NiKr wrote: » Noaani wrote: » Due to the variation in content that is possible in tab target games, I have never come across this issue. After several hundred encounters in EQ2, I can't think of any that are so similar that players would get tired of them. I treat it the same way I do with Intrepid's intention to somehow be the best pvp mmo out there. If they wanna hit 1 in a howevermany previous attempts chances of succeeding, then why couldn't they fail with boss design so much that they hit 1 in a 100s of games that have done good pve before. As Shia said "Nothing is impossible!"
Noaani wrote: » Due to the variation in content that is possible in tab target games, I have never come across this issue. After several hundred encounters in EQ2, I can't think of any that are so similar that players would get tired of them.
Noaani wrote: » I'm not sure what it is you are saying here. To my knowledge, Intrepid have never said they are trying to make the best PvP game. They have, however, said they are trying to make the best PvX game. To me, they can't make the best PvX game if they fail at either PvP or PvE.
NiKr wrote: » Noaani wrote: » I'm not sure what it is you are saying here. To my knowledge, Intrepid have never said they are trying to make the best PvP game. They have, however, said they are trying to make the best PvX game. To me, they can't make the best PvX game if they fail at either PvP or PvE. Ok, I should've said "mmo with ow pvp in it". I see their chances at succeeding the same as their chances at completely fucking up the pve part. But I believe that they can succeed at making a good mmo with owpvp, so I have to believe that there's a chance that they fuck up pve. Especially if we consider how high the standards for pve are for people like you.
Noaani wrote: » It's true they can fuck anything up. However, keep in mind that even after a number of people left, there is still a large number of ex-EQ2 staff working at Intrepid. In fact, based on what I can see, there are more ex-EQ2 developers there than there are developers that have worked on any primarily PvP game. They have the ability to get PvE right more than they have the ability to get PvP right - it is just a matter of where they direct their efforts.
Craiken wrote: » My $0.02... I'm split on whether in-game DPS meters are good. It's fun to have data, but watching a meter is an unwelcome reminder that I'm manipulating variables in a computer program rather than inhabiting another world. I definitely shouldn't need to install a third party add-on to play. I dislike being told that I need a bunch of add-ons to participate in raids. It was nice to read in the wiki that Steven is against such things.
NiKr wrote: » Noaani wrote: » It's true they can fuck anything up. However, keep in mind that even after a number of people left, there is still a large number of ex-EQ2 staff working at Intrepid. In fact, based on what I can see, there are more ex-EQ2 developers there than there are developers that have worked on any primarily PvP game. They have the ability to get PvE right more than they have the ability to get PvP right - it is just a matter of where they direct their efforts. True. And I hope they manage to do that, because imo the pvp system is already as good as it can be and will just have to adjust some details to be its best self. So if they make the pve part of the game on the same lvl as the one you gush over, I'll be better off for it because that part of the game will keep more people playing which is good for my part of the game.
rikardp98 wrote: » All they seem to think about is how they want to interrupt the raid during a fight, they are more interested in that one fun time (and it will only happen once) than in the game being healthy and long lived.
Noaani wrote: » An example of this is instanced content. You can't PvP people in an instance, therefore the point of instances must be to prevent PvP. The thing is, that isn't the point. The point of instanced content is so that everyone has some content. No one wants to stay in a game, attempting to raid, if all the content is open world and other guilds are killing it all. Instanced content keeps the people that are missing out on open world bosses interested in the game - meaning they are more targets for PvP players than if they were playing a different game. It also allows that guild to remain somewhat competitive with the guild that IS killing that open world content, even if they are still a bit behind. This keeps players in the game, it keeps opportunities for PvP live, it adds more gear that PvP'ers will want to fight over. It is an all round good thing for PvP'ers - yet literally all of them turn their nose up at the prospect of the game having some instanced raid content. All they seem to think about is how they want to interrupt the raid during a fight, they are more interested in that one fun time (and it will only happen once) than in the game being healthy and long lived.
NiKr wrote: » And I think L2 had the best balance of the two.
Noaani wrote: » However, this isn't going to support a raid game, and so simply can not be the only type of raid content. Without something to go after 3 or 4 nights a week, with a reasonable chance of either success or progress, raiding is not sustainable in any game. If all of those 100 potential guilds are going after only a handful of encounters, that is simply not sustainable. Even if only 10 guilds are going after it, that is not sustainable.
Noaani wrote: » Without something to go after 3 or 4 nights a week, with a reasonable chance of either success or progress, raiding is not sustainable in any game. If all of those 100 potential guilds are going after only a handful of encounters, that is simply not sustainable. Even if only 10 guilds are going after it, that is not sustainable.
NiKr wrote: » Guess Intrepid will have to get away from the label of "a raid game". Because they can't have a gear-giving daily instance that would satiate the hunger of all the raid wanters, due to that literally destroying the economy of the game.
mcstackerson wrote: » Noaani wrote: » Without something to go after 3 or 4 nights a week, with a reasonable chance of either success or progress, raiding is not sustainable in any game. If all of those 100 potential guilds are going after only a handful of encounters, that is simply not sustainable. Even if only 10 guilds are going after it, that is not sustainable. Why should the game change it's design for 10% of the playerbase?
Tragnar wrote: » Thing is that I believe that build inspection is something that Steven is categorically against as a toxic feature - at least that is my impression
Noaani wrote: » Sure, instances have lockout. However, daily lockouts are traditionally for group content. Raid instances have weekly lockouts. Such content wouldn't ruin the economy in the game. You asserted as if it is fact, but offered no reason as to why it would be the case. The rest of your argument here kind of hinges on the assumption that it would indeed ruin the economy.
Noaani wrote: » So the question is, if that is a part of the games plan way back then, why should they change the games design to take it out?
mcstackerson wrote: » Noaani wrote: » So the question is, if that is a part of the games plan way back then, why should they change the games design to take it out? The system is designed the way it is for the same reason nodes are, by creating limited supply, you create player friction and conflict. Your recommendation destroys that.