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Procedural generated instance/dungeon
Keypi
Member
Hallo :-)
I was wondering...
In the past 20 years i played alot of mmorpg, and the most dungeon management i saw was:
1 - 50 people do few dungeons all over again untill everyone gets the item they want.
It was a repetitive job in a same looking "repetitive" dungeon.
Does the Dev.Team maybe works on Procedural generated instance/dungeon?
So its still a repetitive job, but cause the hypothetical changes against other monsters, with other riddels and other tunels/areas to the bosses....?
Keypi
I was wondering...
In the past 20 years i played alot of mmorpg, and the most dungeon management i saw was:
1 - 50 people do few dungeons all over again untill everyone gets the item they want.
It was a repetitive job in a same looking "repetitive" dungeon.
Does the Dev.Team maybe works on Procedural generated instance/dungeon?
So its still a repetitive job, but cause the hypothetical changes against other monsters, with other riddels and other tunels/areas to the bosses....?
Keypi
0
Comments
https://ashesofcreation.wiki/Dungeons#Dungeon_content
Sigh ok let me just go find the clip. (Edit: not sure why it plays at a different time than shared but the question starts at 1:07:37)
https://youtu.be/T_pi8uuOvCY?t=4058
Expecting some change is fine with variation but expectations need to be kept in check as you need to see what they do or you are just expecting to let yourself down. Which doesn't help when people use it as a argument as well on what they will be doing, we don't know how things will work exactly until we see it working in game.
As far as raid bosses and stuff generic mechanics are the most easy thing to create guides for and usually aren't the most complex in the world as well as feel generic. Hand crafted raids with some slight variations is better.
It's been that way ever since the Kickstarter went public. Intrepid's open and public development often leads to a manipulated narrative or excessive expectations.
I've been guilty of it myself more than a few times over the years.
WoW instances for example (Most mmo) is just one line from start to finish with bosses inbetween the paths, no branching paths or anything.
like check out some of the old zones maps from everquest http://www.allakabor.com/eqatlas/atlas.html
Some noticable zones maps
The area feel more alive due to there more realistic nature to them instead of being 1 path you follow to the end like alot of the new MMO dungeons/instances