Mag7spy wrote: » Me when hear a game will fail because pve isn't what they want, sounds like the gold argument -fp-. Anyway I don't know why anyone thinks they are doing PvE content while being attacked by pvp players, if there is a threat of another guild showing up in a dungeon you better be ready to fight and drop the PvE. You aren't doing both at the same time. No mechanics need to change or be made worst, you need to deal with a player threat.
Ransel wrote: » This only really works for big guilds able to lock down the content 24/7 though.
NiKr wrote: » Mag7spy wrote: » Me when hear a game will fail because pve isn't what they want, sounds like the gold argument -fp-. Anyway I don't know why anyone thinks they are doing PvE content while being attacked by pvp players, if there is a threat of another guild showing up in a dungeon you better be ready to fight and drop the PvE. You aren't doing both at the same time. No mechanics need to change or be made worst, you need to deal with a player threat. The whole point is that you can't just disengage the pve to fight the players. And if pve is challenging than any interruptions will fuck up both the pve and the pvp and you'll most likely just die.
Mag7spy wrote: » NiKr wrote: » Mag7spy wrote: » Me when hear a game will fail because pve isn't what they want, sounds like the gold argument -fp-. Anyway I don't know why anyone thinks they are doing PvE content while being attacked by pvp players, if there is a threat of another guild showing up in a dungeon you better be ready to fight and drop the PvE. You aren't doing both at the same time. No mechanics need to change or be made worst, you need to deal with a player threat. The whole point is that you can't just disengage the pve to fight the players. And if pve is challenging than any interruptions will fuck up both the pve and the pvp and you'll most likely just die. You are 100% disengaging the pve, killing them and then doing the pve before they get back. You don't pvp them inside the mobs that just be dumb.
Mag7spy wrote: » You are 100% disengaging the pve, killing them and then doing the pve before they get back. You don't pvp them inside the mobs that just be dumb.
NiKr wrote: » Mag7spy wrote: » You are 100% disengaging the pve, killing them and then doing the pve before they get back. You don't pvp them inside the mobs that just be dumb. You're in a limited space (if we're talking dungeons here). Mobs will most likely have a pull radius of the whole room and maybe even a bit outside of it. You're fighting the mobs in the room and dudes come into the room and start fighting you. How do you disengage the mobs here? And again, this is in the context of mobs being difficult and not just braindead weak ones.
Mag7spy wrote: » Well we will have to look at encounter to encounter, if there is a way int here has to be a way out. If another party is starting to show up you should have some notice ahead of time that a guild is entering your area. Either way at that point you don't do the pve content your focus will have to be on beating the other players. For this kind of thing id expect respawn points to be far upon dying as well. Else you aren't doing pve you need to win the pvp first until one gives up.
Dygz wrote: » Ashes dungeons/raids should be more about defeating the bosses to end their deleterious effects on the region, rather than about preventing others from getting gear.
Elder wrote: » It's an understanding I've come too through research. I'm not stating it as fact but I've failed to find any information stating the intended design is for dungeons in AoC is to have fail conditions or impose any negative effects on the region. Only that the story arcs influence the content and objectives of the dungeon. If you have any quotes or references proving otherwise I'd be happy to adjust my thinking on the topic.