Merek wrote: » Noaani wrote: » Your desire for that amount of content is honestly unreasonable. Development of top end content is time consuming - individual encounters can take several months in some cases. They can automate it like most of the nodes other features. I don't see this game having events or boss encounters as detailed as Final Fantasy XIV, so, it shouldn't be a problem. Noaani wrote: » Top end guilds will monopolize content for the sake of monopolizing it. So, in a realistic setting, the top end content in the game will always be able to be dominated by a few guilds. This has always been the case for open world content. It is the very nature of open world content. In fact, it is the very reason developers add open world content to games now over instanced content - so that one guild will dominate it and t he rest will essentially pine after it (Steven has said he wants some content in the game that is there for most players to aspire to, rather than for most players to patriciate in). Alright... and? If the node system is as grand as the developers are making out, it shouldn't be a consistent issue. There will be fluctuations of guild dominance, rather than an Arche Age incident where half of a nation can't farm in a predefined area because an entire guild is gatekeeping it, etc.
Noaani wrote: » Your desire for that amount of content is honestly unreasonable. Development of top end content is time consuming - individual encounters can take several months in some cases.
Noaani wrote: » Top end guilds will monopolize content for the sake of monopolizing it. So, in a realistic setting, the top end content in the game will always be able to be dominated by a few guilds. This has always been the case for open world content. It is the very nature of open world content. In fact, it is the very reason developers add open world content to games now over instanced content - so that one guild will dominate it and t he rest will essentially pine after it (Steven has said he wants some content in the game that is there for most players to aspire to, rather than for most players to patriciate in).
Noaani wrote: » mcstackerson wrote: » First option, if you can't beat them, try to outnumber them. While this may be an option, keep in mind that it is an option for both sides.
mcstackerson wrote: » First option, if you can't beat them, try to outnumber them.
mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » First option, if you can't beat them, try to outnumber them. While this may be an option, keep in mind that it is an option for both sides. Yes, which is why that was not the only thing i mentioned. It's an option you can try and in some situations it might work, some it might not. A lot of a these situations won't have one surefire solution and players will have to figure out their way through it.
Noaani wrote: » mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » First option, if you can't beat them, try to outnumber them. While this may be an option, keep in mind that it is an option for both sides. Yes, which is why that was not the only thing i mentioned. It's an option you can try and in some situations it might work, some it might not. A lot of a these situations won't have one surefire solution and players will have to figure out their way through it. Indeed. However, this could take time (months is a reasonable time frame). In the time it takes to work through a solution, these guilds still need a game to play at the guild level, otherwise they wouldn't bother sticking around to work out that solution. Again, this is why instanced content needs to exist. It isn't and shouldn't be the top end of guild focused content - if it were, guilds would have no need to work through a solution to the above issue. However, it needs to exist so that guilds that are working through these issues (which will be most guilds wanting to operate at that guild level, honestly) still have a game to play. I really don't understand how people can't grasp the basic concept that people (and/or guilds) need content in order to stick around in a game. How long do you honestly think a guild that wants to raid would stick around in a game if they are unable to do so?
mcstackerson wrote: » For starters, my original comment had nothing to do with your instance recommendation. Atama mentioned a situation and I was bringing up options a group could take in that situation. Yes, there needs to be content post max level and instances are an option for it. Do they need to be instances, I don't think we can tell until we play it. Just because a guild is locking down one area doesn't mean there can't be other areas to farm.
HellFrost wrote: » mcstackerson wrote: » For starters, my original comment had nothing to do with your instance recommendation. Atama mentioned a situation and I was bringing up options a group could take in that situation. Yes, there needs to be content post max level and instances are an option for it. Do they need to be instances, I don't think we can tell until we play it. Just because a guild is locking down one area doesn't mean there can't be other areas to farm. I think you are not getting my point. I just used raids as example to make my point how you can't avoid dominating guilds to lock down content. This so far happened in every single sandbox MMO ever. What I mean: "Event A happens 19:00 server time" "Even B happens 20:00 server time" "Event C happens 21:00 server time" This is literally the most common scenario in most sandbox games and top guilds have enough time to finish "Event A" and move to "Event B" and later to "Event C" this way locking the content. I'm rising the concern that open world content should happen in close enough time window so guilds would have to choose which ones are more important to fight over and couldn't lock it down.
mcstackerson wrote: » HellFrost wrote: » mcstackerson wrote: » For starters, my original comment had nothing to do with your instance recommendation. Atama mentioned a situation and I was bringing up options a group could take in that situation. Yes, there needs to be content post max level and instances are an option for it. Do they need to be instances, I don't think we can tell until we play it. Just because a guild is locking down one area doesn't mean there can't be other areas to farm. I think you are not getting my point. I just used raids as example to make my point how you can't avoid dominating guilds to lock down content. This so far happened in every single sandbox MMO ever. What I mean: "Event A happens 19:00 server time" "Even B happens 20:00 server time" "Event C happens 21:00 server time" This is literally the most common scenario in most sandbox games and top guilds have enough time to finish "Event A" and move to "Event B" and later to "Event C" this way locking the content. I'm rising the concern that open world content should happen in close enough time window so guilds would have to choose which ones are more important to fight over and couldn't lock it down. I was responding to Noanni in that comment. I can agree with that. I think another factor could be the size of the map and lack of fast travel. You can't just finish an event and port to another.
AidanKD wrote: » Steven's vision seems to center around the idea of the threats of larger guilds being that only the select members in the top demographic benefit from the most of the rewards, leading to the hungry few biting at the heels wanting to branch off. You then also have the smaller guilds in the node zone of influence either settling for content lower down the pecking order or banding together to try and dethrone the big fish. We wont know until live if the politics will play out this way but i hope it does. There will for sure be some instanced content but i will agree that inserting conflict into the game at all avenues will build the community and in a natural way incentives people to group up. 80 20 open world to instance is the rough plan and that sounds fine to me.