Glorious Alpha Two Testers!

Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here

If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.

If you are coming to Ashes of Creation to try to find Mythic+ raids, you have the wrong game.

1356

Comments

  • shadissshadiss Member
    edited September 2020
    I would be OK with a kind of hybrid instanced/open-world PvE guild/end-game content. For example, there are the dungeons and areas that become accessible after a Node reaches level 5. Within that dungeon/area, there is open world PvE with groups of elite mobs, traps, puzzles, etc., that have to be defeated in order to reach the end. At the end is a mini-boss that is a challenge on its own, that drops an item (e.g. a key) that can be used once to summon a portal at a specific place in the dungeon to create an instanced (~40 man) PvE raid against a very difficult encounter (this item can also be traded and sold once dropped). The mini-boss would only spawn once a week and the summoned portal will only last so long - in order to provide that sense of scarcity and challenge. This "hybrid" will allow for the Open World PvP challenges in order to defeat the mini-boss and claim the key, and it would also allow for the instanced PvE area to remove the burden of PvP players interrupting a guild's limited chance at end-game drops.

    On top of all this, there would also be the occasional world bosses that would take an entire army to destroy in an Open World setting.
  • BricktopBricktop Member, Alpha Two
    edited September 2020
    Noaani wrote: »
    Why is your "not a good time" more important than mine?

    The reason your good time isn't important is because it takes away from the open world nature of the game.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Bricktop wrote: »
    Noaani wrote: »
    Why is your "not a good time" more important than mine?

    The reason your good time isn't important is because it takes away from the open world nature of the game.

    Not in any meaningful way.

    Again, we are talking about three encounters - in a game that will be 20% instanced. That is very much needle in a haystack type ratios.
  • BricktopBricktop Member, Alpha Two
    edited September 2020
    Noaani wrote: »
    Bricktop wrote: »
    Noaani wrote: »
    Why is your "not a good time" more important than mine?

    The reason your good time isn't important is because it takes away from the open world nature of the game.

    Not in any meaningful way.

    Again, we are talking about three encounters - in a game that will be 20% instanced. That is very much needle in a haystack type ratios.

    In your opinion it doesn't and in my opinion it does.

    You could take that same month and a half of attempts on a boss and add in losing the boss to another guild, going to war with other guilds, diplomacy with other guilds etc all surrounding the same boss. All on top of the attempts and dying. See how that would add to the open world and not take away?
  • maouwmaouw Member, Alpha One, Alpha Two, Early Alpha Two
    Yo can we take a moment to sync the communication lines?

    The people arguing for harder PvE content just want to make sure the quality of a raid dungeon isn't diminished. There's nothing wrong with that.
    BUT
    The reason ^these^ people are under fire is because the concerns raised have been:
    • PvP contest for bosses was done in Lineage 2 where the bosses were boring "pinatas".
      Sure, that's what Lineage 2 did. But why are you freaking out about a hypothetical when we haven't even seen an AoC raid and its difficulty? You've only seen pre-alpha footage where combat hasn't even been finalized yet. On top of that, Steven has already discussed dynamic difficulty for raids. Please wait and see what they'll show us.
    • A proposal to fix Lineage 2 bosses is to instance the boss so it can be made hard.
      This isn't even a problem in AoC yet and the OP of this thread is trying to point out that open world bosses are really important to this game and instancing isn't part (almost against) the game's design philosophy.
    • PvE cannot be made hard because then PvP contest at the same time will make it impossible to do.
      Again, this is a problem that is yet to exist, and you are implying that PvP is detrimental to the PvE experience ---> and by extension you are implying that PvE and PvP need to be separated ---> which is also almost against the design philosophy of AoC that wants PvX <--- which Steven has said is the intermingling and interdependency of PvP and PvE NOT separation. The whole point is that the raid should be nigh impossible to do, and if you can't handle that, get rich and BUY the gear off someone who can.
    I wish I were deep and tragic
  • anotheroneanotherone Member, Alpha Two
    maouw wrote: »
    Yo can we take a moment to sync the communication lines?

    The people arguing for harder PvE content just want to make sure the quality of a raid dungeon isn't diminished. There's nothing wrong with that.
    BUT
    The reason ^these^ people are under fire is because the concerns raised have been:
    • PvP contest for bosses was done in Lineage 2 where the bosses were boring "pinatas".
      Sure, that's what Lineage 2 did. But why are you freaking out about a hypothetical when we haven't even seen an AoC raid and its difficulty? You've only seen pre-alpha footage where combat hasn't even been finalized yet. On top of that, Steven has already discussed dynamic difficulty for raids. Please wait and see what they'll show us.
    • A proposal to fix Lineage 2 bosses is to instance the boss so it can be made hard.
      This isn't even a problem in AoC yet and the OP of this thread is trying to point out that open world bosses are really important to this game and instancing isn't part (almost against) the game's design philosophy.
    • PvE cannot be made hard because then PvP contest at the same time will make it impossible to do.
      Again, this is a problem that is yet to exist, and you are implying that PvP is detrimental to the PvE experience ---> and by extension you are implying that PvE and PvP need to be separated ---> which is also almost against the design philosophy of AoC that wants PvX <--- which Steven has said is the intermingling and interdependency of PvP and PvE NOT separation. The whole point is that the raid should be nigh impossible to do, and if you can't handle that, get rich and BUY the gear off someone who can.

    Now im confused, sry i dont get it here. What means "pvx"? For me theres either pvp or pve. Either you compete against environment or versus players. So if you compete against other players its stays at pvp for me. So thats maybe a bit confusing. :#
  • BricktopBricktop Member, Alpha Two
    edited September 2020
    anotherone wrote: »
    maouw wrote: »
    Yo can we take a moment to sync the communication lines?

    The people arguing for harder PvE content just want to make sure the quality of a raid dungeon isn't diminished. There's nothing wrong with that.
    BUT
    The reason ^these^ people are under fire is because the concerns raised have been:
    • PvP contest for bosses was done in Lineage 2 where the bosses were boring "pinatas".
      Sure, that's what Lineage 2 did. But why are you freaking out about a hypothetical when we haven't even seen an AoC raid and its difficulty? You've only seen pre-alpha footage where combat hasn't even been finalized yet. On top of that, Steven has already discussed dynamic difficulty for raids. Please wait and see what they'll show us.
    • A proposal to fix Lineage 2 bosses is to instance the boss so it can be made hard.
      This isn't even a problem in AoC yet and the OP of this thread is trying to point out that open world bosses are really important to this game and instancing isn't part (almost against) the game's design philosophy.
    • PvE cannot be made hard because then PvP contest at the same time will make it impossible to do.
      Again, this is a problem that is yet to exist, and you are implying that PvP is detrimental to the PvE experience ---> and by extension you are implying that PvE and PvP need to be separated ---> which is also almost against the design philosophy of AoC that wants PvX <--- which Steven has said is the intermingling and interdependency of PvP and PvE NOT separation. The whole point is that the raid should be nigh impossible to do, and if you can't handle that, get rich and BUY the gear off someone who can.

    Now im confused, sry i dont get it here. What means "pvx"? For me theres either pvp or pve. Either you compete against environment or versus players. So if you compete against other players its stays at pvp for me. So thats maybe a bit confusing. :#

    This is the problem right here. A majority of these people arguing for instances don't understand that PvP and PvE aren't gonna be separated in this game. You will be PvPing and PvEing through the day all day in Ashes of Creation. Do you want to grind a dungeon to get a recipe to drop that your crafter really needs? Better defend your room of the dungeon from enemy players in between mob pulls. Uh oh, one of your guilds scouts found a boss up? Better get everybody there as fast as we can to get it. Another guild showed up to steal your boss? Better cut a deal or flag up on them. This is all the stuff that makes open world games fun.

    You need to have success in both PvP and PvE in order to progress your character in Ashes. You can't just grind arenas and instances all day to get top end gear.
  • maouwmaouw Member, Alpha One, Alpha Two, Early Alpha Two
    @anotherone it's PvX because:
    even if you beat all other guilds who are in the dungeon (win PvP) you can still die from facing the Boss (PvE)
    AND
    even if your guild knows how to beat the boss (PvE) you can still die from other guilds in the dungeon (PvP)

    This means either everyone in your guild does both PvE and PvP
    OR
    Half of your guild are PvPers who defend the PvE ers while they fight the Boss
    I wish I were deep and tragic
  • anotheroneanotherone Member, Alpha Two
    Bricktop wrote: »
    anotherone wrote: »
    maouw wrote: »
    Yo can we take a moment to sync the communication lines?

    The people arguing for harder PvE content just want to make sure the quality of a raid dungeon isn't diminished. There's nothing wrong with that.
    BUT
    The reason ^these^ people are under fire is because the concerns raised have been:
    • PvP contest for bosses was done in Lineage 2 where the bosses were boring "pinatas".
      Sure, that's what Lineage 2 did. But why are you freaking out about a hypothetical when we haven't even seen an AoC raid and its difficulty? You've only seen pre-alpha footage where combat hasn't even been finalized yet. On top of that, Steven has already discussed dynamic difficulty for raids. Please wait and see what they'll show us.
    • A proposal to fix Lineage 2 bosses is to instance the boss so it can be made hard.
      This isn't even a problem in AoC yet and the OP of this thread is trying to point out that open world bosses are really important to this game and instancing isn't part (almost against) the game's design philosophy.
    • PvE cannot be made hard because then PvP contest at the same time will make it impossible to do.
      Again, this is a problem that is yet to exist, and you are implying that PvP is detrimental to the PvE experience ---> and by extension you are implying that PvE and PvP need to be separated ---> which is also almost against the design philosophy of AoC that wants PvX <--- which Steven has said is the intermingling and interdependency of PvP and PvE NOT separation. The whole point is that the raid should be nigh impossible to do, and if you can't handle that, get rich and BUY the gear off someone who can.

    Now im confused, sry i dont get it here. What means "pvx"? For me theres either pvp or pve. Either you compete against environment or versus players. So if you compete against other players its stays at pvp for me. So thats maybe a bit confusing. :#

    This is the problem right here. A majority of these people arguing for instances don't understand that PvP and PvE aren't gonna be separated in this game. You will be PvPing and PvEing through the day all day in Ashes of Creation. Do you want to grind a dungeon to get a recipe to drop that your crafter really needs? Better defend your room of the dungeon from enemy players in between mob pulls. Uh oh, one of your guilds scouts found a boss up? Better get everybody there as fast as we can to get it. Another guild showed up to steal your boss? Better cut a deal or flag up on them. This is all the stuff that makes open world games fun.

    You need to have success in both PvP and PvE in order to progress your character in Ashes. You can't just grind arenas and instances all day to get top end gear.

    Yea i get that but i have to ask google what in hell means pvx then. He better call it a pvp game then next time so everybody knows what he gets!

    nice evening everybody!
  • BricktopBricktop Member, Alpha Two
    anotherone wrote: »
    Bricktop wrote: »
    anotherone wrote: »
    maouw wrote: »
    Yo can we take a moment to sync the communication lines?

    The people arguing for harder PvE content just want to make sure the quality of a raid dungeon isn't diminished. There's nothing wrong with that.
    BUT
    The reason ^these^ people are under fire is because the concerns raised have been:
    • PvP contest for bosses was done in Lineage 2 where the bosses were boring "pinatas".
      Sure, that's what Lineage 2 did. But why are you freaking out about a hypothetical when we haven't even seen an AoC raid and its difficulty? You've only seen pre-alpha footage where combat hasn't even been finalized yet. On top of that, Steven has already discussed dynamic difficulty for raids. Please wait and see what they'll show us.
    • A proposal to fix Lineage 2 bosses is to instance the boss so it can be made hard.
      This isn't even a problem in AoC yet and the OP of this thread is trying to point out that open world bosses are really important to this game and instancing isn't part (almost against) the game's design philosophy.
    • PvE cannot be made hard because then PvP contest at the same time will make it impossible to do.
      Again, this is a problem that is yet to exist, and you are implying that PvP is detrimental to the PvE experience ---> and by extension you are implying that PvE and PvP need to be separated ---> which is also almost against the design philosophy of AoC that wants PvX <--- which Steven has said is the intermingling and interdependency of PvP and PvE NOT separation. The whole point is that the raid should be nigh impossible to do, and if you can't handle that, get rich and BUY the gear off someone who can.

    Now im confused, sry i dont get it here. What means "pvx"? For me theres either pvp or pve. Either you compete against environment or versus players. So if you compete against other players its stays at pvp for me. So thats maybe a bit confusing. :#

    This is the problem right here. A majority of these people arguing for instances don't understand that PvP and PvE aren't gonna be separated in this game. You will be PvPing and PvEing through the day all day in Ashes of Creation. Do you want to grind a dungeon to get a recipe to drop that your crafter really needs? Better defend your room of the dungeon from enemy players in between mob pulls. Uh oh, one of your guilds scouts found a boss up? Better get everybody there as fast as we can to get it. Another guild showed up to steal your boss? Better cut a deal or flag up on them. This is all the stuff that makes open world games fun.

    You need to have success in both PvP and PvE in order to progress your character in Ashes. You can't just grind arenas and instances all day to get top end gear.

    Yea i get that but i have to ask google what in hell means pvx then. He better call it a pvp game then next time so everybody knows what he gets!

    nice evening everybody!

    He calls it a PvX game because that's what it is.
  • anotheroneanotherone Member, Alpha Two
    maouw wrote: »
    @anotherone it's PvX because:
    even if you beat all other guilds who are in the dungeon (win PvP) you can still die from facing the Boss (PvE)
    AND
    even if your guild knows how to beat the boss (PvE) you can still die from other guilds in the dungeon (PvP)

    This means either everyone in your guild does both PvE and PvP
    OR
    Half of your guild are PvPers who defend the PvE ers while they fight the Boss

    Well thats a horrible defintion of pve then^^. But ok i got that too, for me its then still a pvp game. I could like it, we will see how this will impact...
  • BricktopBricktop Member, Alpha Two
    edited September 2020
    anotherone wrote: »
    Bricktop wrote: »
    anotherone wrote: »
    maouw wrote: »
    Yo can we take a moment to sync the communication lines?

    The people arguing for harder PvE content just want to make sure the quality of a raid dungeon isn't diminished. There's nothing wrong with that.
    BUT
    The reason ^these^ people are under fire is because the concerns raised have been:
    • PvP contest for bosses was done in Lineage 2 where the bosses were boring "pinatas".
      Sure, that's what Lineage 2 did. But why are you freaking out about a hypothetical when we haven't even seen an AoC raid and its difficulty? You've only seen pre-alpha footage where combat hasn't even been finalized yet. On top of that, Steven has already discussed dynamic difficulty for raids. Please wait and see what they'll show us.
    • A proposal to fix Lineage 2 bosses is to instance the boss so it can be made hard.
      This isn't even a problem in AoC yet and the OP of this thread is trying to point out that open world bosses are really important to this game and instancing isn't part (almost against) the game's design philosophy.
    • PvE cannot be made hard because then PvP contest at the same time will make it impossible to do.
      Again, this is a problem that is yet to exist, and you are implying that PvP is detrimental to the PvE experience ---> and by extension you are implying that PvE and PvP need to be separated ---> which is also almost against the design philosophy of AoC that wants PvX <--- which Steven has said is the intermingling and interdependency of PvP and PvE NOT separation. The whole point is that the raid should be nigh impossible to do, and if you can't handle that, get rich and BUY the gear off someone who can.

    Now im confused, sry i dont get it here. What means "pvx"? For me theres either pvp or pve. Either you compete against environment or versus players. So if you compete against other players its stays at pvp for me. So thats maybe a bit confusing. :#

    This is the problem right here. A majority of these people arguing for instances don't understand that PvP and PvE aren't gonna be separated in this game. You will be PvPing and PvEing through the day all day in Ashes of Creation. Do you want to grind a dungeon to get a recipe to drop that your crafter really needs? Better defend your room of the dungeon from enemy players in between mob pulls. Uh oh, one of your guilds scouts found a boss up? Better get everybody there as fast as we can to get it. Another guild showed up to steal your boss? Better cut a deal or flag up on them. This is all the stuff that makes open world games fun.

    You need to have success in both PvP and PvE in order to progress your character in Ashes. You can't just grind arenas and instances all day to get top end gear.

    Yea i get that but i have to ask google what in hell means pvx then. He better call it a pvp game then next time so everybody knows what he gets!

    nice evening everybody!

    @anotherone

    I just wanted to try and reassure you if you are worried or whatever. You really shouldn't worry about it as much as some people are. I shouldn't have said you WILL be PvPing all day. There is a possibility for you to PvP in mostly everything you will be doing is what I should have said. You might go long periods of time without PvPing at all. It's going to be a very large map with plenty of places to tuck yourself away, and not every boss kill in Lineage 2 had a massive fight over it. Not every day there was an enemy gank squad sweeping through your particular dungeon. Maybe you join a very neutral guild on the server who everybody loves? Who knows.
  • maouwmaouw Member, Alpha One, Alpha Two, Early Alpha Two
    We also don't know how Intrepid plans to implements anti-zerg (let's not talk about it here) mechanics.

    It could be an item that you have to wear to fight the boss, or an entrance that only x number of people can enter - and this will affect how much PvP will be in the Boss Fight.

    From what I know, at least one of Lineage 2's bosses was in the world, but really far away, so people could see the fight, but they couldn't attack people who had "claimed" the boss - which is pretty close to instancing but better.
    I wish I were deep and tragic
  • AardvarkAardvark Member, Alpha One, Alpha Two, Early Alpha Two
    Bricktop wrote: »
    anotherone wrote: »
    Bricktop wrote: »
    anotherone wrote: »
    maouw wrote: »
    Yo can we take a moment to sync the communication lines?

    The people arguing for harder PvE content just want to make sure the quality of a raid dungeon isn't diminished. There's nothing wrong with that.
    BUT
    The reason ^these^ people are under fire is because the concerns raised have been:
    • PvP contest for bosses was done in Lineage 2 where the bosses were boring "pinatas".
      Sure, that's what Lineage 2 did. But why are you freaking out about a hypothetical when we haven't even seen an AoC raid and its difficulty? You've only seen pre-alpha footage where combat hasn't even been finalized yet. On top of that, Steven has already discussed dynamic difficulty for raids. Please wait and see what they'll show us.
    • A proposal to fix Lineage 2 bosses is to instance the boss so it can be made hard.
      This isn't even a problem in AoC yet and the OP of this thread is trying to point out that open world bosses are really important to this game and instancing isn't part (almost against) the game's design philosophy.
    • PvE cannot be made hard because then PvP contest at the same time will make it impossible to do.
      Again, this is a problem that is yet to exist, and you are implying that PvP is detrimental to the PvE experience ---> and by extension you are implying that PvE and PvP need to be separated ---> which is also almost against the design philosophy of AoC that wants PvX <--- which Steven has said is the intermingling and interdependency of PvP and PvE NOT separation. The whole point is that the raid should be nigh impossible to do, and if you can't handle that, get rich and BUY the gear off someone who can.

    Now im confused, sry i dont get it here. What means "pvx"? For me theres either pvp or pve. Either you compete against environment or versus players. So if you compete against other players its stays at pvp for me. So thats maybe a bit confusing. :#

    This is the problem right here. A majority of these people arguing for instances don't understand that PvP and PvE aren't gonna be separated in this game. You will be PvPing and PvEing through the day all day in Ashes of Creation. Do you want to grind a dungeon to get a recipe to drop that your crafter really needs? Better defend your room of the dungeon from enemy players in between mob pulls. Uh oh, one of your guilds scouts found a boss up? Better get everybody there as fast as we can to get it. Another guild showed up to steal your boss? Better cut a deal or flag up on them. This is all the stuff that makes open world games fun.

    You need to have success in both PvP and PvE in order to progress your character in Ashes. You can't just grind arenas and instances all day to get top end gear.

    Yea i get that but i have to ask google what in hell means pvx then. He better call it a pvp game then next time so everybody knows what he gets!

    nice evening everybody!

    He calls it a PvX game because that's what it is.

    Except it's not. It's pvp with sprinkles
  • BricktopBricktop Member, Alpha Two
    Aardvark wrote: »
    Bricktop wrote: »
    anotherone wrote: »
    Bricktop wrote: »
    anotherone wrote: »
    maouw wrote: »
    Yo can we take a moment to sync the communication lines?

    The people arguing for harder PvE content just want to make sure the quality of a raid dungeon isn't diminished. There's nothing wrong with that.
    BUT
    The reason ^these^ people are under fire is because the concerns raised have been:
    • PvP contest for bosses was done in Lineage 2 where the bosses were boring "pinatas".
      Sure, that's what Lineage 2 did. But why are you freaking out about a hypothetical when we haven't even seen an AoC raid and its difficulty? You've only seen pre-alpha footage where combat hasn't even been finalized yet. On top of that, Steven has already discussed dynamic difficulty for raids. Please wait and see what they'll show us.
    • A proposal to fix Lineage 2 bosses is to instance the boss so it can be made hard.
      This isn't even a problem in AoC yet and the OP of this thread is trying to point out that open world bosses are really important to this game and instancing isn't part (almost against) the game's design philosophy.
    • PvE cannot be made hard because then PvP contest at the same time will make it impossible to do.
      Again, this is a problem that is yet to exist, and you are implying that PvP is detrimental to the PvE experience ---> and by extension you are implying that PvE and PvP need to be separated ---> which is also almost against the design philosophy of AoC that wants PvX <--- which Steven has said is the intermingling and interdependency of PvP and PvE NOT separation. The whole point is that the raid should be nigh impossible to do, and if you can't handle that, get rich and BUY the gear off someone who can.

    Now im confused, sry i dont get it here. What means "pvx"? For me theres either pvp or pve. Either you compete against environment or versus players. So if you compete against other players its stays at pvp for me. So thats maybe a bit confusing. :#

    This is the problem right here. A majority of these people arguing for instances don't understand that PvP and PvE aren't gonna be separated in this game. You will be PvPing and PvEing through the day all day in Ashes of Creation. Do you want to grind a dungeon to get a recipe to drop that your crafter really needs? Better defend your room of the dungeon from enemy players in between mob pulls. Uh oh, one of your guilds scouts found a boss up? Better get everybody there as fast as we can to get it. Another guild showed up to steal your boss? Better cut a deal or flag up on them. This is all the stuff that makes open world games fun.

    You need to have success in both PvP and PvE in order to progress your character in Ashes. You can't just grind arenas and instances all day to get top end gear.

    Yea i get that but i have to ask google what in hell means pvx then. He better call it a pvp game then next time so everybody knows what he gets!

    nice evening everybody!

    He calls it a PvX game because that's what it is.

    Except it's not. It's pvp with sprinkles

    No I'm sorry that's just your opinion. All the end game gear comes from bosses and crafting.
  • winner909098winner909098 Member, Alpha Two
    If you dont like the open world, then dont play and make your own game. Dont change this game when you can play other games that have instances?
  • maouwmaouw Member, Alpha One, Alpha Two, Early Alpha Two
    @Aardvark
    Please try to understand that a pure PvP person also has little interest in Raids, they find them boring.
    If you're a pure PvE person, find those people and guild with them. They scratch your back, you scratch theirs.
    I wish I were deep and tragic
  • KneczhevoKneczhevo Member
    edited September 2020
    @anotherone

    Ya, PvX is another one of these new and confusing terms, Intrepid is working on.

    It just means; while you are chasing that carrot, your experience can be influence by other players.

    Does this mean ganking? Sure, that's one feature. There are many more too. Wars, alliances, market competition, trade wars, politics, etc.

    AoC is a MMORPG. That means people, and that means interaction, wether peaceful or not.

    Anyone can comp stomp. PvP adds an element the AI can not replicate (eg. haggle).

    Don't get scared by the PvP talk, it's in their nature. If the is no PVE, there will be no backbone for the PvP, hence PvX. 😁

  • This content has been removed.
  • This content has been removed.
  • Aardvark wrote: »
    Bricktop wrote: »
    anotherone wrote: »
    Bricktop wrote: »
    anotherone wrote: »
    maouw wrote: »
    Yo can we take a moment to sync the communication lines?

    The people arguing for harder PvE content just want to make sure the quality of a raid dungeon isn't diminished. There's nothing wrong with that.
    BUT
    The reason ^these^ people are under fire is because the concerns raised have been:
    • PvP contest for bosses was done in Lineage 2 where the bosses were boring "pinatas".
      Sure, that's what Lineage 2 did. But why are you freaking out about a hypothetical when we haven't even seen an AoC raid and its difficulty? You've only seen pre-alpha footage where combat hasn't even been finalized yet. On top of that, Steven has already discussed dynamic difficulty for raids. Please wait and see what they'll show us.
    • A proposal to fix Lineage 2 bosses is to instance the boss so it can be made hard.
      This isn't even a problem in AoC yet and the OP of this thread is trying to point out that open world bosses are really important to this game and instancing isn't part (almost against) the game's design philosophy.
    • PvE cannot be made hard because then PvP contest at the same time will make it impossible to do.
      Again, this is a problem that is yet to exist, and you are implying that PvP is detrimental to the PvE experience ---> and by extension you are implying that PvE and PvP need to be separated ---> which is also almost against the design philosophy of AoC that wants PvX <--- which Steven has said is the intermingling and interdependency of PvP and PvE NOT separation. The whole point is that the raid should be nigh impossible to do, and if you can't handle that, get rich and BUY the gear off someone who can.

    Now im confused, sry i dont get it here. What means "pvx"? For me theres either pvp or pve. Either you compete against environment or versus players. So if you compete against other players its stays at pvp for me. So thats maybe a bit confusing. :#

    This is the problem right here. A majority of these people arguing for instances don't understand that PvP and PvE aren't gonna be separated in this game. You will be PvPing and PvEing through the day all day in Ashes of Creation. Do you want to grind a dungeon to get a recipe to drop that your crafter really needs? Better defend your room of the dungeon from enemy players in between mob pulls. Uh oh, one of your guilds scouts found a boss up? Better get everybody there as fast as we can to get it. Another guild showed up to steal your boss? Better cut a deal or flag up on them. This is all the stuff that makes open world games fun.

    You need to have success in both PvP and PvE in order to progress your character in Ashes. You can't just grind arenas and instances all day to get top end gear.

    Yea i get that but i have to ask google what in hell means pvx then. He better call it a pvp game then next time so everybody knows what he gets!

    nice evening everybody!

    He calls it a PvX game because that's what it is.

    Except it's not. It's pvp with sprinkles

    Pvx is player against x (x stands for anything and everything). There shouldnt be such thing as pve players or pve players. There will be no progresion without either, so players should be prepared for both if they are to play this game.
  • BricktopBricktop Member, Alpha Two
    Kneczhevo wrote: »
    @anotherone

    Ya, PvX is another one of these new and confusing terms, Intrepid is working on.

    It just means; while you are chasing that carrot, your experience can be influence by other players.

    Does this mean ganking? Sure, that's one feature. There are many more too. Wars, alliances, market competition, trade wars, politics, etc.

    AoC is a MMORPG. That means people, and that means interaction, wether peaceful or not.

    Anyone can comp stomp. PvP adds an element the AI can not replicate (eg. haggle).

    Don't get scared by the PvP talk, it's in their nature. If the is no PVE, there will be no backbone for the PvP, hence PvX. 😁

    Yes sir, it's gonna be the complete package. The best MMO to come out in a long time is what Ashes is shaping up to be. Just because for example my guild is focused on PvP doesn't mean you won't find us in dungeons and killing bosses, we are gonna need to do it all. It just means I'm not so willing to turn to diplomacy and peaceful resolution. The beauty of PvX.
  • WarthWarth Member, Alpha Two
    Noaani wrote: »
    Warth wrote: »
    I am personally all for challenging, instanced PvE Content as long as it doesn't affect the vertical strength progression at all.
    There is no reason that having instanced PvE content result in players getting some resources to make equipment would need to have any *real* effect on vertical progression at all.

    Take a look at what I am talking about here - three encounters that can each be killed once a week. If each encounter dropped material to craft 2 items (which is what I would expect), then that means a raid consisting of 640 item slots would get exactly 6 items a week - but only if they managed to kill all three encounters (which should take weeks of work to master). Additionally, all of those items are subject to being lost in PvP in their material form while attempting to traverse back through the dungeon after completing said instance.

    Again, so many people here are making assumptions as to how this will ruin the game without actually putting any real thought in to what is being asked for.

    Guilds wanting to gear up on raid level PvE content (which is the best way to gear up) would still need to take on open world encounters to be really effective at it, it's just that these instanced encounters give guilds some guaranteed content - leaving them to have to fight for the rest.
    Also, you are right. Ashes won't be a heavily territorial MMO like Albion, Eve and Crowfall. Going into the game expecting that, or even worse: trying to change the game to be like that is not good at all. However, I didn't find a single thread attempting to do that so far.
    The OP of this thread has suggested that they think the game will be territorial like that.

    I was simply pointing out to them that it is not.

    or we simply go for 0 items per week, the same way we don't give gear progression to instanced PvP gameplay.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Bricktop wrote: »
    You could take that same month and a half of attempts on a boss and add in losing the boss to another guild
    You could, but this doesn't have the same sting to it.

    If you are taking on an open world boss, you get two pulls - maybe three if you are lucky.

    6 weeks of that is at best 18 pulls.

    One nights raiding in attempting to take on this encounter will be 50+.

    6 weeks will be 300 pulls.

    What stings more, losing something that you spent 18 pulls on, or losing something that you spent 300 pulls on?

    Or even better, as per my suggestion, we could have both.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited September 2020
    Warth wrote: »
    Noaani wrote: »
    Warth wrote: »
    I am personally all for challenging, instanced PvE Content as long as it doesn't affect the vertical strength progression at all.
    There is no reason that having instanced PvE content result in players getting some resources to make equipment would need to have any *real* effect on vertical progression at all.

    Take a look at what I am talking about here - three encounters that can each be killed once a week. If each encounter dropped material to craft 2 items (which is what I would expect), then that means a raid consisting of 640 item slots would get exactly 6 items a week - but only if they managed to kill all three encounters (which should take weeks of work to master). Additionally, all of those items are subject to being lost in PvP in their material form while attempting to traverse back through the dungeon after completing said instance.

    Again, so many people here are making assumptions as to how this will ruin the game without actually putting any real thought in to what is being asked for.

    Guilds wanting to gear up on raid level PvE content (which is the best way to gear up) would still need to take on open world encounters to be really effective at it, it's just that these instanced encounters give guilds some guaranteed content - leaving them to have to fight for the rest.
    Also, you are right. Ashes won't be a heavily territorial MMO like Albion, Eve and Crowfall. Going into the game expecting that, or even worse: trying to change the game to be like that is not good at all. However, I didn't find a single thread attempting to do that so far.
    The OP of this thread has suggested that they think the game will be territorial like that.

    I was simply pointing out to them that it is not.

    or we simply go for 0 items per week, the same way we don't give gear progression to instanced PvP gameplay.

    All progression in Ashes is created via PvE.

    All progression in Ashes is subject to be lost via PvP.

    Instanced content as per the suggestion being made fits in to this perfectly - progression being created via PvE, and subject to being lost via PvP.
  • I think most "mythic" PVE raids are boring because their idea of difficult, and most MMO's idea of difficult in general, is quite archaic. They think increasing the health pool and damage of the boss, makes it harder and it does, but not in a good way. I'm more interested in PVP but without some solid PVE, the world feels boring and like more of an annoyance when you're trying to go from A to B, attempting to find the next PVP encounter, etc.

    I do want good PVE, but I disagree that it should be easily accessible to all. A handful of high level players shouldn't be guaranteed to kill anything without putting some work in. Even then, I think certain world spawns should try to actually run away when they're being killed, maybe back to a randomly set 'roost' or what not. Make the fight feel like a fight, not some queue'd up grind.
  • This content has been removed.
  • BricktopBricktop Member, Alpha Two
    Bricktop wrote: »
    Kneczhevo wrote: »
    @anotherone

    Ya, PvX is another one of these new and confusing terms, Intrepid is working on.

    It just means; while you are chasing that carrot, your experience can be influence by other players.

    Does this mean ganking? Sure, that's one feature. There are many more too. Wars, alliances, market competition, trade wars, politics, etc.

    AoC is a MMORPG. That means people, and that means interaction, wether peaceful or not.

    Anyone can comp stomp. PvP adds an element the AI can not replicate (eg. haggle).

    Don't get scared by the PvP talk, it's in their nature. If the is no PVE, there will be no backbone for the PvP, hence PvX. 😁

    Yes sir, it's gonna be the complete package. The best MMO to come out in a long time is what Ashes is shaping up to be. Just because for example my guild is focused on PvP doesn't mean you won't find us in dungeons and killing bosses, we are gonna need to do it all. It just means I'm not so willing to turn to diplomacy and peaceful resolution. The beauty of PvX.

    Based off what? All this game is right now is a million promises. How many times are people going to fall for that?

    The difference is it's a super rich guy who loves MMOs funding his dream game and he's not beholden to any bigwigs. That's why I'm having a little faith right now.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Bricktop wrote: »
    Bricktop wrote: »
    Kneczhevo wrote: »
    @anotherone

    Ya, PvX is another one of these new and confusing terms, Intrepid is working on.

    It just means; while you are chasing that carrot, your experience can be influence by other players.

    Does this mean ganking? Sure, that's one feature. There are many more too. Wars, alliances, market competition, trade wars, politics, etc.

    AoC is a MMORPG. That means people, and that means interaction, wether peaceful or not.

    Anyone can comp stomp. PvP adds an element the AI can not replicate (eg. haggle).

    Don't get scared by the PvP talk, it's in their nature. If the is no PVE, there will be no backbone for the PvP, hence PvX. 😁

    Yes sir, it's gonna be the complete package. The best MMO to come out in a long time is what Ashes is shaping up to be. Just because for example my guild is focused on PvP doesn't mean you won't find us in dungeons and killing bosses, we are gonna need to do it all. It just means I'm not so willing to turn to diplomacy and peaceful resolution. The beauty of PvX.

    Based off what? All this game is right now is a million promises. How many times are people going to fall for that?

    The difference is it's a super rich guy who loves MMOs funding his dream game and he's not beholden to any bigwigs. That's why I'm having a little faith right now.

    I agree with this, but from what I have seen he is also someonoe that thinks he knows more than he does, and often isn't willing to listen to those he has hired to actually make the game for him.

    There are some truely odd decisions in this game - a simple example of this is the family summons.

    In a game where almost everything you do can be taken off you by another player, where location of players and materials actualyl matters, where people can attack you at literally any time (even in town) for no reason, where people can literally destroy your home and everything you ahve built, there are not going to be large numbers of casual players with limited time to play in the game.

    Casual players with limited time to play are exactly who the family summons is aimed at.

    It is out of sync with the game design as a whole - and is easily abused by others.

    The entire system came at us as if it was something Steven made up on the spot and stated as if it were already decided to be in the game. It absolutely did not get put past his senior staff before he told us about it - and that kind of thing has me worried for the game.
  • WarthWarth Member, Alpha Two
    Noaani wrote: »
    Bricktop wrote: »
    Bricktop wrote: »
    Kneczhevo wrote: »
    @anotherone

    Ya, PvX is another one of these new and confusing terms, Intrepid is working on.

    It just means; while you are chasing that carrot, your experience can be influence by other players.

    Does this mean ganking? Sure, that's one feature. There are many more too. Wars, alliances, market competition, trade wars, politics, etc.

    AoC is a MMORPG. That means people, and that means interaction, wether peaceful or not.

    Anyone can comp stomp. PvP adds an element the AI can not replicate (eg. haggle).

    Don't get scared by the PvP talk, it's in their nature. If the is no PVE, there will be no backbone for the PvP, hence PvX. 😁

    Yes sir, it's gonna be the complete package. The best MMO to come out in a long time is what Ashes is shaping up to be. Just because for example my guild is focused on PvP doesn't mean you won't find us in dungeons and killing bosses, we are gonna need to do it all. It just means I'm not so willing to turn to diplomacy and peaceful resolution. The beauty of PvX.

    Based off what? All this game is right now is a million promises. How many times are people going to fall for that?

    The difference is it's a super rich guy who loves MMOs funding his dream game and he's not beholden to any bigwigs. That's why I'm having a little faith right now.

    I agree with this, but from what I have seen he is also someonoe that thinks he knows more than he does, and often isn't willing to listen to those he has hired to actually make the game for him.

    There are some truely odd decisions in this game - a simple example of this is the family summons.

    In a game where almost everything you do can be taken off you by another player, where location of players and materials actualyl matters, where people can attack you at literally any time (even in town) for no reason, where people can literally destroy your home and everything you ahve built, there are not going to be large numbers of casual players with limited time to play in the game.

    Casual players with limited time to play are exactly who the family summons is aimed at.

    It is out of sync with the game design as a whole - and is easily abused by others.

    The entire system came at us as if it was something Steven made up on the spot and stated as if it were already decided to be in the game. It absolutely did not get put past his senior staff before he told us about it - and that kind of thing has me worried for the game.

    @Noaani

    I completely agree with you on this. Steven did however say, that he is willing to test the system in the Alphas to fix all potential abuses the Playerbase comes up with through limitations to the system. It was announced, that they might even consider scrapping it completely, if we find abuses that go against the core game design, but can't be fixed through limitations.

    I'm still questioning it right now. The limitations he set already just don't seem to make much sense. I very much like this limitation (and i think it is absolutely necessary), however -

    the fact, that you can't teleport with resources in your inventory seems rather iffy to me. It was designed for casuals. You think casuals will take their time to return to the city and empty their inventory so they can teleport around when they log-in the next time? Hell, no.

    They play with their friends somewhere in the wilderness, log out and return whenever they feel like it. Which results in them not being able to utilize the family summon the next time they log in. While necessary as a restriction, it essentially also inhibits the use it was originally designed for.
Sign In or Register to comment.