Noaani wrote: » However, if we are talking about what players are likely to do - there is very little in the way of surprises in PvP.
Calibix wrote: » Versus the no surprises in PvE?
You are the only person here saying PvE is more dynamic. Your example using your coding background is irrelevant to that.
Calibix wrote: » I don't understand why Dygz keeps posting. I understand he's "interested" in the development due to some personal relationships, but why keep posting? You can just lurk instead of posting your same old opinion with nothing new to contribute in any thread that mentions Pvp. Your obviously not going to play, so imo your borderline trolling at this point.
Noaani wrote: » Beyolf wrote: » End game PvP in most MMOS is instanced based and therefore size of groups is normalized and equal. So this whole thing is wrong. While I agree that this may be the case, in the same way I don't consider all MMO's with PvE to have top end PvE, I don't consider all games with PvP to have top end PvP. WoW doesn't have top end PvP, as an example. Archeage, on the other hand, does - and it isn't the arena. The thing is, instanced PvP still doesn't have all that much variation - because players are far more easily manipulated than scripts are. When you are talking about large scale PvP, if you know who is in charge, you probably know what they are going to do. More to the point, you can perform a few minor maneuvers to encourage them in to the thing you think they are going to do. Archeages Mistmerrow was a great example of this. If I was running my faction for this, the first thing I would want to know is who was in charge of the main raid from the other faction. From there, I knew what the opposition were going to do down to either two or three options (usually 10%chance of one option, 90% chance of the other option, depending on who was leading). I mean, I agree that PvP has more possible variation. It is possible that players can do the thing that they think will most likely result in them winning, buy it is also possible they could do something that they don't think will result in them winning. However, of the above two options, the first is obviously far, far more likely to happen. This effectively limits (even if doesn't actually limit) the options that players are going to take. I mean, it is perfectly possible that a player in PvP may just stop, strip off, look at the floor, spin to the left and continuously crouch then jump. It isn't a likely thing to happen, but it is possible. If we are going to include things like this, then there is absolutely more variety in PvP. However, if we are talking about what players are likely to do - there is very little in the way of surprises in PvP.
Beyolf wrote: » End game PvP in most MMOS is instanced based and therefore size of groups is normalized and equal. So this whole thing is wrong.
Noaani wrote: » Calibix wrote: » Versus the no surprises in PvE? If you are at the leading edge of PvE, it has plenty of surprises. If you are not at the leading edge, how can you call it top end PvE? Now, if you watch a few videos on an encounter, if you know what to expect when going in, obviously there will be few surprises. But that is on you. Get better and take on that content before those videos exist. If you aren't able to do this, you aren't in a place to talk about top end PvE - obviously. If you do that content before those videos exist - as I do - then every encounter is nothing but surprises. Going back to the Kraken, it wasnt hard to only give would be attackers a single viable option to attack. It isnt even hard, it's just about placement of your raid/ships. Make it look like you have a really weak spot, and that is where you will be attacked. It really is the easiest thing in the world, people are predictable. It's literally like leaving a breadcrumb trail, people will follow it without thinking. It didnt really matter what the numbers were, and it REALLY doesnt matter what the classes were (its early Archeage - there were three classes of note, everyone else was worthless). You are the only person here saying PvE is more dynamic. Your example using your coding background is irrelevant to that. Ok so, two points. First, it isnt me using my coding background in this argument, it is @Azherae Second, the above OBVIOUSLY means your first point above isnt true.
Azherae wrote: » Actually I think I know how to explain this, it MIGHT be the answer to your confusion. There are things in hard PvE that the average player, if not TOLD or SHOWN that it is done, will conclude that they are PHYSICALLY IMPOSSIBLE. You don't get a lot of success in gaming these days by making things that the majority of people conclude 'this is physically impossible to do'. You give them something, you make it weaker, you give them gear to help, you give them power to overcome it faster so that they can win by luck. The level at which most players conclude 'this is impossible to do' is the level where I start to pay attention. Two levels higher is where I start to have fun. Four levels more is where I start to think 'this is physically impossible for me to do if I don't practice for four months'. Which is also the point where a friend of mine starts to have fun. I'm not saying that PvP is not all the things you said. I'm saying that PvE often goes way beyond that, but how would one even convince the average person 'this is where I start to enjoy it' after they've concluded that there 'must be another way' because the game cannot possibly expect a human being to do it?
Voxtrium wrote: » Azherae wrote: » Actually I think I know how to explain this, it MIGHT be the answer to your confusion. There are things in hard PvE that the average player, if not TOLD or SHOWN that it is done, will conclude that they are PHYSICALLY IMPOSSIBLE. You don't get a lot of success in gaming these days by making things that the majority of people conclude 'this is physically impossible to do'. You give them something, you make it weaker, you give them gear to help, you give them power to overcome it faster so that they can win by luck. The level at which most players conclude 'this is impossible to do' is the level where I start to pay attention. Two levels higher is where I start to have fun. Four levels more is where I start to think 'this is physically impossible for me to do if I don't practice for four months'. Which is also the point where a friend of mine starts to have fun. I'm not saying that PvP is not all the things you said. I'm saying that PvE often goes way beyond that, but how would one even convince the average person 'this is where I start to enjoy it' after they've concluded that there 'must be another way' because the game cannot possibly expect a human being to do it? You must be quite "elite" Here is a raid that every level of player will give up on except for .000001% or so. You must enter the first 100,000 digits of pie and enter them in sequence. Do that and you win the raid. It fills your criteria to interest you lmfao, the only people who would bother are ones with Hyperthymesia.
Noaani wrote: » The thing is, instanced PvP still doesn't have all that much variation - because players are far more easily manipulated than scripts are. When you are talking about large scale PvP, if you know who is in charge, you probably know what they are going to do. More to the point, you can perform a few minor maneuvers to encourage them in to the thing you think they are going to do. I mean, I agree that PvP has more possible variation. It is possible that players can do the thing that they think will most likely result in them winning, buy it is also possible they could do something that they don't think will result in them winning. I mean, it is perfectly possible that a player in PvP may just stop, strip off, look at the floor, spin to the left and continuously crouch then jump. It isn't a likely thing to happen, but it is possible. If we are going to include things like this, then there is absolutely more variety in PvP. However, if we are talking about what players are likely to do - there is very little in the way of surprises in PvP.
Beyolf wrote: » If you already done the encounter at least once you already know everything about the encounter and what to expect from it so there is no surprise at all which means that after you know the mechanics it all comes down to their proper execution, and here for me is the difference between a hard engaging PvE and a bad one. If the execution of the mechanics is tight it will be fun and engaging experience, if not then after the first clear it just becomes a chore. In PvP there much more stuff which need to be learned, first what are the classes and what are their strengths weakness, after that what are the synergies between this classes and the different compositions, what are the combat mechanics and how they work, after you learn all that ofcourse the valuable options are not countless they are limited but still the execution of the mechanics is more challenging and its much harder to be proactive in pvp while in PvE its very easy when you learn the mechanics because they dont change and they happen at very easy to predict times, while in PvP thats not the case even when you know all of the mechanics its much harder to predict what exactly will happen. Also you talk about large scale PvP, there is no MMO with good large scale pvp because its really hard to balance the game around it. If the game is balanced around large scale pvp then in small scale pvp nobody will be able to kill nobody, so thats the reason why large scale PvP is not that challenging also in large scale pvp your individual skill contribute very small portion in the equation which predicts the outcome of the fight. So if you compare Raids to just large scale PvP i understand why you find PvP easier, but this modes are fundamentally different in design, Raids in the modern age are designed in a way that even if 1 person fails a curtail mechanics the whole raid fails, while in Large scale PvP thats not the case and if 1 person dies he comes back into the fight shortly, thats why its much more appropriate to compare Raid to PvP mode in which individual skill matters much more as for example 3v3 or 5v5 mode and in this case pvp is much more unpredictable and harder than PvE raid even if you know perfectly what all the enemy classes can do and what their composition can do. Another thing is that in PvP you can design different objectives which lead to "winning" in a lot of different ways, while in PvE the objective is 1 kill the boss and you dont have different ways of killing the boss than executing the mechanics correctly. Ofcourse all of that depend on the combat mechanics of the game too but generally speaking PvE is much more predictable therefore much easier than PvP. Anyways i think we are a bit offtopic
Azherae wrote: » Beyolf wrote: » If you already done the encounter at least once you already know everything about the encounter and what to expect from it so there is no surprise at all which means that after you know the mechanics it all comes down to their proper execution, and here for me is the difference between a hard engaging PvE and a bad one. If the execution of the mechanics is tight it will be fun and engaging experience, if not then after the first clear it just becomes a chore. In PvP there much more stuff which need to be learned, first what are the classes and what are their strengths weakness, after that what are the synergies between this classes and the different compositions, what are the combat mechanics and how they work, after you learn all that ofcourse the valuable options are not countless they are limited but still the execution of the mechanics is more challenging and its much harder to be proactive in pvp while in PvE its very easy when you learn the mechanics because they dont change and they happen at very easy to predict times, while in PvP thats not the case even when you know all of the mechanics its much harder to predict what exactly will happen. Also you talk about large scale PvP, there is no MMO with good large scale pvp because its really hard to balance the game around it. If the game is balanced around large scale pvp then in small scale pvp nobody will be able to kill nobody, so thats the reason why large scale PvP is not that challenging also in large scale pvp your individual skill contribute very small portion in the equation which predicts the outcome of the fight. So if you compare Raids to just large scale PvP i understand why you find PvP easier, but this modes are fundamentally different in design, Raids in the modern age are designed in a way that even if 1 person fails a curtail mechanics the whole raid fails, while in Large scale PvP thats not the case and if 1 person dies he comes back into the fight shortly, thats why its much more appropriate to compare Raid to PvP mode in which individual skill matters much more as for example 3v3 or 5v5 mode and in this case pvp is much more unpredictable and harder than PvE raid even if you know perfectly what all the enemy classes can do and what their composition can do. Another thing is that in PvP you can design different objectives which lead to "winning" in a lot of different ways, while in PvE the objective is 1 kill the boss and you dont have different ways of killing the boss than executing the mechanics correctly. Ofcourse all of that depend on the combat mechanics of the game too but generally speaking PvE is much more predictable therefore much easier than PvP. Anyways i think we are a bit offtopic Most of this doesn't match my experience. "If you already did the encounter at least once you already know everything about the encounter" - not in the games I play. "In PvP there is much more stuff that needs to be learned." - Also not true. I would elaborate here but I usually get the 'Fighting Games aren't MMOs' response, which is correct because MMOs are almost always less complicated. "Execution of the mechanics is more challenging" - nope. "Raids in the modern age" - Assume that if I am talking, and I BET that when Noaani is talking, this isn't what is being talked about. "Another thing is that in PvP you can design different objectives which lead to "winning" in a lot of different ways, while in PvE the objective is 1 kill the boss and you dont have different ways of killing the boss than executing the mechanics correctly." - I once again feel sorrow at the state of the genre if this is the experience of most players. I will continue to hope that Ashes can live up to the standards of the MMOs of Yore so that people can have an experience beyond this.Bonus for NiKr so this post isn't just counterpoints.
Beyolf wrote: » Here you talk in case that you already know the leader and your opponent and the classes so you know the mechanics... But here ... but here you talk about the encounter before you know the mechanics so you are comparing apples with potatoes( please dont get me wrong i mean no offence here).
Voxtrium wrote: » Noaani wrote: » The thing is, instanced PvP still doesn't have all that much variation - because players are far more easily manipulated than scripts are. When you are talking about large scale PvP, if you know who is in charge, you probably know what they are going to do. More to the point, you can perform a few minor maneuvers to encourage them in to the thing you think they are going to do. I mean, I agree that PvP has more possible variation. It is possible that players can do the thing that they think will most likely result in them winning, buy it is also possible they could do something that they don't think will result in them winning. I mean, it is perfectly possible that a player in PvP may just stop, strip off, look at the floor, spin to the left and continuously crouch then jump. It isn't a likely thing to happen, but it is possible. If we are going to include things like this, then there is absolutely more variety in PvP. However, if we are talking about what players are likely to do - there is very little in the way of surprises in PvP. What are you playing against bots?
Calibix wrote: » Noaani wrote: » Calibix wrote: » Versus the no surprises in PvE? If you are at the leading edge of PvE, it has plenty of surprises. If you are not at the leading edge, how can you call it top end PvE? Now, if you watch a few videos on an encounter, if you know what to expect when going in, obviously there will be few surprises. But that is on you. Get better and take on that content before those videos exist. If you aren't able to do this, you aren't in a place to talk about top end PvE - obviously. If you do that content before those videos exist - as I do - then every encounter is nothing but surprises. Going back to the Kraken, it wasnt hard to only give would be attackers a single viable option to attack. It isnt even hard, it's just about placement of your raid/ships. Make it look like you have a really weak spot, and that is where you will be attacked. It really is the easiest thing in the world, people are predictable. It's literally like leaving a breadcrumb trail, people will follow it without thinking. It didnt really matter what the numbers were, and it REALLY doesnt matter what the classes were (its early Archeage - there were three classes of note, everyone else was worthless). You are the only person here saying PvE is more dynamic. Your example using your coding background is irrelevant to that. Ok so, two points. First, it isnt me using my coding background in this argument, it is @Azherae Second, the above OBVIOUSLY means your first point above isnt true. I have world firsted raid content, and server firsted much more. There is nothing dynamic about it. It is simple trial and error, and then execution once you know the strat. Not sure if you intended to use surprise instead of dynamic. My guess is you did because you can't actually argue that raids are dynamic, since, you know, they are scripted... Well, you'll try to argue it actually is my guess. You obviously played on a bad server I guess in Archeage if every fight at Kraken went the same way. Did you not have a pirate faction that was competitive? Did you play in the zerg faction? Did the same faction win every time? I'd also like to know what three classes you think were worth it because I bet you don't name the one I played, which would also lead me to believe you didn't play on a decent server. I was the most feared single person in my faction when I played. What about territory wars, node wars, sieges in other games? Do they play the same way every time? I've had sieges that were similar because we were much more powerful than the opponent and steamrolled them. But I can't say I've ever had a siege go the same way twice against competent opponents. My bad, as I said I was on my phone. Regardless, your the minority in this thread and in anyone I play games with opinion's. Your getting pretty petty now. Please give us an example of a dynamic PvE encounter. Keep in mind, seeing a new mechanic is not dynamic. It may be a surprise, but it is not dynamic (which is why I think you specifically used that word instead of addressing dynamic).
Dygz wrote: » Calibix wrote: » I don't understand why Dygz keeps posting. I understand he's "interested" in the development due to some personal relationships, but why keep posting? You can just lurk instead of posting your same old opinion with nothing new to contribute in any thread that mentions Pvp. Your obviously not going to play, so imo your borderline trolling at this point. LMAO Why would I not post? Especially when people continue to talk about me and misunderstand and misrepresent my perspective.
Vyril wrote: » PvX = player vs everything Players Monsters Politics Environment Economy You will be challenged by all these things when you play at all times.
Mag7spy wrote: » Azherae wrote: » Beyolf wrote: » If you already done the encounter at least once you already know everything about the encounter and what to expect from it so there is no surprise at all which means that after you know the mechanics it all comes down to their proper execution, and here for me is the difference between a hard engaging PvE and a bad one. If the execution of the mechanics is tight it will be fun and engaging experience, if not then after the first clear it just becomes a chore. In PvP there much more stuff which need to be learned, first what are the classes and what are their strengths weakness, after that what are the synergies between this classes and the different compositions, what are the combat mechanics and how they work, after you learn all that ofcourse the valuable options are not countless they are limited but still the execution of the mechanics is more challenging and its much harder to be proactive in pvp while in PvE its very easy when you learn the mechanics because they dont change and they happen at very easy to predict times, while in PvP thats not the case even when you know all of the mechanics its much harder to predict what exactly will happen. Also you talk about large scale PvP, there is no MMO with good large scale pvp because its really hard to balance the game around it. If the game is balanced around large scale pvp then in small scale pvp nobody will be able to kill nobody, so thats the reason why large scale PvP is not that challenging also in large scale pvp your individual skill contribute very small portion in the equation which predicts the outcome of the fight. So if you compare Raids to just large scale PvP i understand why you find PvP easier, but this modes are fundamentally different in design, Raids in the modern age are designed in a way that even if 1 person fails a curtail mechanics the whole raid fails, while in Large scale PvP thats not the case and if 1 person dies he comes back into the fight shortly, thats why its much more appropriate to compare Raid to PvP mode in which individual skill matters much more as for example 3v3 or 5v5 mode and in this case pvp is much more unpredictable and harder than PvE raid even if you know perfectly what all the enemy classes can do and what their composition can do. Another thing is that in PvP you can design different objectives which lead to "winning" in a lot of different ways, while in PvE the objective is 1 kill the boss and you dont have different ways of killing the boss than executing the mechanics correctly. Ofcourse all of that depend on the combat mechanics of the game too but generally speaking PvE is much more predictable therefore much easier than PvP. Anyways i think we are a bit offtopic Most of this doesn't match my experience. "If you already did the encounter at least once you already know everything about the encounter" - not in the games I play. "In PvP there is much more stuff that needs to be learned." - Also not true. I would elaborate here but I usually get the 'Fighting Games aren't MMOs' response, which is correct because MMOs are almost always less complicated. "Execution of the mechanics is more challenging" - nope. "Raids in the modern age" - Assume that if I am talking, and I BET that when Noaani is talking, this isn't what is being talked about. "Another thing is that in PvP you can design different objectives which lead to "winning" in a lot of different ways, while in PvE the objective is 1 kill the boss and you dont have different ways of killing the boss than executing the mechanics correctly." - I once again feel sorrow at the state of the genre if this is the experience of most players. I will continue to hope that Ashes can live up to the standards of the MMOs of Yore so that people can have an experience beyond this.Bonus for NiKr so this post isn't just counterpoints. I remember when I created a thread for what people expect in raids and people didn't really respond to it much. If you have certain expectations of difficulty it's better to push that kind of thread with examples and such as good feedback. If it is old mmorpgs people don't play, were not mainstream, etc it's going to be hard to expect that type of content in anyway without fully expressing it enough and what you desire as a player for content and difficulty.