Dygz wrote: » Being killed a lot is subjective and circumstantial. I'm not aware of Archeage and WoW having Corruption.
Inixia wrote: » but that doesn't mean it won't still be a fun or beneficial thing to have these competitive elements overall. Good moments will definitely be coming alongside frustrating ones though. Ganks, home node takeovers, pressure to join powerful guilds, kill swipes, etc...
Jamation wrote: » Personally wondering where the instanced dungeons will even fit in with the changing world. Figure it'll probably be something story related?
ThexBlackxKnight wrote: » Jamation wrote: » Personally wondering where the instanced dungeons will even fit in with the changing world. Figure it'll probably be something story related? Since the world is jumbo size and has verticality thanks to the underrealm , I am sure you can find some good spots hidden in the deep places of the world to place them.
Jamation wrote: » Oh sorry, I didn't mean like physically fit in. I more-so meant where they would be seen as normal/acceptable. Like why a dungeon would intentionally be instanced compared to open world. Like would they make XYZ dungeon an instanced dungeon just to make it instanced, or would it have a purpose/reason for being instanced
Inixia wrote: » Dygz wrote: » Let's just say no to instanced dungeons. Pretend they are not a thing! why the instanced dungeon hate? just curious
Dygz wrote: » Let's just say no to instanced dungeons. Pretend they are not a thing!
Proxy wrote: » I have seen that something like 80% of the ashes dungeons will be open world while 20% will be instanced. I was wondering what if the 20% instanced dungeons were designed and intended to be a hardcore experience? What I mean by that is the dungeons would reset to the beginning if everyone zones out or there is a party wipe. Additionally, I would personally like to see any gear and xp you get in the dungeon removed if you party wipe. Each dungeon could include a warning of modifiers that were built into the dungeon at the entrance. one example, maybe there is a lock carved on the wall to show that the dungeon locks when you enter it so you can not leave without dieing and/or if you lose a party member you can not get a new party member and have them zone in you get to decide if you can keep going with 4 people or give up. One way to offset this would be to include strategically placed resurrection stones/obelisks good for one resurrection so if your healer dies to a trap he should have seen coming you can revive him without having to restart as long as you have gotten to one of these stones. Regardless I think it would add a level of fun if getting your loot was only half the battle you then needed to get out alive to keep what you got. Some additional modifiers that could be used I have included below Dungeon has a higher than normal number of minion mobs (e.i. bring aoe if you can) Dungeon bosses hit harder than normal. Dungeon contains traps Dungeon is unstable and will collapse 5 minutes after the last boss is slain. I am not saying these should change regularly or anything like that but it would be a cool if a dev could take the normal dungeon formula and say I really want a bunch more of X and then add it while also giving people a heads up at the entrance what they are in for when you discover the dungeon. Imagine coming across a new dungeon with a new symbol that is not in the wiki yet and finding out the v shape with a water drop off it is a vampire fang and all the mobs heal for part of the damage they do so focus fire is extra important.
Talents wrote: » I don't mind if there are "hardcore" instanced dungeons as long as they don't drop loot. Every bit of gear/mats in the game should come in some way from the open-world, not instanced areas. I don't care if they add "hardcore" instanced dungeons for purely challenging PvE content or for achievements and maybe titles, but you should never get the end-game gear from instanced content.