Well that's assuming a lot of guilds. But under the given scenario you would be correct.
Jahlon wrote: » DracoKalen wrote: » Jahlon wrote: » S Well that's assuming a lot of guilds. But under the given scenario you would be correct. Well given a guild size is 300, and there are 10,000 concurrent players, I don't think a single guild is going to get away with camping a dungeon a) without someone trying to run it anyway b) without a PvP guild coming from the fights
DracoKalen wrote: » Jahlon wrote: » S Well that's assuming a lot of guilds. But under the given scenario you would be correct.
Jahlon wrote: » S
Jahlon wrote: » Well given a guild size is 300, and there are 10,000 concurrent players, I don't think a single guild is going to get away with camping a dungeon a) without someone trying to run it anyway b) without a PvP guild coming from the fights
DracoKalen wrote: » Maybe after the guild has cleared out and away from the dungeon it would revert to being a dungeon again,
DracoKalen wrote: » Not sure what you're trying to say at "b)"
Lalli wrote: » Jahlon wrote: » Well given a guild size is 300, and there are 10,000 concurrent players, I don't think a single guild is going to get away with camping a dungeon a) without someone trying to run it anyway b) without a PvP guild coming from the fights Guild size is 300 but you can just make multiple guilds for a single group. Also there could be alliances.
noaani wrote: » DracoKalen wrote: » Maybe after the guild has cleared out and away from the dungeon it would revert to being a dungeon again, So, if this happened, the developers would need to actually dedicate time and resources to it to make it a viable mechanic. With the known player cap on guilds, how long do you propose it would be until every dungeon was claimed by one guild or another? How do you propose players complete quests that require dungeons? How much would it cost Intrepid to design all of these unique dungeons, populate them many times over to account for different node configurations, and then have all of that time, effort and money for naught because some guild decided to make that dungeon their guild hall rather than using the already known guild halls? How many players will leave the game due to there being no dungeon content? DracoKalen wrote: » Not sure what you're trying to say at "b)" What Jahlon is saying is that if a guild did attempt to hold a dungeon, they would have trouble holding it when a PvP guild came along for a fight. Either the system would need to be designed around it not being something that guilds would hold, in which case, why would they bother? Leading then to - why should intrepid bother? Or - Intrepid would need to develop a system whereby guilds can fortify these dungeons in order to hold off attacks. This means that now Intrepid need to develop each dungeon for a multitude of node states, but also for a multitude of player defense states. This is untenable as a design paradigm if Ashes is to be released before 2030 (that is neither a joke nor an exaggeration), or if the intention is for Ashes to make a profit.
Razorath wrote: » Maybe i have just been playing different kind of MMORPG's but for me this is not an issue rather its an experience. You are not promised the world, you should not be given everything and no, not everything is fair! But that is what creates experiences, stories! Some of them will be losses and some victories. When it comes to guilds camping dungeons. Its up to the community to fight them or join them! Don't wonder if the "Hero" guild will exist in the game that will do it! Make it! Join it! Create the experience!
DracoKalen wrote: » Razorath wrote: » Maybe i have just been playing different kind of MMORPG's but for me this is not an issue rather its an experience. You are not promised the world, you should not be given everything and no, not everything is fair! But that is what creates experiences, stories! Some of them will be losses and some victories. When it comes to guilds camping dungeons. Its up to the community to fight them or join them! Don't wonder if the "Hero" guild will exist in the game that will do it! Make it! Join it! Create the experience! You make some invalid assumptions. No one said anyone "wanted the world". I'm speaking of equal opportunity access.
Razorath wrote: » DracoKalen wrote: » Razorath wrote: » Maybe i have just been playing different kind of MMORPG's but for me this is not an issue rather its an experience. You are not promised the world, you should not be given everything and no, not everything is fair! But that is what creates experiences, stories! Some of them will be losses and some victories. When it comes to guilds camping dungeons. Its up to the community to fight them or join them! Don't wonder if the "Hero" guild will exist in the game that will do it! Make it! Join it! Create the experience! You make some invalid assumptions. No one said anyone "wanted the world". I'm speaking of equal opportunity access. There aren't equal opportunities, you fight and make your opportunities.
DracoKalen wrote: » noaani wrote: » DracoKalen wrote: » Maybe after the guild has cleared out and away from the dungeon it would revert to being a dungeon again, So, if this happened, the developers would need to actually dedicate time and resources to it to make it a viable mechanic. With the known player cap on guilds, how long do you propose it would be until every dungeon was claimed by one guild or another? How do you propose players complete quests that require dungeons? How much would it cost Intrepid to design all of these unique dungeons, populate them many times over to account for different node configurations, and then have all of that time, effort and money for naught because some guild decided to make that dungeon their guild hall rather than using the already known guild halls? How many players will leave the game due to there being no dungeon content? DracoKalen wrote: » Not sure what you're trying to say at "b)" What Jahlon is saying is that if a guild did attempt to hold a dungeon, they would have trouble holding it when a PvP guild came along for a fight. Either the system would need to be designed around it not being something that guilds would hold, in which case, why would they bother? Leading then to - why should intrepid bother? Or - Intrepid would need to develop a system whereby guilds can fortify these dungeons in order to hold off attacks. This means that now Intrepid need to develop each dungeon for a multitude of node states, but also for a multitude of player defense states. This is untenable as a design paradigm if Ashes is to be released before 2030 (that is neither a joke nor an exaggeration), or if the intention is for Ashes to make a profit. You're kind of making my argument for me with guilds camping dungeons. Small groups and guilds would end up pretty much giving up and moving on as the dungeon would still be unavailable.
DracoKalen wrote: » Razorath wrote: » DracoKalen wrote: » Razorath wrote: » Maybe i have just been playing different kind of MMORPG's but for me this is not an issue rather its an experience. You are not promised the world, you should not be given everything and no, not everything is fair! But that is what creates experiences, stories! Some of them will be losses and some victories. When it comes to guilds camping dungeons. Its up to the community to fight them or join them! Don't wonder if the "Hero" guild will exist in the game that will do it! Make it! Join it! Create the experience! You make some invalid assumptions. No one said anyone "wanted the world". I'm speaking of equal opportunity access. There aren't equal opportunities, you fight and make your opportunities. And that's where you're wrong. If you have large guild groups keeping smaller groups/guilds from experiencing the game that keeps people from enjoying the game. The dungeon should be the challenge.
George Black wrote: » It's so funny to see such frightened speculations and fears, while some of us have played L2 mmorpg and we know that it's not a big deal if a guild camps a dungeon. There might be a bit of pvp. A bit of corruption but at the end of the d.. hour everything returns back to normal and the game isnt rly affected by such guild shenanigans