Again, if people see pvp as "interrupting content", then why can it not be mirrored by the other side?
The entire interaction would be so much deeper and complex AND it could potentially let weaker groups make an impact in a bigger pvp fight, cause they can bring a strong pve foe into it.
I've experienced this exact system in L2. There you needed to do a certain quest (which required you to kill certain mobs) if you wanted to enter the big boss room. This would be highly contested on the mob farming side and then around the boss room, and then in the boss room (cause in L2 doors would stay open for anyone for a few minutes).
Dimitraeos wrote: » and the devs can actually design engaging pve fights around that knowing pvp won't get in the way of it.
Dimitraeos wrote: » Because pvers don't want to interrupt anyone. The want to overcome a boss fight challenge. Not act like dog trainers leashing some dumb boss around. A boss that can be leashed around like that isn't going to be a challenging fight and again, refer to point 1.
Dimitraeos wrote: » Perfect.
Ludullu_(NiKr) wrote: » Dimitraeos wrote: » Perfect. I'll be very glad to hear this "perfect" when you can't get a single boss attempt, because all mobs are overtaken by pvpers Because that is what happens in a pvx game.
Noaani wrote: » It also needs some PvP content, and some PvE content.
Ludullu_(NiKr) wrote: » Noaani wrote: » It also needs some PvP content, and some PvE content. Which are arenas and instanced pve So we're all set already
Noaani wrote: » As you and I both know, Intrepid have given no indication at all that they intend either instanced PvP or instanced PvE to have that much support.
And I'm not asking for "he can just be leashed around". I'm asking for an in-depth, complex, hardcore pve design that simply properly accounts for the pvp possibility.
I'll be very glad to hear this "perfect" when you can't get a single boss attempt, because all mobs are overtaken by pvpers Because that is what happens in a pvx game.
Dimitraeos wrote: » You're not going to get "complex, hardcore pve design" when pvp can interfere with it. It's actually really simple. If you have a boss with mechanics, and then add a layer of hostile players to it, guess what the biggest threat becomes: the enemy players. Which mean, the boss is secondary. In every single scenario game that has anything like this, that's the case.
Dimitraeos wrote: » So if farming mobs for boss summon keys is contested, great. That's the risk. They'll have to reach out to others in the community for help if gankers are preventing that. Literally perfect. The balance of PvX is preserved.
Dimitraeos wrote: » Ashes dungeons and areas will be significantly larger than L2.
Ludullu_(NiKr) wrote: » Dimitraeos wrote: » You're not going to get "complex, hardcore pve design" when pvp can interfere with it. It's actually really simple. If you have a boss with mechanics, and then add a layer of hostile players to it, guess what the biggest threat becomes: the enemy players. Which mean, the boss is secondary. In every single scenario game that has anything like this, that's the case. And have even a single game properly tried to design these encounters in a better than "the boss goes berserk if there's a few too many people around"?
Noaani wrote: » Basically, scaling encounters are a trolls best friend.
Ludullu_(NiKr) wrote: » Noaani wrote: » Basically, scaling encounters are a trolls best friend. And it's great that Ashes is not going for direct stat scaling and instead is trying something new already. I just want them to go several step further than that. Hazard surroundings, adds, ability randomization and/or volume increase, change of aggro and movement patterns, proper tracking of "pulling weight" of players - all on top of said players having abilities that could influence all of the above in some way. Was that what Rift tried doing? Or was it simply scaling?
Noaani wrote: » Hazard surroundings is childs play. It's what PvP players think makes for good PvE. Adds - all I need to do here is ignore them. They can kill someone that is not me. Ability randomization - this is standard to top end encounters. Ability volume increase is how I kill other players. Change of aggro - I get a tank with a few great healers, and wait for aggro to move to me. Then I run through the other players there. Assuming this encounter is worth anything at all, there will be some form of either proximity or frontal cone attack, and so pulling the mob through the bulk of players will kill almost everyone. Movement patters are nothing dangerous - some mobs move, that's about it. I'm not sure what you mean by the last one of proper tracking of pulling weight. My assumption is that you mean assessing people present and how much effort they are putting in better. The thing is, all I would do then is start off the encounter by doing my best, and then just stopping, or scaling down.
Azherae wrote: » I know very little about Rift PvE in the scenario being described and I'd still bet on it having been exhaustively tried.
Ludullu_(NiKr) wrote: » Noaani wrote: » Hazard surroundings is childs play. It's what PvP players think makes for good PvE. Adds - all I need to do here is ignore them. They can kill someone that is not me. Ability randomization - this is standard to top end encounters. Ability volume increase is how I kill other players. Change of aggro - I get a tank with a few great healers, and wait for aggro to move to me. Then I run through the other players there. Assuming this encounter is worth anything at all, there will be some form of either proximity or frontal cone attack, and so pulling the mob through the bulk of players will kill almost everyone. Movement patters are nothing dangerous - some mobs move, that's about it. I'm not sure what you mean by the last one of proper tracking of pulling weight. My assumption is that you mean assessing people present and how much effort they are putting in better. The thing is, all I would do then is start off the encounter by doing my best, and then just stopping, or scaling down. Azherae wrote: » I know very little about Rift PvE in the scenario being described and I'd still bet on it having been exhaustively tried. Assuming Rift did try all of those things and still failed, would it have been due to bad AI/player tracking or just absolute inability to ever address anything that players do? Like, if there's pve encounters that are so damn difficult that it takes a group of players hundreds of attempts to solve - why can't that same difficulty and lvl of design be applied to a situation where a part of that group of players is going after the other players or just stands around or smth? The tracker discussion has led me to believe that games can (and seemingly do) track all the possible stats and actions of players: where they stand, where they move, how quickly they move, what ability/gear they use, etc etc etc. How/why can a game not track those things and react accordingly? Is mob AI simply not there yet or is designing mob AI to be able to do this is so damn hard that it edges on pointlessness? Cause if it's the latter - I'd simply say "UE5 is supposedly a single-thread engine, but Intrepid decided to go against that, so why not go against AI trends as well?" I'm 98% sure Steven is not interested in even attempting to do what I'm suggesting, but from everything I've seen about the possibility of another pvx game coming out - Ashes is the only one that could even remotely try designing a great pve AI. And if it's the former - oh well. Ashes will simply be a copy of L2, will be even nicher than I think and will potentially die or drastically change in its design sooner or later.
Azherae wrote: » It's because most players do not want to fight an extremely powerful PvE AI.
Azherae wrote: » tl;dr you generally cannot count on the BOSS to push back the PvP so that the PvE players can continue to fight the boss without triggering all of the problems. This is not a PvE AI problem. This is a problem where two competing groups have 'control' over that AI, but the AI's job is to barely lose.
Ludullu_(NiKr) wrote: » Azherae wrote: » It's because most players do not want to fight an extremely powerful PvE AI. Daaaamn you, normies Azherae wrote: » tl;dr you generally cannot count on the BOSS to push back the PvP so that the PvE players can continue to fight the boss without triggering all of the problems. This is not a PvE AI problem. This is a problem where two competing groups have 'control' over that AI, but the AI's job is to barely lose. I wanted to ask if that job could be more fluid, but the answer would most likely distill into the same thing as the first part of the quote in this comment. Majority on both sides of the pvx spectrum would hate the kind of design I want. Nicheness it is. Or Steven will simply cave in and give pvers their instanced stuff.
Azherae wrote: » The problem being that we haven't seen a combat design that would imply that, in a while. But you only need to wait another two weeks or so, and then we might know more.
Azherae wrote: » See you in Solisium?
Ludullu_(NiKr) wrote: » Azherae wrote: » The problem being that we haven't seen a combat design that would imply that, in a while. But you only need to wait another two weeks or so, and then we might know more. Yeah, I've got the tiiiiiniest of hopes for bard to spruce up some stuff, but damn am I skeptical. Azherae wrote: » See you in Solisium? As I said before, Amazon hates ukraine, so no, I won't be able to play TL. And I don't trust neither current NCsoft nor Amazon to make a game good enough to make me create a whole different account just to play it
Ludullu_(NiKr) wrote: » I've experienced this exact system in L2. There you needed to do a certain quest (which required you to kill certain mobs) if you wanted to enter the big boss room. This would be highly contested on the mob farming side and then around the boss room, and then in the boss room (cause in L2 doors would stay open for anyone for a few minutes). PvErs would be delusional to think that magically they'd be able to just get to that boss or even farm it. And any kind of lockout mechanic (i.e. only one summoning item can be crafted per kill of the boss; only one boss can be killed per some period of time) will simply lead back to the same issues pvers have now - pvpers won't let them do that content. From what I've read/heard of this suggested mechanic, it's supposed to alleviate the issue of "pvpers interrupting pve", but it does not prevent pvpers locking out that pve. It will most likely do the opposite and make it easier for pvpers to do that, especially if those pvpers are in a huge guild that can track any location where these summoning items can be farmed.