TrevorBelmont wrote: » Steven just mentioned that the biggest challenge in the pve content of the game is the uncontrollable, unpredictable players and that if the player isn't ok with PvX then Ashes might not be the game for this kind of players. (Most recent interview with Nyce)
lawlscaliburn wrote: » 1. Large map size (no issue): AOC is already planned to have a large map so this issue is satisfied. I believe a large map will have a filter effect that as you get closer to a level 6 node the more random PvP / PKs will happen. (assuming level 6 nodes also spawn high level gatherables not just high level bosses.) So players that do not like PvP at all will play the game in the hinterlands far away from the metropolis nodes. While players that are okay with the occasional PvP encounter or gank will live a bit closer to the level 6 node etc. 2. Population control (Large issue): Since AOC will have limited instanced PvE content a player per square KM to content ratio has to be maintained. This will be a tricky number to balance for intrepid studios as they want the game to feel alive and have lots of players all around the map but if completion for content is to great then PvE players will call for more instances to be created to experience more content and when they are not created they will just quit.
lawlscaliburn wrote: » 3. Quest Choke points(Moderate issue): For both events and character progression quests (race, class, skill) there should be care taken to avoid having possibly hundreds or thousands of players funnel into a single building or gather around 1 NPC for a quest/ turn in. For example for anything below grand master level skill quest any level 4 or 5 node on the map should have an NPC to give the player the intermediate level skill quests. As long as the quests you want to do can be accessed by level appropriate node then the game is on the right track to avoid feels bad moments of getting killed running down a hallway when you're just trying to pick up/turn in a quest.
lawlscaliburn wrote: » 4.Respsawn timer (Large issue): I read about node sieges only being able to be conducted during server prime time and I have come to believe that all meaningful respawn timers should also follow this pattern. So all raid bosses / open world bosses / and dungeon bosses should all respawn during server prime time so that it creates an opportunity costs for guilds on the server. Hopefully this will allow people to do content they are not normally able to do as that content is controlled by major guilds usually.
Lodrig wrote: » Not good if your ask me, a global daily syncronized reset encourages a feeding frenzy in which elites can focus their efforts and then kick back waiting for the next reset. Players outside the few hours after reset would never get a chance. The idea of simultanious resets which force a choice of where elites should deploy their efforts is not untimatly a very very efficient way to deter monopolization because it ultimatly dose not raise the cost in manhours of play time to monopolize, it just rewards efficiently jumping on content the moment it resets.