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DPS Meter Megathread

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Comments

  • TragnarTragnar Member
    edited June 2022
    NiKr wrote: »
    Noaani wrote: »
    Two parties (whether groups or raids) on one target is kind of a part of the design of the game. The game is designed around the idea of groups and/or raids competing with each other on the same encounter, with the group or raid that does the most damage to the mob getting all the rewards. That isn't the type of zerging the anti-zerging systems would be trying to prevent.
    Boss' abilities and environmental hazards will scale with attackers' quantity. I called that anti-zerg, but iirc it's just an intended mechanic to counter 2 groups from the same guild fighting a one-group boss. The same mechanic would apply when 2 groups from different guilds are present in the boss location.
    where do you get that info? because we have a direct information that this is not going to be the case:
    "Bosses and mobs will not auto-scale based on group size.[19] (Interview, 19 July 2020 (17:12).)"

    this alone makes any of the "proposed" antizerg mechanics you listed unimplementable, because they all require dynamic adjustments based on the amount of player combatants
    “Ignorance, the root and stem of all evil.”

    ― Plato
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited June 2022
    Tragnar wrote: »
    NiKr wrote: »
    Noaani wrote: »
    Two parties (whether groups or raids) on one target is kind of a part of the design of the game. The game is designed around the idea of groups and/or raids competing with each other on the same encounter, with the group or raid that does the most damage to the mob getting all the rewards. That isn't the type of zerging the anti-zerging systems would be trying to prevent.
    Boss' abilities and environmental hazards will scale with attackers' quantity. I called that anti-zerg, but iirc it's just an intended mechanic to counter 2 groups from the same guild fighting a one-group boss. The same mechanic would apply when 2 groups from different guilds are present in the boss location.
    where do you get that info? because we have a direct information that this is not going to be the case:
    "Bosses and mobs will not auto-scale based on group size.[19] (Interview, 19 July 2020 (17:12).)"

    this alone makes any of the "proposed" antizerg mechanics you listed unimplementable, because they all require dynamic adjustments based on the amount of player combatants

    The ability scaling he is talking about is different than the boss itself scaling. Think debuffs that cause you to damage people around you. The more people standing in an area, the more damage everyone in that area is taking.
  • LudulluLudullu Member, Alpha Two
    Tragnar wrote: »
    where do you get that info? because we have a direct information that this is not going to be the case:
    "Bosses and mobs will not auto-scale based on group size.[19] (Interview, 19 July 2020 (17:12).)"

    this alone makes any of the "proposed" antizerg mechanics you listed unimplementable, because they all require dynamic adjustments based on the amount of player combatants
    https://ashesofcreation.wiki/Raids#Raid_target_markers
    "There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[72]"
  • that isnt a philosophy that can be used towards every encounter - some bosses very well could do that, but if you use it towards every boss then the fights become extremely stale and same

    anti-zerg mechanics should never limit boss design creativity
    “Ignorance, the root and stem of all evil.”

    ― Plato
  • LudulluLudullu Member, Alpha Two
    Tragnar wrote: »
    that isnt a philosophy that can be used towards every encounter - some bosses very well could do that, but if you use it towards every boss then the fights become extremely stale and same

    anti-zerg mechanics should never limit boss design creativity
    And I'm not saying they should. You can still have variety and unique encounters. All you need to do is have a range of Boss abilities and environmental mechanics that work well in a situation where there's more people that the boss design was built for.

    If you don't have such mechanics on some bosses, those bosses will just be stomped by zergs.
  • and that's the problem - you restrict the boss design to use mechanics that punish zergs, because bosses that won't have those will be just zerg fests

    there needs to be some underlying system that prevents zerging, because you either severely limit the boss design or have bosses that are killed by calling together literally the whole population of the node to kill it
    “Ignorance, the root and stem of all evil.”

    ― Plato
  • LudulluLudullu Member, Alpha Two
    Tragnar wrote: »
    there needs to be some underlying system that prevents zerging, because you either severely limit the boss design or have bosses that are killed by calling together literally the whole population of the node to kill it
    And those mechanics are already present. Body collision being one of the biggest ones. And boss location design will probably be the next biggest. You can also scale the drops based on how many people came to fight the boss. But outside of pure instancing there's not much you can do to limit players trying to exploit your game's systems. And we'll have to see what Intrepid can come up with, while staying true to their design goals and ideas.
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited June 2022
    Tragnar wrote: »
    and that's the problem - you restrict the boss design to use mechanics that punish zergs, because bosses that won't have those will be just zerg fests

    there needs to be some underlying system that prevents zerging, because you either severely limit the boss design or have bosses that are killed by calling together literally the whole population of the node to kill it

    Not really since these aren't the only mechanics that can exist on bosses.

    Every mechanic doesn't need to work like this, bosses just need to have some that do.
  • TragnarTragnar Member
    edited June 2022
    Ye the famous body collision, so many people want to design it into a game, but it is every time universally hated

    also I honestly pity those fools who are going to play melee with body collision enabled (ye pretty much heavy ranged meta)

    I am personally not convinced that body collision will survive into the release without heavy criticism (just look at the last example of body collision in new world)

    fyi when you talk about aoe dmg scaling being anti zerg then it is true only if the aoe is unavoidable - because if you can avoid then the boss will die before even second mechanic happens

    just look at the math - a boss that should take 15 minutes for average dad guild of 40 players can be zerged by 200 people under a minute - and you know why? because there 100% are oging to exist damage cooldowns and proportionally you get higher percentage of pure dps classes, because the number of tanks stays the same and not many additional healers are needed - if any - also you will most likely get all of existing damage debuffs on the boss - which also boosts a ton
    “Ignorance, the root and stem of all evil.”

    ― Plato
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited June 2022
    Tragnar wrote: »
    Ye the famous body collision, so many people want to design it into a game, but it is every time universally hated

    also I honestly pity those fools who are going to play melee with body collision enabled (ye pretty much heavy ranged meta)

    I am personally not convinced that body collision will survive into the release without heavy criticism (just look at the last example of body collision in new world)

    fyi when you talk about aoe dmg scaling being anti zerg then it is true only if the aoe is unavoidable - because if you can avoid then the boss will die before even second mechanic happens

    just look at the math - a boss that should take 15 minutes for average dad guild of 40 players can be zerged by 200 people under a minute - and you know why? because there 100% are oging to exist damage cooldowns and proportionally you get higher percentage of pure dps classes, because the number of tanks stays the same and not many additional healers are needed - if any - also you will most likely get all of existing damage debuffs on the boss - which also boosts a ton

    then cap the damage a boss can take a second and/or have it go invulnerable when it triggers certain mechanics
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    edited June 2022
    Damn, this thread is still alive and kickin eh? Just a thought regarding the people concerned about min/maxing their characters (i.e. in favor of dps meters). Aren't you still capable of doing so? Its simply through trial and error practicing on mobs and using the ol' stopwatch and pencil and paper trick to figure stuff out for your own character and the items you test out with each different build? DPS meters in that regard are just the easy/lazy way of doing all of that. I for one welcome the archaic idea of trying to figure out builds and gear through testing stuff yourself and deciding if its good or not by how well it plays instead of only going off of numbers being spewed into a program and it doing the job for you.

    I did see the idea of making dps meters a guild specific upgrade which could potentially be good. Seeing as everyone who joins that guild would be doing so by choice. They would have to make it so it is a permanent decision to choose that feature so guilds cant go back and forth to use it when they see fit while benefiting from other upgrades during its downtime though. I would say to make it a costly feature to attain for a guild as well.
    GJjUGHx.gif
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    You are removing the pvp element from the one of the most desire-able forms of content with the best rewards.

    Two points to this.

    1, no it wouldn't. It would be removing PvP from the second tier out of four tiers of desirable content, this giving it the third most desirable rewards.

    2, as a counter/addendum to even my own point above, winning mayoralty of a node is a greater reward than any one item ever could be, so the PvE-less arena does what you are arguing against here even more than what I am suggesting.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    NiKr wrote: »
    Which is why I wanna see Intrepid's system first to know how exactly they plan to realize Steven's designs.
    I mean, I am not giving them any feedback on their system, I am discussing their proposed system with other players.

    However, that said, my point stands. I do not see how Intrepid could add in the proposed ability based scaling to raid content without instancing it (which includes pseudo-instancing), or without it being turned in to a tool that guilds wield against each other.

    It could well be that Intrepid plan to instance or pseudo-instance thus content off, it could be that they intend it to be something that people use against each other, it could be that they drop the idea all together (my assumption), or it could be that they come up with something I didnt think of (that no one else I have talked to about this has thought if either).

    None of that alters the discussion here though.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Dolyem wrote: »
    I for one welcome the archaic idea of trying to figure out builds and gear through testing stuff yourself and deciding if its good or not by how well it plays instead of only going off of numbers being spewed into a program and it doing the job for you.
    If we have combat trackers, we still need to do our own tests.

    A combat tracker is simply a faster way to get the information out of that test.

    If I test a build and decide that there is probably a better one, I still need to respec to that build and run tests with it. If I turns out that there is a really good build that I dont think of, a combat tracker is not going to tell me about it.
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited June 2022
    Noaani wrote: »
    You are removing the pvp element from the one of the most desire-able forms of content with the best rewards.
    2, as a counter/addendum to even my own point above, winning mayoralty of a node is a greater reward than any one item ever could be, so the PvE-less arena does what you are arguing against here even more than what I am suggesting.

    You will need to go into detail on how this is the case as the arena is not a part of linear gear progression but you are recommending making instanced pve part of it. Shouldn't the rewards for instanced pve and instanced pvp be the same and not part of linear progression? At least not directly part of it.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited June 2022
    Noaani wrote: »
    You are removing the pvp element from the one of the most desire-able forms of content with the best rewards.
    2, as a counter/addendum to even my own point above, winning mayoralty of a node is a greater reward than any one item ever could be, so the PvE-less arena does what you are arguing against here even more than what I am suggesting.

    You will need to go into detail on how this is the case as the arena is not a part of linear gear progression but you are recommending making instanced pve part of it. Shouldn't the rewards for instanced pve and instanced pvp be the same and not part of linear progression? At least not directly part of it.

    Simple.

    Being mayor of a node affords one influence.

    Influence allows one to get others to fight their fights for them, thus they don't even need gear (my turn for hyperbole).

    Additionally, should that node be a metropolis, you get a flying mount.

    Sure, being a mayor of a node doesn't advance you in regards to gear progression, but it absolutely has other rewards and perks.

    This is a fairly key aspect of Ashes, different rewards come via different activities. Gear is literally only acquired via PvE and crafting.
  • Otr wrote: »
    Tragnar wrote: »
    NiKr wrote: »
    Noaani wrote: »
    Two parties (whether groups or raids) on one target is kind of a part of the design of the game. The game is designed around the idea of groups and/or raids competing with each other on the same encounter, with the group or raid that does the most damage to the mob getting all the rewards. That isn't the type of zerging the anti-zerging systems would be trying to prevent.
    Boss' abilities and environmental hazards will scale with attackers' quantity. I called that anti-zerg, but iirc it's just an intended mechanic to counter 2 groups from the same guild fighting a one-group boss. The same mechanic would apply when 2 groups from different guilds are present in the boss location.
    where do you get that info? because we have a direct information that this is not going to be the case:
    "Bosses and mobs will not auto-scale based on group size.[19] (Interview, 19 July 2020 (17:12).)"

    this alone makes any of the "proposed" antizerg mechanics you listed unimplementable, because they all require dynamic adjustments based on the amount of player combatants

    The ability scaling he is talking about is different than the boss itself scaling. Think debuffs that cause you to damage people around you. The more people standing in an area, the more damage everyone in that area is taking.
    Running out of air.
    That could work to reduce player density in a tight zone.
    It would be fun to see 100 noobs running from all directions to a group of 10 veterans to try to suffocate them.
    Underwater fights should not be subject to suffocation ^^

    I think this belongs into the category of auto-scaling systems, because you are de facto creating an enrage wipe mechanic that is timed from the amount of players in the vicinity of the boss - and that is a form of auto-scaling boss that Steven said that they don't want

    I get it I am using transitive logic here, but it seems unlikely that they would use it when they are against autoscaling

    To be honest the only thing you are proposing is a mechanic that its addition compared to traditional time only based enrages is a player to player griefing
    “Ignorance, the root and stem of all evil.”

    ― Plato
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Noaani wrote: »
    Noaani wrote: »
    You are removing the pvp element from the one of the most desire-able forms of content with the best rewards.
    2, as a counter/addendum to even my own point above, winning mayoralty of a node is a greater reward than any one item ever could be, so the PvE-less arena does what you are arguing against here even more than what I am suggesting.

    You will need to go into detail on how this is the case as the arena is not a part of linear gear progression but you are recommending making instanced pve part of it. Shouldn't the rewards for instanced pve and instanced pvp be the same and not part of linear progression? At least not directly part of it.

    Simple.

    Being mayor of a node affords one influence.

    Influence allows one to get others to fight their fights for them, thus they don't even need gear (my turn for hyperbole).

    Additionally, should that node be a metropolis, you get a flying mount.

    Sure, being a mayor of a node doesn't advance you in regards to gear progression, but it absolutely has other rewards and perks.

    This is a fairly key aspect of Ashes, different rewards come via different activities. Gear is literally only acquired via PvE and crafting.

    So your whole argument is around the military nodes election system?

    One of 4 election systems for a node that only one person can win. That isn't a viable option for everyone. Even if everyone goes for it, only one person will win and benefit from it at a time. Benefits that are lost when the position is lost. That is different than a system where everyone zone into an instance, get it's rewards, and keeps those rewards.

    Yes, different rewards come from different activities and due to the difference in risk associated with instanced activities, they shouldn't give you gear or at least the required resources to create gear. I think they can give everything else, item enchancements, limited time recipes, augments, relics, etc. just not completed items or the resources that are necessary to create items with maybe some exceptions for one off items that have a strong tie to the instance.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited June 2022
    Noaani wrote: »
    Noaani wrote: »
    You are removing the pvp element from the one of the most desire-able forms of content with the best rewards.
    2, as a counter/addendum to even my own point above, winning mayoralty of a node is a greater reward than any one item ever could be, so the PvE-less arena does what you are arguing against here even more than what I am suggesting.

    You will need to go into detail on how this is the case as the arena is not a part of linear gear progression but you are recommending making instanced pve part of it. Shouldn't the rewards for instanced pve and instanced pvp be the same and not part of linear progression? At least not directly part of it.

    Simple.

    Being mayor of a node affords one influence.

    Influence allows one to get others to fight their fights for them, thus they don't even need gear (my turn for hyperbole).

    Additionally, should that node be a metropolis, you get a flying mount.

    Sure, being a mayor of a node doesn't advance you in regards to gear progression, but it absolutely has other rewards and perks.

    This is a fairly key aspect of Ashes, different rewards come via different activities. Gear is literally only acquired via PvE and crafting.

    So your whole argument is around the military nodes election system?

    Not at all.

    My whole argument is that gear enters the game via PvE, and is redistributed via PvP.

    As such, it is perfectly viable to have *some* PvE content that is not subject to PvP during the encounter itself, as long as the rewards from that content are at least as subject to redistribution as anything else.

    Since you are trying to argue that the game is PvX and so all content should be subject to PvP at all times, I pointed out an obvious situation in which PvP is very much isolated from PvE, and asked you where your equal complaints about that are.

    In principle, if you want to argue PvX means both PvE and PvP together, it shouldnt matter what the rewards are, you should be arguing equally for both.

    Since you are not arguing this, and even when this is pointed out you attempted to find a loophole so that you didnt need to take up that argument, you are clearly just arguing for PvP and disguising it as an argument for PvX.
  • It is truly a shame that many ppl on forums take PvX the same as PvP happens everywhere all the time and you can't escape it and on top of that it is by their beliefs that the open world PvP is superior to any PvE that could possibly exist in the game

    (when my belief and both experience is that open world PvP is dogshit)
    “Ignorance, the root and stem of all evil.”

    ― Plato
  • DeliaszDeliasz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Tragnar wrote: »
    It is truly a shame that many ppl on forums take PvX the same as PvP happens everywhere all the time and you can't escape it and on top of that it is by their beliefs that the open world PvP is superior to any PvE that could possibly exist in the game

    (when my belief and both experience is that open world PvP is dogshit)

    Hmm you have Plato in your signature and being so narrow minded ;) In the end Plato wasn't good with the whole concept of "Change".

    What is your experience in open-world PvP (no instances/no arenas/no bg)?
    Time goes fast. Time is a speed freak :D
  • I love pvp - i've been playing pvp focused games almost my whole life - like league, dota, cs, apex, valorant a some others to lesser extent - they all have one thing in common - they pretend to be balanced

    when I look at open world pvp I see only a bunch of pussies that ambush others when they see their UI number is lower than theirs - or if they just outnumber the victim

    However I admit that open world pvp events are pretty badass and a nice experience, because you actually have some goal or objective for it

    btw please explain how my subjective opinion of disliking spontaneous open world pvp (which mostly happens with a vast advantage for the initiator) is ignorance
    “Ignorance, the root and stem of all evil.”

    ― Plato
  • DeliaszDeliasz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Now I know you don't know what are you talking about.

    Those games are PvP but not big scale open-world PvP.
    You play shooter games (love them)

    Open-world PvX games are centered around one thing "no rules". You can have small or big skirmishes over nothing or over field boss.

    Your ignorance is driven from lack of an actual experience in that field.
    Unfortunately only handful of games had proper PvX.

    Also, in the past we had less classes and less skills so it was more easy to balance stuff.

    From my point of view, you just lack of experience in open-world PvX (not PvP).
    For the last 10 years people are just playing small team based shooters or moba games.
    New world is the latest game introducing an actual open-world PvP but it was too much for many people who grew within WoW or FF14.

    Let's hope for the best for all of us :D
    Time goes fast. Time is a speed freak :D
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Deliasz wrote: »
    Now I know you don't know what are you talking about.

    Those games are PvP but not big scale open-world PvP.
    You play shooter games (love them)

    Open-world PvX games are centered around one thing "no rules". You can have small or big skirmishes over nothing or over field boss.

    Your ignorance is driven from lack of an actual experience in that field.
    Unfortunately only handful of games had proper PvX.

    Also, in the past we had less classes and less skills so it was more easy to balance stuff.

    From my point of view, you just lack of experience in open-world PvX (not PvP).
    For the last 10 years people are just playing small team based shooters or moba games.
    New world is the latest game introducing an actual open-world PvP but it was too much for many people who grew within WoW or FF14.

    Let's hope for the best for all of us :D

    You are getting open world and PvX mixed up.

    These are not the same thing.

    I spent many years playing Archeage, and my experience of open world PvP is that people would see my gear score and not attack me, or other guilds would see my guild and not attack us.

    However, if I am on an under geared alt, those same people would have no issues attacking me.

    Open world PvP is for bottom feeders.
  • DeliaszDeliasz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I'm not mixing it at all.

    Open-world PvX is the same as Open-world PvP but with mobs included.

    So basically I don' care if you are super buffed, as long there is a way to train mobs towards you,
    gank you while you grind or do boss.

    Also, on the topic.
    DPS meter only works if you have brainless single target, PvE...
    It will not work on random PvX scenarios.

    Even for Castle Siege etc. it will not have any means to be used. Tactic over numbers.

    Time goes fast. Time is a speed freak :D
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Noaani wrote: »
    Noaani wrote: »
    Noaani wrote: »
    You are removing the pvp element from the one of the most desire-able forms of content with the best rewards.
    2, as a counter/addendum to even my own point above, winning mayoralty of a node is a greater reward than any one item ever could be, so the PvE-less arena does what you are arguing against here even more than what I am suggesting.

    You will need to go into detail on how this is the case as the arena is not a part of linear gear progression but you are recommending making instanced pve part of it. Shouldn't the rewards for instanced pve and instanced pvp be the same and not part of linear progression? At least not directly part of it.

    Simple.

    Being mayor of a node affords one influence.

    Influence allows one to get others to fight their fights for them, thus they don't even need gear (my turn for hyperbole).

    Additionally, should that node be a metropolis, you get a flying mount.

    Sure, being a mayor of a node doesn't advance you in regards to gear progression, but it absolutely has other rewards and perks.

    This is a fairly key aspect of Ashes, different rewards come via different activities. Gear is literally only acquired via PvE and crafting.

    So your whole argument is around the military nodes election system?

    Not at all.

    My whole argument is that gear enters the game via PvE, and is redistributed via PvP.

    As such, it is perfectly viable to have *some* PvE content that is not subject to PvP during the encounter itself, as long as the rewards from that content are at least as subject to redistribution as anything else.

    Since you are trying to argue that the game is PvX and so all content should be subject to PvP at all times, I pointed out an obvious situation in which PvP is very much isolated from PvE, and asked you where your equal complaints about that are.

    In principle, if you want to argue PvX means both PvE and PvP together, it shouldnt matter what the rewards are, you should be arguing equally for both.

    Since you are not arguing this, and even when this is pointed out you attempted to find a loophole so that you didnt need to take up that argument, you are clearly just arguing for PvP and disguising it as an argument for PvX.

    I play MMOs for the world and would prefer nothing to be instanced, pve or pvp. In the past, i have argued against gear being rewarded for instanced pvp.

    I'm arguing that no instance, pve or pvp, should be part of vertical progression, at least directly part of it. If you get your content, what's the problem with the rewards being different?
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Deliasz wrote: »

    Also, on the topic.
    DPS meter only works if you have brainless single target, PvE...
    It will not work on random PvX scenarios.

    Even for Castle Siege etc. it will not have any means to be used. Tactic over numbers.

    This is entirely untrue.

    As in, completely, 100% untrue. So untrue in fact, that it makes me think that you have never used a combat tracker, and only have a vague idea of what they do based on the term "DPS meter", which in itself is incorrect.

  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited June 2022

    I'm arguing that no instance, pve or pvp, should be part of vertical progression, at least directly part of it. If you get your content, what's the problem with the rewards being different?
    I want Ashes to have a raiding scene.

    It will not be possible to support a raiding scene without instanced raids.

    The amount of content it would require to support just 10 raiding guilds per server (not enough to be considered a raiding scene) would be overwhelming.

    As far as rewards go, gear in tiered raiding is a key to the next tier of raiding. The reward for raiding is what is behind the door that key opens - more raiding.

    It is only people that do not and have not participated in raiding that see the gear as the reward - and that is an issue they need to resolve them self.

    As to the specifics of Ashes, gear is generated in PvE content. As such, PvE content should generate gear. You can argue against this, just know that in doing so, you are arguing against a core design concept of Ashes and is akin to asking for PvE and PvP servers.
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Noaani wrote: »

    I'm arguing that no instance, pve or pvp, should be part of vertical progression, at least directly part of it. If you get your content, what's the problem with the rewards being different?
    I want Ashes to have a raiding scene.

    It will not be possible to support a raiding scene without instanced raids.

    The amount of content it would require to support just 10 raiding guilds per server (not enough to be considered a raiding scene) would be overwhelming.

    As far as rewards go, gear in tiered raiding is a key to the next tier of raiding. The reward for raiding is what is behind the door that key opens - more raiding.

    It is only people that do not and have not participated in raiding that see the gear as the reward - and that is an issue they need to resolve them self.

    As to the specifics of Ashes, gear is generated in PvE content. As such, PvE content should generate gear. You can argue against this, just know that in doing so, you are arguing against a core design concept of Ashes and is akin to asking for PvE and PvP servers.

    There are also people who have raided and don't see content being gated by gear as compelling. If you really think there needs to be some kind of farming requirement to participate in raiding activities then i'd rather look for a different option besides gear level, something like attunement quests. Something like the amulet quest you had to do in A1, that negated the fire dragon's aura so you could fight it.

    You have to understand the power creep issues that would come with constantly increasing the gear's power from raiding and that it would affect the items in the world.
  • LudulluLudullu Member, Alpha Two
    edited June 2022
    I'd say "fuck dps" and go with "add more utility stuff". Add a fire add that requires a water mage/augment to put out, and w/o putting out the add the farm can't continue. Add a frozen lake under a mud golem and make players thaw the ice in order to make the golem start dissolving, but you'd have to first put some fire resistances onto the boss so that his clay body wouldn't harden from all the fire attacks that melted the lake.

    That kind of shit is way more fun to me than just having dps/gear checks. And you could have soooooo damn many utility things and on a variety of scales, from needing just one person to the whole 40-man raid having to make certain actions in a certain order against certain enemies/things/environment - which would be an utter hell to properly manage, but would be a much bigger test of skill and endurance of everyone involved than just "go farm some gear and keep up your rotations and we'll win".
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