Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
Give players a few tools that interact with this mechanic, where maybe you can sacrifice your group's aggro listing to change the "first hit" value to your group. This would make group2 do dmg to the boss first (helping group1), which can not only help them overtake looting rights, but also avoid a group2 wipe mechanic (which imo should be triggered more easily/often).
All of that while the hazards are boosted around group2 (because they are the ones that triggered the anti-zerg mechanics), so it'd be harder for group2 to gain the required aggro listing.
Then the aggro listing itself should have several interactions and mechanics related to it, so losing it might aggro the boss onto the "newcomers".
And again, all of that is just the most surface lvl stuff that I came up with on the spot. But imo all of that would be way more interesting than just aggro control or simple PKing.
If the fail condition doesn't cause everyone to wipe, then you simply use sacrificial groups to eat up those fail conditions.
It being a full wipe of everyone present is a requirement.
I'm just sad that everyone is completely content with going for the usual crap, w/o asking for something more.
Obviously there'll always be some way to game the system, just as bosses can be cheesed somehow or how devs can sometimes miss a particular build/interaction that lets players make a boss way easier for themselves. But I'd still prefer if devs at least tried implementing something deeper than what most games have.
And even if bosses still end up being in semi-/instanced locations - the mobs could still use those new mechanics to make the pvx more interesting.
However, if you look at the problem of encounters being shallow, of players wanting better, deeper encounters, - if that is the problem you are wanting solved - that problem has been solved for over 20 years.
Open world encounters in a PvP enabled setting need to be HP sacks. If you want deeper, you remove that PvP option. You remove the ability for anyone outside of the group or raid to influence either side of the encounter. If you want to keep that outside influence in tack, you revert back to sacks of HP for encounters.
But then, we have discussed this at length in the past.
Several people in these kinds of conversations brought up the issue of "pve has no impact on pvp". And I suggest that it should.
Obviously majority of pvers wouldn't want to use mobs to explicitly attack others, but they should be able to use those mobs to their own advantage when a pvper attacks them. The pve should be able to come in-between the pvping players and have a direct impact on it.
The problem with this is that if I am attacking you and don't want you to be able to use PvE to your advantage, I simply attack you while you are not near any PvE mobs.
It isn't as if the world will be so packed full of mobs as to make this difficult.
That is why PvP can be a factor in PvP, but not the other way around. Players have complete agency over where PvP happens, but developers dictate where PvE happens.
What we will find is that mobs in areas with mobs are reasonably well packed, but there will be space - a lot of space - between mob areas.
Since I am talking about places like roads, I can't imagine how bad an MMORPG would be if these were littered with mobs. We are talking ARPG type world building at this point
There will be areas in which players can traverse the world that are generally free from mobs. You will not need to fight your way from one town to the next if you are following the roads.
But even outside of that, if mobs are close to the roads, if anyone gets attacked on the road they can just step off it and use the mobs to help themselves out.
Roads won't be lined with mobs just waiting for players to step off.
If I am attacking you, I get to pick when and where. Making that somewhere where you don't have any mobs that could assist you will not be difficult.
The idea you have that players should be able to use PvE to assist them in PvP is fine in theory - but it won't work in practice.