Veeshan wrote: » Noaani wrote: » Veeshan wrote: » Here ill use the same logic in reverse World Bosses = Primary PvE event since people might not contest it Primary PvE because there might not be PvP. That isn't a strong argument. In your experience of PvP enabled open world MMORPG's with open world raid bosses, how often do they go uncontested? I've seen a handful of spawns over many years, with many hundreds of contested spawns. If that is the best argument you have at your disposal, I would drop the point all together, to be honest. I play alot of PvP games and 80% of the world bosses fight tend to go uncontested you tend to get muiltipul attempts at bosses before a opposing group can even get enough people to contest it.
Noaani wrote: » Veeshan wrote: » Here ill use the same logic in reverse World Bosses = Primary PvE event since people might not contest it Primary PvE because there might not be PvP. That isn't a strong argument. In your experience of PvP enabled open world MMORPG's with open world raid bosses, how often do they go uncontested? I've seen a handful of spawns over many years, with many hundreds of contested spawns. If that is the best argument you have at your disposal, I would drop the point all together, to be honest.
Veeshan wrote: » Here ill use the same logic in reverse World Bosses = Primary PvE event since people might not contest it
Ludullu_(NiKr) wrote: » Dimitraeos wrote: » I think the argument about pve vs pvp content though is that pvp can interfere with pve but not visa versa. That's a problem. As a primarily pvp motivated player myself, there's a long term issue if there isn't a way for people who enjoy pve to have meaningful content that pvp cant interfere with. They need their own loop. Or we could have pve that can interfere with pvp. As a pvxer - I want that A LOT. I want people to have abilities that let them control mobs to a greater extent than just "I do or do not aggro a mob". This kind of approach would also feel fairer to me, cause if my pvp interferes with someone's pve, then the only proper counterbalance is for their pve to be able to interfere with my pvp. This would work even better if those tools increase the looting rights values, outside of direct dmg stuff. PvErs aggro a mob/boss > see a pvp fight going on nearby or get attacked themselves > use their tool-abilities to interact with the boss in a specific way (ideally with mob/boss properly reacting to the situation cause its AI is designed correctly) > the pvp/attackers get interrupted, the pvpers gotta defend themselves from the mob/boss which helps the pvers finish it off > ??? > profit. Obviously this is super surface lvl stuff and would need to be tested extensively, but I see this as a much better pvx compromise than "let's just all have our own little corners of content where no one can touch us ".
Dimitraeos wrote: » I think the argument about pve vs pvp content though is that pvp can interfere with pve but not visa versa. That's a problem. As a primarily pvp motivated player myself, there's a long term issue if there isn't a way for people who enjoy pve to have meaningful content that pvp cant interfere with. They need their own loop.
Dimitraeos wrote: » But then that just comes back to the problem of PvE being an afterthought for players who *primarily* enjoy pve. I'd hardly consider "leashing a boss into a group of enemy players" riveting pve...It sounds more like trolling than anything else. Not to mention, that would hardly work. PvP oriented players will just annihilate the group of PvErs anyway.
Dimitraeos wrote: » So that doesn't solve the problem, at all. I think my (and many others, primarily forwarded by Virtek from TGFT) where you could farm boss room keys better balances the PvX equation because the risk fully exists while farming and competing for mobs that drop the keys as well as getting out of the placewith your loot (if you can even beat the fight in time before the key/summon expires).
Dimitraeos wrote: » Veeshan wrote: » iccer wrote: » Veeshan wrote: » iccer wrote: » Instanced dungeons and raids, will basically be the only pure PvE content in this game (if we get those). Everything else is pretty much PvP. World bosses = primarily a PvP event, whoever wins gets to kill the boss or rather you kill the boss and defend at the same time. Open-world dungeons = PvX event, you have to clear the dungeon, but also be wary that there is possibility for PvP Caravans = risk of PvP (it's not PvE) Gathering = risk of PvP (it's not PvE) Here ill use the same logic in reverse World Bosses = Primary PvE event since people might not contest it Open world Dungeons PvX event a pvp intended group might not enter so might not have any possible pvp from occuring Caravans = Risk of no PvP occuring (So not PvP Gather = High risk of no pvp (so not PvP) Soooo yeah it can work both ways too. I don't understand your point. Just the fact that another group can come in and kill you, makes it not purely a PvE thing, but rather a PvX thing. Now in most cases, and this is based on my experience from other games, killing a boss isn't even the main or the most exciting thing about the whole event. It's the PvP against other group(s) itself that makes it fun and engaging. This is kinda my point most PvE task are PvX, Most PvP tasks are PvX aswell. Even things people see as only PVP still comes back to being PvX, Ganking greens like an ass you then have to PvE to clear corruption, Seiging/nodewars has PvE involved aswell, Caravans might not get attacked by other players but u most likly need to PvE to clear a path through mobs somewhere. With a couple of exceptions everything in this game boils down to PvX so slapping the PvE/PvP label on things is pointless since u can flip it around and it still works. I think the argument about pve vs pvp content though is that pvp can interfere with pve but not visa versa. That's a problem. As a primarily pvp motivated player myself, there's a long term issue if there isn't a way for people who enjoy pve to have meaningful content that pvp cant interfere with. They need their own loop.
Veeshan wrote: » iccer wrote: » Veeshan wrote: » iccer wrote: » Instanced dungeons and raids, will basically be the only pure PvE content in this game (if we get those). Everything else is pretty much PvP. World bosses = primarily a PvP event, whoever wins gets to kill the boss or rather you kill the boss and defend at the same time. Open-world dungeons = PvX event, you have to clear the dungeon, but also be wary that there is possibility for PvP Caravans = risk of PvP (it's not PvE) Gathering = risk of PvP (it's not PvE) Here ill use the same logic in reverse World Bosses = Primary PvE event since people might not contest it Open world Dungeons PvX event a pvp intended group might not enter so might not have any possible pvp from occuring Caravans = Risk of no PvP occuring (So not PvP Gather = High risk of no pvp (so not PvP) Soooo yeah it can work both ways too. I don't understand your point. Just the fact that another group can come in and kill you, makes it not purely a PvE thing, but rather a PvX thing. Now in most cases, and this is based on my experience from other games, killing a boss isn't even the main or the most exciting thing about the whole event. It's the PvP against other group(s) itself that makes it fun and engaging. This is kinda my point most PvE task are PvX, Most PvP tasks are PvX aswell. Even things people see as only PVP still comes back to being PvX, Ganking greens like an ass you then have to PvE to clear corruption, Seiging/nodewars has PvE involved aswell, Caravans might not get attacked by other players but u most likly need to PvE to clear a path through mobs somewhere. With a couple of exceptions everything in this game boils down to PvX so slapping the PvE/PvP label on things is pointless since u can flip it around and it still works.
iccer wrote: » Veeshan wrote: » iccer wrote: » Instanced dungeons and raids, will basically be the only pure PvE content in this game (if we get those). Everything else is pretty much PvP. World bosses = primarily a PvP event, whoever wins gets to kill the boss or rather you kill the boss and defend at the same time. Open-world dungeons = PvX event, you have to clear the dungeon, but also be wary that there is possibility for PvP Caravans = risk of PvP (it's not PvE) Gathering = risk of PvP (it's not PvE) Here ill use the same logic in reverse World Bosses = Primary PvE event since people might not contest it Open world Dungeons PvX event a pvp intended group might not enter so might not have any possible pvp from occuring Caravans = Risk of no PvP occuring (So not PvP Gather = High risk of no pvp (so not PvP) Soooo yeah it can work both ways too. I don't understand your point. Just the fact that another group can come in and kill you, makes it not purely a PvE thing, but rather a PvX thing. Now in most cases, and this is based on my experience from other games, killing a boss isn't even the main or the most exciting thing about the whole event. It's the PvP against other group(s) itself that makes it fun and engaging.
Veeshan wrote: » iccer wrote: » Instanced dungeons and raids, will basically be the only pure PvE content in this game (if we get those). Everything else is pretty much PvP. World bosses = primarily a PvP event, whoever wins gets to kill the boss or rather you kill the boss and defend at the same time. Open-world dungeons = PvX event, you have to clear the dungeon, but also be wary that there is possibility for PvP Caravans = risk of PvP (it's not PvE) Gathering = risk of PvP (it's not PvE) Here ill use the same logic in reverse World Bosses = Primary PvE event since people might not contest it Open world Dungeons PvX event a pvp intended group might not enter so might not have any possible pvp from occuring Caravans = Risk of no PvP occuring (So not PvP Gather = High risk of no pvp (so not PvP) Soooo yeah it can work both ways too.
iccer wrote: » Instanced dungeons and raids, will basically be the only pure PvE content in this game (if we get those). Everything else is pretty much PvP. World bosses = primarily a PvP event, whoever wins gets to kill the boss or rather you kill the boss and defend at the same time. Open-world dungeons = PvX event, you have to clear the dungeon, but also be wary that there is possibility for PvP Caravans = risk of PvP (it's not PvE) Gathering = risk of PvP (it's not PvE)
Noaani wrote: » Veeshan wrote: » Noaani wrote: » Veeshan wrote: » Here ill use the same logic in reverse World Bosses = Primary PvE event since people might not contest it Primary PvE because there might not be PvP. That isn't a strong argument. In your experience of PvP enabled open world MMORPG's with open world raid bosses, how often do they go uncontested? I've seen a handful of spawns over many years, with many hundreds of contested spawns. If that is the best argument you have at your disposal, I would drop the point all together, to be honest. I play alot of PvP games and 80% of the world bosses fight tend to go uncontested you tend to get muiltipul attempts at bosses before a opposing group can even get enough people to contest it. What kind of PvP games are you playing where people are waiting to have enough people to contest the boss before they work on preventing other guilds from killing it? If I am by myself at a boss spawn and another guild is trying to kill it, I am trying to stop them.
Veeshan wrote: » How often are 2 groups just happen to run across a boss at the same time doesnt realy happen unless everyone knows X boss is spawning at X time
Orgagriffith wrote: » The PvE enjoyers exploring and finding the secrets of verra will be the ones who direct their PvPers to capitalize on that knowledge.
Orgagriffith wrote: » element of discovery, my bad. that includes exploration but im not talking merely cartography. It is the reason themepark mmos rely on "new" content. Because it gives that element of discovery. I think that element of discovery is definitely what a large chunk of what satisfies the average PvE enjoyer.
Orgagriffith wrote: » Maybe thats true for themeparks. But this is a game designed for players who reject the themepark model, pve and pvp alike.
Noaani wrote: » Edit to add; and yes, I am waiting for you to say "but Minecraft"...
Orgagriffith wrote: » soooo are you saying instanced dungeons? bosses? what does meaningful PvE content mean to you?
Orgagriffith wrote: » Figuring out new encounters is part of the element of discovery im talking about though.
I did assume that solving an encounter loses value when you do it over and over.
Encounters are just one part of that loop, however.
Veeshan wrote: » Dimitraeos wrote: » Veeshan wrote: » iccer wrote: » Veeshan wrote: » iccer wrote: » Instanced dungeons and raids, will basically be the only pure PvE content in this game (if we get those). Everything else is pretty much PvP. World bosses = primarily a PvP event, whoever wins gets to kill the boss or rather you kill the boss and defend at the same time. Open-world dungeons = PvX event, you have to clear the dungeon, but also be wary that there is possibility for PvP Caravans = risk of PvP (it's not PvE) Gathering = risk of PvP (it's not PvE) Here ill use the same logic in reverse World Bosses = Primary PvE event since people might not contest it Open world Dungeons PvX event a pvp intended group might not enter so might not have any possible pvp from occuring Caravans = Risk of no PvP occuring (So not PvP Gather = High risk of no pvp (so not PvP) Soooo yeah it can work both ways too. I don't understand your point. Just the fact that another group can come in and kill you, makes it not purely a PvE thing, but rather a PvX thing. Now in most cases, and this is based on my experience from other games, killing a boss isn't even the main or the most exciting thing about the whole event. It's the PvP against other group(s) itself that makes it fun and engaging. This is kinda my point most PvE task are PvX, Most PvP tasks are PvX aswell. Even things people see as only PVP still comes back to being PvX, Ganking greens like an ass you then have to PvE to clear corruption, Seiging/nodewars has PvE involved aswell, Caravans might not get attacked by other players but u most likly need to PvE to clear a path through mobs somewhere. With a couple of exceptions everything in this game boils down to PvX so slapping the PvE/PvP label on things is pointless since u can flip it around and it still works. I think the argument about pve vs pvp content though is that pvp can interfere with pve but not visa versa. That's a problem. As a primarily pvp motivated player myself, there's a long term issue if there isn't a way for people who enjoy pve to have meaningful content that pvp cant interfere with. They need their own loop. Just a fun little tibbit here about PvE not being able to interfere with PvP it can 1- New world has the issue where unflagged player would pull mobs onto node PvP flagged people were trying to harvest to interupt there harvest and steal there node 2- Most PvP objectives has PvE quiet often pvp fights get interupted by mobs and the dmg they deal determines the fight 3- You been able to train/pull mobs onto pvp players who are engaged in fights or what not. 4- Often there NPC guards in games that will assist in seiges 5- battle grounds often have PvE elements take alteract valley in WOW had those 8 or something rider you could summon who would run down and engage the other group (wolf riders for horde for example) Every Openworld PvP game has PvE heavily interwined with it and some instances PvP also has PvE involved in it that can/will intervene with PvP content. Most PvP in games is actually PvX, that also being said quite often alot of PvE games is indirectly PvX too since u are competing with players around you in some way or form aswell even if it isnt straight up attacking the players
player would pull mobs onto node PvP flagged people were trying to harvest to interupt there harvest and steal there node
2- Most PvP objectives has PvE quiet often pvp fights get interupted by mobs and the dmg they deal determines the fight
3- You been able to train/pull mobs onto pvp players who are engaged in fights or what not.
4- Often there NPC guards in games that will assist in seiges
5- battle grounds often have PvE elements take alteract valley in WOW had those 8 or something rider you could summon who would run down and engage the other group (wolf riders for horde for example)