PeonLambda wrote: » as for beeing just an L4 the main difference will be the economy
Noaani wrote: » PeonLambda wrote: » as for beeing just an L4 the main difference will be the economy L3 (Archeage) had a fairly robust economy.
Aerlana wrote: » If you do a game you want either PvE and PvP you need the PvE part be challenging. Else any MMORPG is PvPvE (or PvX) and even LoL/Dota are (jungle) If the raids are all quite easy because the PvP before it is challenging... It is not a challengin PvE at all. and it would be PvP game. (not PvPvE or PvX) nothing against pvP game i also like them, just his is differnt kind of game.
PeonLambda wrote: » The starting point for a PvE game: The PvE need to be engaging (PvE challenge) , but to keep the PvE player active you to need to add new content on a regular basis, and the new contend need to have higher reward than the old content ( the Tier upgrade system)
Aerlana wrote: » PvE games : are not PvPvE / PvX games. Maybe because i don't want play at "hardcore" level anymore, but i don't have the feeling a "PvX" game needs to have regular new PvE content. Top End guilds won't be able to focus in PvE content, and more than that, they will have to defend themselves. For me, the game have to get both side living together in synergy. PvE being a way to get stuff (THE way to get the biggest stuff) stuff usefull to... win castle siege or your node siege... or destroy rivals nodes. PvE in highend is not only well trained players, with the stuff they loot doing hard strategies, it will also be crafting (at least for food/pots buffs to help on boss) and money (for many usefull reason) And all those will be better to be farmed with their character being not only boss killers but also artisan... So need catle/nodes controll, but also the Freeholds. All those are deep in PvP part. I consider that to really include "PvE" as definition you need challenging fight by themselves. But the PvP part will still be a thing for those big guilds. On WoW/FFXIV i took as example for endgame content, people in top end are focusing their gametime mostly around raids (and get consumable for raids) until they does the kill, then come back to arena, M+, or simply play less. But on Ashes where PvP will be everywhere, they won't be able to do this whole focus at release, and after, they have more than spamming arenas.
Noaani wrote: » However, there still needs to be content that is more on the PvE side. I mean, how can Ashes claim to be a PvX game if it's PvE content is no better than what amounts to essentially a pure PvP game like L2 or Archeage?
Aerlana wrote: » how i see your post Your logic is "the raiders" in the sense we know it the most : group of people (mostly a guild so) that focus on those challenge, and after this, when the farm become a common thing they are mostly waiting next content (with a cycle of 6-8 month as wow/FFXIV most of time) First thing : on wow, while a raid is 10-15 bosses most of them are for top end not a thing, and even for some casual guilds, some mythic bosses are easier to do than heroic last boss. Those lot of bosses are work that are part of the lore, story, but in pure gameplay they are just pinatas. this is already far less work to do. The first 2 savage boss on FFXIV are also just pinatas on most tier. Difficulty on FFXIV being mostly 4th boss (and ultimate). we don't need to have as much "raid bosses" as wow or even FFXIV. => instead of 12 or 40 bosses along 2 years we could have 4-5 ? (i speak about high end, those games also add many more bosses in different spot) also, again, it seems you consider than after those raiders did their PvE kill, they will fast be bored, ignoring that they will have to do lot of things related to differnet kind of wars. Due to all this PvP that impact the game world, they won't even be able to farm PvE endgame bosses as they could on other games.
PeonLambda wrote: » Noaani wrote: » PeonLambda wrote: » as for beeing just an L4 the main difference will be the economy L3 (Archeage) had a fairly robust economy. I only have played Archage at launch for a few months and havent touch unchained, so the eco was Land and plantation, and the trade route for gold and token for vehicule. I dont know how far the eco has progress after that point. But AoC will also have the whole matérial trade so the crafting wont be as smooth as L3 in that regard. (basically presure on the crafter side and the usual presure on the buyer side, i wont talk about the lvl 9 gear system for the crafter side ) So the dynamic will be more complicated, on top of that add the material market for repair.
NiKr wrote: » This would still be pvx
Noaani wrote: » Once again, nothing at all wrong with the cage idea - as one of 20 - 30 encounters added to the game each year.
NiKr wrote: » So just to make sure, you're suggesting that only 1/20 bosses could have both amazing pvp and amazing pve.
Noaani wrote: » Make it so you have a maybe 8 open world, 6 instanced, 2 roaming, 2 farmed materials, a single cage and a single non-PvP and you have a good balance of encounter types for a content cycle (and that is without actually coming up with anything overly new or different).
Noaani wrote: » Dygz wrote: » Um. Top 1% is relative. We won't participate for the fun of the encounter, or to experience something new, or for any potential rewards. /quote] Saddest thing I've ever read.
Dygz wrote: » Um. Top 1% is relative.
TheClimbTo1 wrote: » Noaani wrote: » Dygz wrote: » Um. Top 1% is relative. We won't participate for the fun of the encounter, or to experience something new, or for any potential rewards. Saddest thing I've ever read.
Noaani wrote: » Dygz wrote: » Um. Top 1% is relative. We won't participate for the fun of the encounter, or to experience something new, or for any potential rewards.