PvX raid and boss discussion
Theres several discussions going around the forums now, each touching a part of this, but I felt this discussion warranted a more focused location instead of a bit here and a bit over there.
Namely, how do you think raids overall should work. There are a lot of points to consider.
1) Access requirements and contested access
2) Dungeon Progression and contested progression
3) Boss fights and contested boss fights and how loot is handled in each situation
Each of these areas has its own unique challenge, and different ways pvp can impact the group.
I can put my own views down (and will), to start the discussion, and then everyone can tell me how wrong I am.
For access requirements. We know that the world nodes impact what PvE is available where. For example a certain node type at a certain level with nearby notes at a certain progression will grant access to certain PvE. How should the game go beyond that to encourage competition for the dungeon? In past games I played, enemy guilds knew my teams raid night, and would just camp the entrance for fun. Is this the extent of access PvX? I personally feel there should be more than one entrance to a raid zone, where you can choose to contest someone either at the entrance closest to them, or meet them inside. It might even be cool to treat the PvE raid as a siege. Specifically what I mean is, the raid is available 24/7 (sort of), but your team signs up for it a day in advance to unlock it. (There could be some cost involved). This would unlock it at the time you sign up for… FOR EVERYONE!. People could look at the timers menu to see the raid will be open at 6pm on Wednesday and man, everyone better be ready for some pvp while I try to get my loot. Anyone can sign up, and anyone can see who signed up for when.
Which goes to my second point. Raids have a dungeon attached to them that we progress through to reach the end. If there were different entryways, different teams might start the progression at different points. Imagine clearing some trash room in a big underground cave on a bridge, and you can see far in the distance on a separate bridge or floor, another team progressing their dungeon trash. The paths meet somewhere ahead, but there is only one boss at the end. Do the teams help each other, or fight. (Goes into loot and other rewards discussion)
Boss fights. They need to be designed in a way that works for just one team fighting, or multiple teams attacking it, or pvp going on during the boss fight. In my eyes, the boss should have the most complex mechanics when it is single group, offering the highest pve style challenge, and I think the highest reward should go here.
Once more than one team is involved, I think the mechanics the boss throws at everyone should shift to account for needing to provide challenge to the increased playersize. How that shifts is Intrepids design choice and anyones guess really, but if you think about RPG bosses, you generally just need a few tanks, some healers/support, and then all of the rest are DPS. It would be so boring and uninteresting if the teams decided to work together, and the end result is just having more dps players available. I also am not a fan of simply just, only raising boss HP and stats, I would like to see mechanical shifts. Also more players naturally ends up in easier fights, I think the loot should be watered down, maybe the total overall loot is distributed to both teams based on damage/other metrics. This of course, encourages them to not work together (unless they cant clear the boss alone), but instead fight!
Finally, a contested boss. PvP happening while the boss fight is going on. I would like to see the boss give up any mechanics it was doing, and become its own third party to the pvp fight. It picks targets that are fighting to throw mechanics at. It spits fire or poison or lightning or who cares what at both teams healers. Meanwhile both teams tanks are trying hard to grab the boss to have some sort of control of it… and to point cleave damage at the other team. Loot at the end is distributed based on damage to the boss, unless your whole team is dead, then you get no loot.
What I don’t want to see, is a team do 90% of the damage, and then a bigger team comes in, wipes them, and collect 100% of the loot. In this example, I want to see the team that died get 0% of the loot (they died, is why), and the team that showed up when there was only 10% left, only get 10% of the reward. If they wanted more they shouldve started fighting sooner, or better yet, killed the other team before they reached the boss.
With a setup like this, the clear incentive for best loot is to have just one team be able to challenge the boss, which means they need to make a LOT of friends because they have to ensure they are the only ones fighting at the end of the dungeon. Friends have to try to hold multiple access points, and also the inside of the dungeon itself.
But this only works, with my earlier idea of raid time signups. (which makes it work like a big siege, or scheduled caravan kind of thing).