SnowElf wrote: » It depends on what Intrepid plans to do. Some games like FFXIV scale the players stats when they queue for random dungeons for in game currencies, increasing the replay value of dungeons exponentially. Other games release epic dungeons or even tier their dungeons with keystones like World of Warcraft. I don't know much about Intrepid's plan to have queue systems in the game. I think a lot of the dungeons are going to have to be walked to manually in order to deep dive into them, which I fully support this type of gameplay. It's tedious, but it's rewarding and makes you work for it. To be honest, a life of leisure where all you can do is queue for dungeons while waiting in a major city like in WoW can become really boring and feel somewhat lackluster. Devs could include rare crafting materials in dungeons that need to be farmed repeatedly or even rare cosmetic items that people may want to farm... Lots of different stuffs!
Dygz wrote: » In Ashes, Dungeons appear and disappear as Nodes progress, rise and fall. And the content inside the Dungeons are dynamic, rather than static - so we don't really replay the exavts same content over and over and over again. In addition to Events and Seasons affecting gameplay. In addition to seasonal Narrative changes that drop new content from the devs. But, the entire map changes as Nodes rise and fall - and a new Town that returns after a Node is destroyed also won't have the exact same layout or content.
consultant wrote: » 16 and 40 man raids will be instanced or they would be open world raids not 16 and 40 man raids.
NiKr wrote: » consultant wrote: » 16 and 40 man raids will be instanced or they would be open world raids not 16 and 40 man raids. Those numbers simply indicate at what point anti-zerg mechanics would turn on. Majority of raids (if not all) will be open world, because instanced stuff is mostly story related.
Nerror wrote: » Wow-style pve-raiding is not the focus of this game. I think the people living for that kind of gameplay will be disappointed in Ashes pretty quickly. If the game works as intended, we won't be talking about the "replay value of the endgame stuff", we'll be talking about the value of the constantly evolving server stories, where nodes and guilds rise and fall, and where running dungeons and killing bosses are just a means to an end. Hopefully fun and interesting, with the potential PvP elements added to them, but not the main point of the game by any stretch of the imagination.
Xeeg wrote: » The replay part of this game, by design, is with node seiges and nodal resets. The end game loop is a pvp objective based loop. PVP games don't need endless content patches and increases in gear slots to keep people playing. You play pvp games for the thrill of winning, and the planning/strategizing after losses. What keeps people playing pvp games is a feeling of fairness and enjoyment in game design, and the belief that they can win if they try hard enough. So instead of content patches, pvp games typically just require balance patches to keep the user base interested. The leveling, gearing, and game lore aspects are the front end of this game that help you develop your character identity and understanding of the world. To develop enemies and friends. To become immersed in the world. To accumulate power and assets. Once your character is strong enough, the main thing will be nodal/guild politics and warring against other regions. Maxed characters will be doing activities around protecting their nodes/alliances, helping allies, and building up resources to attack others. You can always roll an alt and very likely experience a completely different content path from 1-50 than your first char.