Noaani wrote: » I'm fairly convinced that Intrepid will see the need for at least some form of instancing in dungeon and raid content. My assumption is that this will eventually take the form of a number of bosses in each dungeon/raid being instanced off (or phased off). This would leave in place the need to fight down to the bottom of the dungeon, against both mobs and other players, but it means when you get there you know you have content, that content is able to be properly tuned to a single group or raid, and is also able to be tuned to assume that other players will not also be fighting you.
Noaani wrote: » In games with open PvP, world boss encounters are not PvE content - they are PvP rewards. The idea is to either completely clear out or outlast the opposition so that you are able to take on the encounter without contest from other players - and in almost all such games, the encounter itself is actually disappointingly easy. Archeage was the worst offender at this - the dragon and kraken in that game were quite hard to kill, if you had other players stopping you. Two full raids of 40 players each could spend hours on them. Or, if you had no competition, 10 players could take them out in about 15 minutes, without a single death. Now, this type of content is actually really important for a game like Ashes - but it needs to be considered PvP content, not PvE content. So far, this is the type of content we have heard Intrepid talk about - but they will likely have to add in content more tuned to PvE players at some point.
Noaani wrote: » As to the third type you added - lore based raids and dungeons - that should be included in all content. I don't personally think it needs it's own content, as everything we do should be lore based.
CaptnChuck wrote: » Hmmm....but is this really better than what I suggested though? It could possibly create situations where players skip bosses to try to reach the end quickly. They will view contest PvP as a chore and not as a fun mechanic on the side, which will be super unhealthy for the game.
Noaani wrote: » Also, in your suggestion, players would be able to simply break down the gear they got from the instanced PvE content in order to get materials to repair their gear, completely negating the need for the open content.
CaptnChuck wrote: » So now what do you say
Noaani wrote: » CaptnChuck wrote: » So now what do you say I'm still not a fan of segregating PvE and PvP content to this level - it goes against the notion of a PvX game.
Tragnar wrote: » I don't think that it solves anything, but that it totally changes the vision for what raiding in Ashes should be.
CaptnChuck wrote: » @Tragnar@Aardvark I do hope that they don't do that. Even as a PvP player, I would love to be able to do challenging PvE content on the side; PvE content that is difficult because of PvE mechanics and not because of PvP mechanics.
Tragnar wrote: » You know if the PvE open world raids are going to be as hard as an instanced raids would be then there will become a gigantic need for PvP mercenary guilds to guard those raids during raid time. And I imagine there will be of course appropriate payment for those guilds.
CaptnChuck wrote: » Tragnar wrote: » You know if the PvE open world raids are going to be as hard as an instanced raids would be then there will become a gigantic need for PvP mercenary guilds to guard those raids during raid time. And I imagine there will be of course appropriate payment for those guilds. Yea but I'm kind of against forcing PvP down the throats of players. There's already plenty of PvP systems in the game. So I don't think that there is a reason to make PvP a significant part of PvE as well. By making it so that you need to do open world dungeons to farm materials required to enchant your gear, you maintain a healthy amount of PvP, while providing PvE-focused players a means to enjoy the game.
Tragnar wrote: » CaptnChuck wrote: » Tragnar wrote: » You know if the PvE open world raids are going to be as hard as an instanced raids would be then there will become a gigantic need for PvP mercenary guilds to guard those raids during raid time. And I imagine there will be of course appropriate payment for those guilds. Yea but I'm kind of against forcing PvP down the throats of players. There's already plenty of PvP systems in the game. So I don't think that there is a reason to make PvP a significant part of PvE as well. By making it so that you need to do open world dungeons to farm materials required to enchant your gear, you maintain a healthy amount of PvP, while providing PvE-focused players a means to enjoy the game. I disagree, because the approach of Intrepid is the one that might actually work. This is because the raids themselves are going to be a big piles of wealth. Which in turn creates a big demand for pvp players. I am thinking this because the whole caravan system is going to work like that. I wouldn't be surprised if there will be an actual aimed alliance between PvP and PvE guilds. So PvE guilds will be focused on millking the hardest iteration of raids possible to get the most loot from there and at the same the PvP guild is going to be focused on protecting the procuring the goods and eventually delivering those for payout. Instanced content is assured fun, but I am willing to give the open world raiding a chance. Thing is that the game rules around that should promote healthy player interactions and it definitely should not have the best gameplay loop be some degenerate zerg/cheese.