morphwastaken wrote: » I don't think NiKr meant anything other than fight being completely solved and stale.
morphwastaken wrote: » Noaani wrote: » the demand is the same You have more people quite literally fighting for an item. How is it same demand?
Noaani wrote: » the demand is the same
Noaani wrote: » Demand is in how many people want the item.
morphwastaken wrote: » Noaani wrote: » Demand is in how many people want the item. Being part of demand requires an actual ability to obtain an item, not an "i want it". You can't just change a definition to fit your argument.
Azherae wrote: » Yes, I thought NiKr had moved beyond having that reaction, but if it ain't so, then it ain't so.
NiKr wrote: » My point was "instanced - you fight a mob and only that mob, ow - you fight a mob and players who also want to fight that same mob". To me, the latter is a more social interaction with more potential for variety. But I know that my experience with good pve is too limited, as compared to rngness of FF11's bosses or insane design of EQ2's ones, both of which probably matched any of my big boss farms with hundreds of people involved.
Azherae wrote: » "If Baltheus can be perceived as a spreadsheet by you, then your comment is internally consistent."
NiKr wrote: » Azherae wrote: » "If Baltheus can be perceived as a spreadsheet by you, then your comment is internally consistent." If I were to lay out how to approach the boss or if I was trying to explain it to someone else through a graphical medium - yeah, spreadsheet fits. Maybe not exactly a spreadsheet? Could "decision tree" fall under the umbrella of spreadsheets or are spreadsheets a bit too narrow of a term for that? If it's too narrow, then spreadsheet would be a wrong word to use. But I feel like you could do a decision tree in a spreadsheet and it would look nice and presentable? Maybe? I dunno, last time I worked with excel was over a decade ago
Azherae wrote: » For PvP opponents in fighting games and Predecessor.
Noaani wrote: » These items will be able to be bought and sold, there is no item binding. Thus, everyone is part of the demand. Demand is how many people want the item, not how many people are showing up to kill the encounter on any given day. You suggesting that it is the latter that is what dictates demand is you changing the definition of demand to suit your purpose.
Noaani wrote: » More people coming for PvP means more risk, but also means less reward (due to a lower statistical chance of you winning that reward)
Noaani wrote: » Thus, the literal idea of these items existing is that everyone wants them.
morphwastaken wrote: » At no point i said that no one wants them. I said those who simply want them don't form the demand.
And some of those legendary items would be a miracle to see for sale btw.
Noaani wrote: » More people coming for PvP means more risk, but also means less reward (due to a lower statistical chance of you winning that reward) Think about what you said here. Why do you have lower chance to get it? Why does it seem like there is less reward? I will give you a hint: boss drops same loot, so something else must've changed. Any ideas?
Noaani wrote: » Thus, the literal idea of these items existing is that everyone wants them. You are quick to get the reward side of things - everyone wants it. Not everyone gets it though.😟 You seem to miss this part quite often in your arguments.
Noaani wrote: » Actually, they do.
Noaani wrote: » More people being present for the encounter means more risk (you have more enemies to kill you, thus stand to lose more time and resources in dealing with those deaths), and less chance of getting the reward (since your reward is the statistical chance of getting the reward, that means you have less reward).
Noaani wrote: » I'm not sure why you think I am missing this part.
morphwastaken wrote: » It's counter-intuitive, but makes perfect sense in context of AoC. Most rewarding world bosses can be mechanically most simple, since large portion of the challenge will come from other players. Those bosses just need to feel epic with huge AOEs. It also works the other way. Most complex bosses can be given the least reward. This will make them least contested - perfect for those who primarily seek a great PvE experience. This provides a nice content gradient form primarily PvE to primarily PvP, while being PvX all the way through. Makes sense thematically as well - if there is 200 players around a huge dragon in the field - it's just going to breath fire at 50 of them, not really do some intricate mechanic. While some dungeon dwelling mystery monster can be all kinds of unexpected and complex. Food for thought.
Myosotys wrote: » I think the difficulty will be the PvP arround the boss. Would like the bosses to be very long to kill, to make sure there will PvP fight to deny it.
Noaani wrote: » Thus, the demand for the item is 3125. If 3125 of them existed on the server, 3125 of them would be used.
Noaani wrote: » The top 5 best items I ever saw in Archeage were all put up for sale.
NiKr wrote: » This is not quite right
morphwastaken wrote: » Don't get baited into irrational discussion. He is literally assuming 7/8 of the server would not want the item in his example, if they can't use it. There is no logic there. No need to reinvent the wheel, when 30 seconds in google would give you an answer.