Noaani wrote: » Honestly, that just sounds mind numbingly boring for the bulk of the time.
George_Black wrote: » No. Just the bad rep is enough. Stop hsndholding gamers in a social game. Let them deal with scum. Not everything has to be coded for.
NiKr wrote: » Noaani wrote: » Honestly, that just sounds mind numbingly boring for the bulk of the time. Yeah, it's gonna be a very difficult balancing act for Intrepid to pull off. I wanted to suggest an mechanic inverse to the bosses' powerup when there's more people around, where normal mobs would instead become weaker, but then realized that this would just lead to everyone zerging mobs and easily farming shit. I think that a threat control tool in several classes could probably make this interaction more interesting and keep the mob difficulty high. Something like "the current threat list gets cleaned" and a "generate threat against a picked target" could throw a huge wrench into the newcomers plans, where the super hardcore mob suddenly forgets all about its original attackers and now goes for the new dudes. Have those abilities on a long cooldown and maybe make them class-synergistic and you'll have yourself a unique tool to use for those kinds of situations, which would be somewhat useless during a normal fight against the mob. Like, yes, you can use those abilities to counter some particular mob mechanics, but if you know that you're farming a highly contested mob, I'd assume you'll save that threat control in case some competitors come to you.
Noaani wrote: » George_Black wrote: » No. Just the bad rep is enough. Stop hsndholding gamers in a social game. Let them deal with scum. Not everything has to be coded for. It isn't about handholding, it is about Intrepid being able to make a game with actual enjoyable content. If you are not engaged by the content itself (ie, the PvE), then you are not enjoying the content at all. If you are having to keep an eye out for potential PvP while participating in PvE, then you are not engaged in PvE at all. Having the game designed like this would be great for a game that is billed as a PvP game. In fact, I would go as far as to say that is what I would expect. A game that is trying to claim to be PvX though, it needs to do better. However, it is people like you that are the reason I said it shouldn't just be made so you can't attack a group while they are in combat with PvE - I know you would be happy to take a bit of a corruption hit (or some other small penalty). I'm absolutely saying that you should be able to do that - it just needs to be so rare that people aren't always on the lookout for would be attackers - so that they can engage with and enjoy the PvE content.
George_Black wrote: » "People like me"...the f you talking about? You are just jumping to conclusions.
NiKr wrote: » Noaani wrote: » Honestly, that just sounds mind numbingly boring for the bulk of the time. Yeah, it's gonna be a very difficult balancing act for Intrepid to pull off. I wanted to suggest a mechanic inverse to the bosses' powerup when there's more people around, where normal mobs would instead become weaker, but then realized that this would just lead to everyone zerging mobs and easily farming shit. I think that a threat control tool in several classes could probably make this interaction more interesting and keep the mob difficulty high. Something like "the current threat list gets cleaned" and a "generate threat against a picked target" could throw a huge wrench into the newcomers plans, where the super hardcore mob suddenly forgets all about its original attackers and now goes for the new dudes. Have those abilities on a long cooldown and maybe make them class-synergistic and you'll have yourself a unique tool to use for those kinds of situations, which would be somewhat useless during a normal fight against the mob. Like, yes, you can use those abilities to counter some particular mob mechanics, but if you know that you're farming a highly contested mob, I'd assume you'll save that threat control in case some competitors come to you.
George_Black wrote: » Not gonna happen noaani
George_Black wrote: » Noaani wrote: » George_Black wrote: » No. Just the bad rep is enough. Stop hsndholding gamers in a social game. Let them deal with scum. Not everything has to be coded for. It isn't about handholding, it is about Intrepid being able to make a game with actual enjoyable content. If you are not engaged by the content itself (ie, the PvE), then you are not enjoying the content at all. If you are having to keep an eye out for potential PvP while participating in PvE, then you are not engaged in PvE at all. Having the game designed like this would be great for a game that is billed as a PvP game. In fact, I would go as far as to say that is what I would expect. A game that is trying to claim to be PvX though, it needs to do better. However, it is people like you that are the reason I said it shouldn't just be made so you can't attack a group while they are in combat with PvE - I know you would be happy to take a bit of a corruption hit (or some other small penalty). I'm absolutely saying that you should be able to do that - it just needs to be so rare that people aren't always on the lookout for would be attackers - so that they can engage with and enjoy the PvE content. "People like me"...the f you talking about? You are just jumping to conclusions. As for the whole enjoyment/look behind your back that's just irrelevant. Four reasons why I dont want it coded. First, it's not needed. In L2 people have managed to turn around such an attack, taking the PKers items as well. That's what people like me like. To get red players gear. Or the enemy healer and support can try to defend the PKr, resulting in combatant status, leading to PvP. Second, staff like that, low behaviour leads to clan wars and alliances. A protective system like you propose takes away the human anger and resolve. Third, small guilds will benefit from being able to jump on the large raiding groups that most definatly will dominate the open world raiding scene. Why add corruptiom as an added obstacle? You hinder the bandits. And fourth, it's a stupid proposition. You basically make a PvE race to decide which group gets to loot. You are making all open world RBs semi-instanced. To hell with that. Dont prohibit player interaction. People like you should learn to stop trying to make the opposite side seem like the unreasonable one, especially when they come from a place of first hand experience (L2 pvp and raiding). God it makes me angry when you think you got everybodys motives figured out; they are the bad guy and you are the voice of reason...
Noaani wrote: » George_Black wrote: » Not gonna happen noaani Probably not as I have opined, but I would expect Intrepid to come up with something - potentially not until after launch though. I do not think Intrepid want boring PvE content, and they can not have engaging PvE content and also expect players to be able to take on PvP at the same time. And rest assured, literally the only solution any game has come up with so far to resolve this issue is to have boring PvE content. L2, Tera, Wildstar, Archeage, Albion - the one thing they all have in common is that 99.9% of the content is dead easy to the point where you don't even need to pay attention to it.
ChipsAhoy007 wrote: » Sorry, but did you not read my post about making singular mobs on the easy side?
JamesSunderland wrote: » And yes such skill would require a hella long cooldown to justify its power and potential, it would even allow counterplay by having the enemy bard give its try at playing their own AoE confusion if they get the inital unlucky result of having most of the monsters/boss thrown at their party..
akabear wrote: » Yes, you are right and it wasn`t fair and it was not enjoyed but that is exactly the drama that made L2 players have objectives - sly play/stealth play / secrets/revenge pking/amnesties/alliances, or just politics in general. It was the players that created the substance to the mmo. far more than mod difficulty could ever.
Dygz wrote: » We will test it in Alpha Two.
Noaani wrote: » Dygz wrote: » We will test it in Alpha Two. Alpha testing is only really any good at seeing how things work on a technical level. You can not test social aspects of a game in an testing situation.
PenguinPaladin wrote: » Noaani wrote: » Dygz wrote: » We will test it in Alpha Two. Alpha testing is only really any good at seeing how things work on a technical level. You can not test social aspects of a game in an testing situation. Actually, humans are involved in the testing. Alot of them are not professional testers, and are in fact just players hoping to have some time in game sooner. And a prolonged alpha 2, can test social settings as well, by simply having some testing servers receive no instruction, and just seeing how things develop.