Azherae wrote: » From another topic, I found myself wondering something. I don't play a lot of MMOs, I have some I love, and others I swiftly ignore. But I keep coming across people for whom PvE seems to mean a relatively scripted encounter where you ONLY have to respond in unison at the right timing and maybe handle adds. So I'm collecting data again. I may ask a lot of clarifying questions, so please bear with me, even if I come off as diminishing your experience, I only 'mean to' in the sense that I need a scale to work with. I thought about it and realized that there's no good reason I'm aware of for an owPvP game to make scripted enemies. It doesn't teach you anything about the PvP aspect of the game, it doesn't carry over well to different groups, and it doesn't make the PvE itself more interesting (imo). I therefore simply didn't expect to see that in Ashes at all (and so far from experiences with bosses in Ashes, I have not seen it, it works more like the games I am used to). I've never had any reason to expect this. If you do, what game caused it? Were most of the elite/top tier encounters like that? Is there anything about it that you explicitly like?
NiKr wrote: » The only reason I'm fine with a more scripted pve, in the context of an owpvp game, is that I just want a backdrop to the pvp I'm waiting for while farming. If pve required constant highest concentration, any pvp attacker would just destroy me because even if I did notice him before time, the mob would keep hitting me while I'd try to pvp. L2's mobs hit you too, obviously, but their hits wouldn't just destroy you if you shifted your attention onto another player to pvp him for a few secs. I'm very curious who top lvl ow pve will look like in Ashes, considering they gotta account for potential pvp around said pve. Designing top lvl pve for all the pve lovers, while also managing to not overtune it, in such a way that any pvp involvement immediately kills the pvers (or potentially making the attacker Red), will probably be very difficult to do.
Azherae wrote: » Would this be sufficient for you to generally assume that you would be able to enjoy the scenario, and if not, in which direction do you doubt their design (and my added implication)?
NiKr wrote: » Azherae wrote: » Would this be sufficient for you to generally assume that you would be able to enjoy the scenario, and if not, in which direction do you doubt their design (and my added implication)? Would definitely be fine for me, but I'd like Noaani's input on this kind of design cause I feel like he's the biggest top lvl pve nerd around these parts. Cause to me that kind of mechanics feels a bit exploitable. What if your group sees that they might wipe in a few more boss hits, so they decide to stop attacking the boss and just take a few steps back. Now the healer only worries about the tank or maybe doesn't worry at all cause the tank saved up some "ultimate defense"-type skill that allows him to hold the boss for additional 20-30 secs while the group heals and buffs up. To me this feels like it'd make pve content waaay easier. Yes, I'd love this kind of design because it allows me to play the game just as I like to play it, and seemingly how Intrepid promises it will be played, but I'm not sure how many people would appreciate it as much as I do. And judging by how rare my likes are appreciated or supported (design-wise), I'd assume, not that many people would want to have this kind of exploitable design.
Azherae wrote: » The Gauge also rises when the boss hits anyone else (usually the Tank, of course). Magic usage is not affected by this.
CROW3 wrote: » How are you bounding this thread? Are you asking about PvE experience, or PvE raid/group mechanics? There’s a LOT more to pve than scripted raids, so just want to understand before I lay out anything that’s well beyond the scope of what you’re looking for.
Dygz wrote: » Just limiting to combat... Probably what I like best about PvE is that if I want to avoid combat, mobs typcally have a tether I can outrun. Players are more relentless than mobs. Also, if I die while running from a mob, the tether means I probably won't be corpse camped by the mob. Basically, I have better control over a mob than I do over a player. Especially with reagrds to avoiding combat. Typically, mobs are scripted enough that it's fairly easy to devise tactics and strategies to win - eventually. Some of that is determining strengths/weaknesses rather than mob tactics. I tend to use pulling tactics so we combat in a location that will avoid adds. Also, easier to control that with mobs than it is with players. George Black mentions fear... If I'm playing an alt that is doing the carebear, no kills/no deaths challenge - I'm going always going to run from mobs to avoid death, but I don't quite experience that as fear. I typically experience fear when I'm surprised/shocked during combat - like the first time I was Blinded and my screen wwent black. Maybe some very mild fear if I'm hit with Fear and I try to avoid running into adds or over a cliff. With players, I don't experience fear - just annoyance... especially if I'm forced into combat when I'm not in the mood for combat. In my preferred form of PvP combat - objective-based combat, like capture the flag - my deaths are irrelevant. I'm focused on the winning the objectives. In NWO PvP, I would just let people kill me while I race to the next capture point. Capture points are worth more than deaths. In RPGs, there's other stuff I'd rather be doing besides combat. Other than, storyline quests typically involve combat. And PvE combat is typically the quickest way to level. And to get perks, like flying, in WoW. Typically, class milestones will involve some combat. But, I would prefer to Diplomacy my way past combat. And that is also typically easier to do with mobs than with players.
George_Black wrote: » PvE experience: Challenge Fear of death Fear of item loss (both whole items and other stuff) Grind to simulate training and dedication. Large map without mounts to simulate exploration. Open world raids, a difficult goal to achieve in every area. Chance to befriend other people, or rival them. Relaxing time and bonding with guild members. What it should not be? DPS races Repetitive, sterilized, instanced content without ANY stakes besides rng disappointment. Meta. Toxicity.
Azherae wrote: » Aside from required combat scenarios such as class unlocks/similar, is there any type of direct combat in groups or with mobs where you are inspired or interested in the combat aspect itself? Not necessarily referring to striking the enemy in any way. Many Clerics and Bards, support characters in general, there are games in which these players could play the entire game and encounter PvE challenges without ever drawing their weapon or even targeting an enemy. If you participate in this form of group Combat, is it enjoyable, and if you have done so, do you remember anything specific about how the game system handled the combat, or just your part thereof?
JamesSunderland wrote: » I dislike scripted enemies and find them meaningless, they are simple boring, repetitive, predictable and almost never a true challenge unless overstat-ed in my mind, so i'm way more fond of RNG enemies, even if RNG monsters can feel more like players that can also be quite unpredictable and interesting, they don't teach anything about pvp aspect unless you literally make copypaste monsters of players classes with some different playstyles.
JamesSunderland wrote: » There was a group of 8 monsters in Hellbound' that kinda simulated a party vs party pvp encounter in terms of their skillset and their tank healer bard dps composition, their AI was pure RNG.
Azherae wrote: » Would that 'copypaste monsters of player classes' aspect be a negative to you?
Azherae wrote: » For example, if it was used at all times, would it, in turn, be a problem?
Azherae wrote: » Would this be as interesting if the AI was not pure RNG in this case, just reactive or dynamic?
Noaani wrote: » Perhaps the biggest difference between EQ/EQ2 raids and WoW raids is that WoW raids are HEAVILY scripted, while EQ2 (specifically) offer a lot more RNG. This does mean that for some pulls, an encounter is literally impossible - but thems the breaks. That isn't to say that there weren't heavily scripted encounters in EQ2 as well, as there absolutely were - they were just rare, and were never really the top end encounters. This is a good thing though, as variety is key. In terms of randomization within an encounter, one of the easiest things EQ2 did was setting the start point of a mobs abilities to be a random time after the mob is engaged. This would do things like put a short range stun, a memory switch or temporary memory wipe, a massive single target attack, and spawning a group of adds that all can only target healers (and can only be damaged by healers) all within 3 seconds, and be followed up a maybe six seconds later with a very long range physical damage AoE with a fear component, and an ailment that can only be cleansed by those healers that are busy with those adds that only they can kill, all while your tank is still stunned. Encounters like this were often just a pure scramble. It wouldn't be uncommon to be in a situation where half the raid is dead, but the encounter is at or below 50%, and is currently stable (with nothing big expected soon), and so it is still worth getting everyone rezz'd and attempting to save the pull. Whereas in WoW, quite often if two or three players die (or even one player in some situations), the raid will just call a wipe and do it again - because they knew things would be exactly the same the next time. It also wasn't uncommon to have things like a mark on a player that causes 6 players within 10 meters of them to die instantly (easy, whoever gets the mark runs away from everyone else until it's gone), but just as the mark is about to go off, have a raid wide lasso pulling everyone in to the exact same spot - literally killing a quarter of the raid in an instant. EQ2 raiding wasn't about scripts, repetition or that kind of thing (generally - though there was some of that) - the kind of thing most people seem to associate with top end PvE content. It was about assessing what you have in front of you, and making it work. It was about adaptation, improvisation, changing the plan on the fly.
JamesSunderland wrote: » valakas usually needed atleast 90-180 well geared, organized and skilled people to kill it