NiKr wrote: But, as Noaani said, that is the case currently. The strongest few guilds will control the majority of pve content (especially bosses), because they'll be able to push anyone else out of the encounter through pvp. At which point all the other guilds simply don't have the access to pve content.
Laetitian wrote: » NiKr wrote: But, as Noaani said, that is the case currently. The strongest few guilds will control the majority of pve content (especially bosses), because they'll be able to push anyone else out of the encounter through pvp. At which point all the other guilds simply don't have the access to pve content. The other guilds can contest the encounter. That's still an activity that will be worth their time. Band together to push the dominant guilds out of their effortless control of all big objectives. The more you challenge them, the more deliberate they'll be about where they focus their full guild's efforts on. Sure, that's PvP (so not an answer to the original question of whether the game will have enough PvE for everyone), but it's PvP for the sake of giving them rewarding PvE, so any player reasonably interested in PvX, even with a strong inclination to prefer PvE, would be willing to engage in activity like that. And if you can't live with bigger guilds sometimes getting the biggest stuff, you should probably be part of a big guild, instead of playing the martyr in your small one, while complaining that you're being left out, and not doing anything about it. As a general point - perhaps as the start of a thought process - I agree with you here. The reason this is only the beginning of a thought is because you then have to consider how long those people wanting a PvX game would put up with this as the only form of guild level PvE. The answer - for reference - is a maximum of about three months, historically. People that stay longer than that are more interested in PvP. Giving people options is fine, but if you spread so many of them out across the map that everyone always has something to do everywhere, there's either no need for PvP contestation, or most of those encounters have rewards so low that no one's going to be doing them anyway and now your request didn't really address your problem.It just spreads the population further apart, locks them in mindless grinding, and removes identity from the game.
As a general point - perhaps as the start of a thought process - I agree with you here. The reason this is only the beginning of a thought is because you then have to consider how long those people wanting a PvX game would put up with this as the only form of guild level PvE. The answer - for reference - is a maximum of about three months, historically. People that stay longer than that are more interested in PvP.
Yes, all players should have interesting and rewarding things to do (and not just PvP.) That's what instances are for.
Noaani wrote: As it stands, we don't have these in any meaningful way. I mean, you seem to agree that they should exist - yet seem to be debating against thoseof us arguing for them to exist.
Laetitian wrote: » Noaani wrote: As it stands, we don't have these in any meaningful way. I mean, you seem to agree that they should exist - yet seem to be debating against thoseof us arguing for them to exist. https://tldrify.com/1b22 This is the type of ideology/foundational principle that informs my comments when I talk about these things. If you'll just throw all verbal reassurance out the window by principle, will you just keep reiterating the same opinions/suggestions until you're literally presented with a completed game's worth of PvE encounters? Or what does it take?
Laetitian wrote: » Yes, all players should have interesting and rewarding things to do (and not just PvP.) That's what instances are for. But when you run out of guaranteed content, it's up to you as a player to find opportunities to do interesting things, or be more content with doing the stuff that yields low rewards, and let that add up over time.
Kilion wrote: » open sea raids - this could be against bosses (which we already know) but also against NPC pirate crews. monster coin events - can be seen as one of the mixed examples of what PvX means. Players can take control over a monster, this could be in an event against other players but also against other mobs. Exploration - To ensure an information advantage, group sizes have to be kept fairly small which increases the difficulty of PvE encounters, while not being seen farming with a small group probably doesn't really make for a good PvP target. Artisan skill (especially Gathering) - This IS PvE. Going out, defening primarily against mobs or hunting specifically mobs for an artisan profession is a PvE thing to do. It might not be as epic as fighting, but that doesn't make it any less PvE. Quests, story archs, events, tasks - Classic PvE stuff, providing us with XP, lore and rewards to help us progress in the game. Instanced dungeons - 20% of the dungeons will be instanced
Intrepid is designing this game to be PvX and calling it PvX for (amongst other reasons) the fact, that PvE and PvP will not be separated as if they do not belong together. In this game they will, you get one, you'll also get the other, the mixing ratio might change depending on the situation.
around half a million active players would be enough for the game to be quite successful in terms of subscription numbers alone.
So in my opion "more PvE or this game will have no long term players" does not apply. Of course, I can't make this as an absolute statement, but it seems to me like Steven is thinking similarly, that he can afford to not make an artifical wall between PvE and PvP.
Kilion wrote: » Sounds like you don't really want to play the type of game that Ashes sizes up to be.
Mag7spy wrote: » Moment when you have more people that prefer to pve that is going to lead to huge issues. Also people that prefer to pvp don't leave a game just because they lost at pvp lmao.
Noaani wrote: » Mag7spy wrote: » Moment when you have more people that prefer to pve that is going to lead to huge issues. Also people that prefer to pvp don't leave a game just because they lost at pvp lmao. I don't see why having more people that prefer to PvE could be an issue. I mean, this is supposed to be a PvX game, as long as all players are willing to PvE and PvP it shouldn't be an issue. What issues could possible come from having more people that perfer to PvE than PvP? To your seccond point - yes they do. it isn't every PvP player (obviously), but it is the bulk of them. This is why BDO had the server structure it had, and why Crowfall had the game mode it had. Both were attempts to break this cycle. It's cool if you don't see it - I'm not all that bothered by that. MMO developers know it to be true, so I have no need to attempt to convince anyone.
Mag7spy wrote: » Same issue New world had and other games with pve players want pve focused features and less pvp features.
Using crowfall as an example is a meme
I can turn this around easy and say pve is a issue
Noaani wrote: » Mag7spy wrote: » Same issue New world had and other games with pve players want pve focused features and less pvp features. See, the issues with New World were people saying "this PvP system is shit". The arguments weren't asking for more of a PvE focus, or even less of aPvP focus. They were asking for a better PvP system. The reason New World launched as poorly as it did was nothing to do with that though, it was because Amazon corperate had a goal for Amazone Games, and launching New World no later than end of Q3 2021. It launshed 2 days before the end of Q3. It had been delayed twice, they needed it launched. Given another 6 months to a year, they could have created a much better PvP system - but their corparate overlords wanted the game to be launched regardless of the state it was in (to be fair, Amazon is used to being able to release unfinished software and updating it while live with no real issues). That said, developers will often look to players to identify issues. They will not look to players to find solutions to those problems. This is basically true for any professional organization. Using crowfall as an example is a meme If I were using it or BDO as exampes of a good game, sure. However, I was using them as examples to show you that developers are aware of the phenomenon of PvP player retention being significantly lower than that of PvE - with it being those with lower w/l ratios that leave first. Any other facts pertaining to those games is irrelevent to the point I was making. I can turn this around easy and say pve is a issue You could. Go ahead and try it though, see what happens. Thing is, I think you know what happens, because you have seen that argument being made before.
Noaani wrote: » See, to me, it sounds like you are wanting a PvP game and that is not what Ashes is (or at least not what it used to be).
Noaani wrote: » What I want Ashes to be is a solid PvX game where both the PvP and PvE are able to stand on their own, but are intertwined.
Mag7spy wrote: » My point is using crowfall as an example of anything is flawed.
Already made the point on pve, all those games are dead.
Kilion wrote: » Noaani wrote: » See, to me, it sounds like you are wanting a PvP game and that is not what Ashes is (or at least not what it used to be). Strange how you would think that, since I didn't even use the word "want" or "should" once and only referred to thinks we probably come to see without making any kind of implication whether that is what I want or not. But to clear this one up: I am a primarily PvE guy. I like my occasional PvP, but Ashes will have more of that than I would normally engage in. I hope the story, engaging exploration and the artisan progression to mitigate the player conflicts that I won't be able to avoid (because I suck at PvP).
And I am trying to tell you is that this doesn't seem to be what is Intrepid and in particular Steven is aiming at, because from all I have read to far the systems are created in a way to be dependent on one another to make them one - PvX, instead of "PvE and PvP".
I think by trying to strictly analyze the game game features through a lense of PvP VS PvE, one misses the point of what Intrepids perspective is and what drives their design in the way they are designing it.
Lastly the "more players equals better PvP"... well, games like League of Legends made 5v5 PvP, there are 1v1 PvP games and there are games like Ashes that want to go 250v250 (or 500v500?). In the end as long as the number of participants can be filled more players doesn't really matter imo.
Noaani wrote: » Mag7spy wrote: » My point is using crowfall as an example of anything is flawed. Well this is not true. As to your point about BDO, I didn't say people left the game due to PvP. In both cases, what I said was the developers knew that players leave games due to PvP faster than average. As such, the develoeprs of both games attempted to create ways to prevent that. The point of mentioning this was to point out that developers know players leave games due to PvP faster. How the games turned out after launch literally has nothing to do with this point. Already made the point on pve, all those games are dead. Which games again? EQ or EQ2? WoW? ESO? GW2? FFXIV? Between those games you have some of the longest lasting games, and about 80% of the MMO population. Yeah, PvE is failing... great argument my dude.
Ashes isn't planning on having much of a developer driven story.
If all you have paid attention to is the last few years, then sure, this would be your perspective. If you go back further though, back when Jeff Bard was lead designer, Steven actually commented that he would love to compete with WoW on raid content. The concern he stated was in regards to the ability to do it, not whether it would fit in to the game or not. Or you could go to the Kickstarter page and try and find mentions of PvP or PvX - they don't exist.
If Intrepid are not looking at the game through the lense of PvP and PvE, then they are missing out on the players perspective - and the player experience.
I wasn't talking about the numbers present in a fight. If you are on a server designed for 10k people, and there are only 2k online in prime time, just finding someone to attack could be difficult.