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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
Those 5k players have to travel to the entrance, and then have to wait around for the entire group to arrive. They are only gone for the time they are actually inside.
Arenas are the same, they will be separate from open world (they have to be to remove interference, so its an actual arena fight, and not another open world fight anyone can join in the middle of). But players have to travel to where an arena exists to be able to sign up.
There should not be safe zones (unless its inside a town or something? Would be a weird place for a dungeon to be) That people can camp in.
This is what @Neurath is sort of suggesting.
Funny thing though, if you really think about what an "open world" dungeon really is... lol
I'm not suggesting it. The devs stated it. The quotes are in the wiki. It makes perfect sense why Steven is adamant we won't need dps meters. If the challenges are not traditional instance challenges like WoW for the most part we don't need WoW tools. After all, I still believe we can contest the legendary world bosses.
If you have 5k players doing instances, you can allow 5k players more to log in, to do the open world.
The only reason to prevent prevent players entering the server is to ensure no loading screens if some player in an instanced dungeon decides to leave and return to the open world. But they should not have things to do in the open world. That is how the game should be designed, to not give a reason for dungeon players to mix with open world players.
I'm talking about what you're suggesting in your post.
Okay cool. I've made so many posts that the statement confuses me lol.
You were just talking about how the instanced content is at the end of the open world dungeon. Similar to how BRD and Molten Core is.
Dungeon/raid entrance within a dungeon/raid.
Yeah perfect. I understand now. The good news is the open world dungeons can be contested so it's not really an instance in an instance. The theory is sound though.
so a separate lobby game then? cuz when the players finish the instance they will be moved to the ow then re enter it.
yes!
Whoever chooses to leave open world, to do instanced dungeons, should react fast and push the accept button to enter, even if he is fighting the boss. Else will be placed at the back of the queue again!
I see no other solution.
Or they make the instanced dungeons ugly and boring.
There must be a lobby for them.
If there is a lobby mechanic, then it can be used at any instance transition.
Castle sieges are 250 vs 250 or 500 vs 500 yes. I can't tell you if it's a lobby yet though. Also, dungeons are completely different and requires risk/reward and contestation. Not lfg lobby based instances like wow.
What really is going on here is you are trying to convince people it is WoW and theme park-ish so you can justify your bad takes.
Item destruction is terrible and leads to people quitting games. This has nothing to do with theme park, no correlation you are just talking crap.
Further reinforced by the fake smiles and passive aggressive knocks on the design.
Maybe my initial statement was not clear.
The lobby is supposed to be the instanced dungeon itself, for players willing to leave the instance and return to the open world.
And only if the open world is full with 10k players.
In such cases, players in the instance should stay in the instance and grind more, because that is what they do.
And the reason is that I assumed some players will want these instanced dungeons and pay subscription just for them. If they pay, then they should be able to play in them and the login server should handle their access to the dungeon fast but not out from the dungeon, into the open world.
There's just an npc that brings you into the boss' room. But that room is still accessible by other people, unless Intrepid decide to do even more of an L2 thing (cause this mechanic is already an L2 thing) and the npc will stop TPing people in after the boss "wakes up".
So far I don't remember any mentions of of WoW-like instances in that context. As in, you travel through open world dungeon, then come up to a "portal" and then go through a yet another dungeon with several rooms and bosses (one of the main quotes literally has Steven explaining a dungeon from L2)
If you've got a quote for that, I'd be glad to see it.
Right now when I hear Steven talking about instances I imagine a full dungeon that's instanced per group of people and no one else.
I don't think instances will exist like you believe. The dungeons are dynamic and become harder the deeper you go and the faster you clear them. It only makes sense the deepest, hardest boss is instanced in such a circumstance but it has no lobby access. There will be contestation in the open world dungeons leading up to the end bosses.
There was no instancing in a1 mate. Trust me when I state the updated facts. If you check the quotes under instances ashes wiki you will come to the same conclusion I have. The hardest content is open world legendary bosses and not instances.
Yeah I am in agreement. I just meant there was no instances in a1 and contestation can happen in the open world dungeons leading up to the end bosses in instances. It might well be the case you can bypass the open world dungeon once you are attuned but I do like attunement so I'm not concerned.
Cause I call that an instance. It can be a personal instance (solo/group/raid) or an open one (randos can enter as well) and then there's "semi-instances" that change their function due to an action/event.
We have the same issue. I only use the dev terms so Steven and the devs know what I refer to. The devs call them instances so I called them instances. When the game is live and I write my theories, tips and tricks down I will make the correct terms for the functions. Having not seen the functions yet I must rely on the quotes and dev terminologies.
Story stuff will supposedly be separate from "things at the ends of dungeons".
Okay sound. I have no issues about the plans. I realise why the game 'will not be for everyone' because old school is an understatement. 😆
Edit:
I found the quote:
Dungeons and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[12] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[2][7] Outside of these and arenas there will not be too much instancing anywhere else.[9]
There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[13] – Steven Sharif
so it would be something like league of legends. lets say another server with only instances and no open world, otherwise the players ownt even be able to return to the open world because the server is maxed out with 10k players..unless they are part of the 10k. thats what i mean
The "story stuff will be instanced" part is exactly why I think that we'll get wow-like instances where there'll be an entire dungeon in the instance and that whole dungeon will show us some story stuff.
I'm not sure the story modes will be the hardest content. They definitely drop loot but not BiS Loot according to the wiki. Also, Dungeons/Instances could mean solo dungeons and stuff like that too. You know, based around the hidden lore. However, it would make sense for the biggest baddies to have a full raid encounter in an instance somewhere.
Well. If the story is linked to these instances then more than 9% of players will have to be able to clear them. That's if quests and lore have to be completed. If quests and lore don't have to be completed then the difficulty can be ramped into the extreme for the less than 9% of the player base. However, I consider Story Mode to be functional for all players - that could just be my child like heart though lol.