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How exactly do Dungeons work?

How exactly do open world dungeons work?

For example, assume that you contest a dungeon entrance and your group manages to kill all of them. Now you're about to do the dungeon. Are more players able to come and attack you while you're doing the dungeon?

Also how will they make challenging raids and dungeons if its mostly all open world? As far as I know, only story related dungeons are instanced.

Comments

  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Guilds will have to take a PvP equipped team to fight off contesters while another group fights the boss.

    Dungeons are only instanced insofar as the boss room will likely be a separate area from the rest of the dungeon (at least in some cases), but people can still enter that room if you leave the door unguarded.
  • XraelXrael Member
    Caeryl wrote: »
    Guilds will have to take a PvP equipped team to fight off contesters while another group fights the boss.

    Dungeons are only instanced insofar as the boss room will likely be a separate area from the rest of the dungeon (at least in some cases), but people can still enter that room if you leave the door unguarded.

    Interesting. Will it be so that, after you kill a certain no. of bosses, other player groups won't be able to enter the dungeon? Because that way, the bosses can get much harder and can offer challenging content without having to require players to worry about pvp.
  • Yes, open world dungeons means that other groups can enter after you and contest the dungeon while inside.

    They won't allow zerging of any kind of group content so you can rest easy that they will make it challenging.
  • nibiru97nibiru97 Member, Alpha One, Alpha Two, Early Alpha Two
    Open world dungeons are made so multiple groups can do them at the same time. In the past, groups would respect each others space, but I can see some groups/guilds that fight over certain bosses.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Caeryl wrote: »
    Guilds will have to take a PvP equipped team to fight off contesters while another group fights the boss.

    Dungeons are only instanced insofar as the boss room will likely be a separate area from the rest of the dungeon (at least in some cases), but people can still enter that room if you leave the door unguarded.

    Interesting. Will it be so that, after you kill a certain no. of bosses, other player groups won't be able to enter the dungeon? Because that way, the bosses can get much harder and can offer challenging content without having to require players to worry about pvp.

    No. Dungeons are not going to be no-PvP safe zones except for in very rare cases. Bosses can get harder regardless of people being allowed to contest it.
  • XraelXrael Member
    edited July 2020
    Caeryl wrote: »
    Caeryl wrote: »
    Guilds will have to take a PvP equipped team to fight off contesters while another group fights the boss.

    Dungeons are only instanced insofar as the boss room will likely be a separate area from the rest of the dungeon (at least in some cases), but people can still enter that room if you leave the door unguarded.

    Interesting. Will it be so that, after you kill a certain no. of bosses, other player groups won't be able to enter the dungeon? Because that way, the bosses can get much harder and can offer challenging content without having to require players to worry about pvp.

    No. Dungeons are not going to be no-PvP safe zones except for in very rare cases. Bosses can get harder regardless of people being allowed to contest it.

    Yea but bosses get harder and drop better gear, based on how fast you kill it. So say for example you aggro a boss, then you get attacked by players. You will be focused on dealing with the players and this will make you take more time on the boss, lowering the tier of the gear dropped.

    This will make it so that players will try to complete dungeons when no one is online, to get the best possible gear as they won't waste time on any boss due to pvp. This essentially removes the social aspect of the game. How exactly will AoC combat this?
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Caeryl wrote: »
    Caeryl wrote: »
    Guilds will have to take a PvP equipped team to fight off contesters while another group fights the boss.

    Dungeons are only instanced insofar as the boss room will likely be a separate area from the rest of the dungeon (at least in some cases), but people can still enter that room if you leave the door unguarded.

    Interesting. Will it be so that, after you kill a certain no. of bosses, other player groups won't be able to enter the dungeon? Because that way, the bosses can get much harder and can offer challenging content without having to require players to worry about pvp.

    No. Dungeons are not going to be no-PvP safe zones except for in very rare cases. Bosses can get harder regardless of people being allowed to contest it.

    Yea but bosses get harder and drop better gear, based on how fast you kill it. So say for example you aggro a boss, then you get attacked by players. You will be focused on dealing with the players and this will make you take more time on the boss, lowering the tier of the gear dropped.

    This will make it so that players will try to complete dungeons when no one is online, to get the best possible gear as they won't waste time on any boss due to pvp. This essentially removes the social aspect of the game. How exactly will AoC combat this?

    Dungeons are going to primarily drop materials, which are influenced by the party’s gathering levels and only partially via clear speed. Full gear drops are going to be very rare.

    It doesn’t reduce the need for having groups when you have to consider safety to approach, it increases the need for having groups. You need your PvE team to clear the dungeon, and you need your PvP team to protect the PvE team, but each team needs to be ready for aspects of the other. Midnight raids aren’t that rare either tbh, so you’d still get contested.
  • XraelXrael Member
    Caeryl wrote: »
    Caeryl wrote: »
    Caeryl wrote: »
    Guilds will have to take a PvP equipped team to fight off contesters while another group fights the boss.

    Dungeons are only instanced insofar as the boss room will likely be a separate area from the rest of the dungeon (at least in some cases), but people can still enter that room if you leave the door unguarded.

    Interesting. Will it be so that, after you kill a certain no. of bosses, other player groups won't be able to enter the dungeon? Because that way, the bosses can get much harder and can offer challenging content without having to require players to worry about pvp.

    No. Dungeons are not going to be no-PvP safe zones except for in very rare cases. Bosses can get harder regardless of people being allowed to contest it.

    Yea but bosses get harder and drop better gear, based on how fast you kill it. So say for example you aggro a boss, then you get attacked by players. You will be focused on dealing with the players and this will make you take more time on the boss, lowering the tier of the gear dropped.

    This will make it so that players will try to complete dungeons when no one is online, to get the best possible gear as they won't waste time on any boss due to pvp. This essentially removes the social aspect of the game. How exactly will AoC combat this?

    Dungeons are going to primarily drop materials, which are influenced by the party’s gathering levels and only partially via clear speed. Full gear drops are going to be very rare.

    It doesn’t reduce the need for having groups when you have to consider safety to approach, it increases the need for having groups. You need your PvE team to clear the dungeon, and you need your PvP team to protect the PvE team, but each team needs to be ready for aspects of the other. Midnight raids aren’t that rare either tbh, so you’d still get contested.

    Oh ok. Thanks for the info.
  • Caeryl wrote: »
    Caeryl wrote: »
    Caeryl wrote: »
    Guilds will have to take a PvP equipped team to fight off contesters while another group fights the boss.

    Dungeons are only instanced insofar as the boss room will likely be a separate area from the rest of the dungeon (at least in some cases), but people can still enter that room if you leave the door unguarded.

    Interesting. Will it be so that, after you kill a certain no. of bosses, other player groups won't be able to enter the dungeon? Because that way, the bosses can get much harder and can offer challenging content without having to require players to worry about pvp.

    No. Dungeons are not going to be no-PvP safe zones except for in very rare cases. Bosses can get harder regardless of people being allowed to contest it.

    Yea but bosses get harder and drop better gear, based on how fast you kill it. So say for example you aggro a boss, then you get attacked by players. You will be focused on dealing with the players and this will make you take more time on the boss, lowering the tier of the gear dropped.

    This will make it so that players will try to complete dungeons when no one is online, to get the best possible gear as they won't waste time on any boss due to pvp. This essentially removes the social aspect of the game. How exactly will AoC combat this?

    Dungeons are going to primarily drop materials, which are influenced by the party’s gathering levels and only partially via clear speed. Full gear drops are going to be very rare.

    It doesn’t reduce the need for having groups when you have to consider safety to approach, it increases the need for having groups. You need your PvE team to clear the dungeon, and you need your PvP team to protect the PvE team, but each team needs to be ready for aspects of the other. Midnight raids aren’t that rare either tbh, so you’d still get contested.

    I don't think dungeons and raids will primarily drop materials. They will probably also drop different tiers of gear. Making raids just be resource farms is super boring.
  • AtamaAtama Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    phdmonster wrote: »
    Caeryl wrote: »
    Caeryl wrote: »
    Caeryl wrote: »
    Guilds will have to take a PvP equipped team to fight off contesters while another group fights the boss.

    Dungeons are only instanced insofar as the boss room will likely be a separate area from the rest of the dungeon (at least in some cases), but people can still enter that room if you leave the door unguarded.

    Interesting. Will it be so that, after you kill a certain no. of bosses, other player groups won't be able to enter the dungeon? Because that way, the bosses can get much harder and can offer challenging content without having to require players to worry about pvp.

    No. Dungeons are not going to be no-PvP safe zones except for in very rare cases. Bosses can get harder regardless of people being allowed to contest it.

    Yea but bosses get harder and drop better gear, based on how fast you kill it. So say for example you aggro a boss, then you get attacked by players. You will be focused on dealing with the players and this will make you take more time on the boss, lowering the tier of the gear dropped.

    This will make it so that players will try to complete dungeons when no one is online, to get the best possible gear as they won't waste time on any boss due to pvp. This essentially removes the social aspect of the game. How exactly will AoC combat this?

    Dungeons are going to primarily drop materials, which are influenced by the party’s gathering levels and only partially via clear speed. Full gear drops are going to be very rare.

    It doesn’t reduce the need for having groups when you have to consider safety to approach, it increases the need for having groups. You need your PvE team to clear the dungeon, and you need your PvP team to protect the PvE team, but each team needs to be ready for aspects of the other. Midnight raids aren’t that rare either tbh, so you’d still get contested.

    I don't think dungeons and raids will primarily drop materials. They will probably also drop different tiers of gear. Making raids just be resource farms is super boring.
    If you join dungeons and raids just to gank players who go AFK, they’re mostly going to drop materials...
     
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  • Atama wrote: »
    phdmonster wrote: »
    Caeryl wrote: »
    Caeryl wrote: »
    Caeryl wrote: »
    Guilds will have to take a PvP equipped team to fight off contesters while another group fights the boss.

    Dungeons are only instanced insofar as the boss room will likely be a separate area from the rest of the dungeon (at least in some cases), but people can still enter that room if you leave the door unguarded.

    Interesting. Will it be so that, after you kill a certain no. of bosses, other player groups won't be able to enter the dungeon? Because that way, the bosses can get much harder and can offer challenging content without having to require players to worry about pvp.

    No. Dungeons are not going to be no-PvP safe zones except for in very rare cases. Bosses can get harder regardless of people being allowed to contest it.

    Yea but bosses get harder and drop better gear, based on how fast you kill it. So say for example you aggro a boss, then you get attacked by players. You will be focused on dealing with the players and this will make you take more time on the boss, lowering the tier of the gear dropped.

    This will make it so that players will try to complete dungeons when no one is online, to get the best possible gear as they won't waste time on any boss due to pvp. This essentially removes the social aspect of the game. How exactly will AoC combat this?

    Dungeons are going to primarily drop materials, which are influenced by the party’s gathering levels and only partially via clear speed. Full gear drops are going to be very rare.

    It doesn’t reduce the need for having groups when you have to consider safety to approach, it increases the need for having groups. You need your PvE team to clear the dungeon, and you need your PvP team to protect the PvE team, but each team needs to be ready for aspects of the other. Midnight raids aren’t that rare either tbh, so you’d still get contested.

    I don't think dungeons and raids will primarily drop materials. They will probably also drop different tiers of gear. Making raids just be resource farms is super boring.
    If you join dungeons and raids just to gank players who go AFK, they’re mostly going to drop materials...

    Well, if a raid by itself only drop materials that would be boring. I mean the thing by itself, not including the other 55 mechanics around it.
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