ZepValor wrote: » The problem though being completely open world is that the experienced reality is that groups just grind the same elites in the same spot ad nauseum instead of being able to experience and truly enjoy these dungeons as they were intended.
ZepValor wrote: » Due to this saturation bosses also tend to be perpetually dead with extremely long spawn times (1 hour) meaning in large a lot of times you don't even get to experience them. In large these "dungeons" are relegated to stationary grind spots that lack any further depth or sense of progression. The underlying lore of the dungeon also gets lost in translation as a result.
ZepValor wrote: » Potential suggestions: 1) Despite being completely at odds with the core design introducing an instanced element to dungeons (eventually raids) is tried and tested and a way to experience the depth and complexity of said content
ZepValor wrote: » 2) Maybe introducing a PVP element where dungeons can be secured solely by a group via PVP for a period of time where they gain temporary access to the dungeon (this however opens the potential problem that bigger groups will probably always retain access)
ZepValor wrote: » Maybe introducing a PVP element where dungeons can be secured solely by a group via PVP for a period of time where they gain temporary access to the dungeon (this however opens the potential problem that bigger groups will probably always retain access)
But that is exactly how they're intended to be played And people are supposed to fight over those grind spots, exactly because they're limited and already taken.
ZepValor wrote: » I don't entirely agree with this, even in the showcases when the Devs go through these open world "dungeons" they go through the natural linear progression they offer and eventually work their way to the bosses as you would normally expect to experience any dungeon.
ZepValor wrote: » Also lets say I did agree that the devs actually intended this to be the case, standing still in one spot grinding the same mobs ad nauseum is unequivocally and objectively poor game design by any imaginable metric. So again it warrants revisiting what is honestly an extremely poor implementation.
ZepValor wrote: » This one thing alone will actually kill any long term success the game will ever hope of having and will relegate it to a very small niche player base which is a shame for such an ambition mmo in this day of age which holds so much promise.
ZepValor wrote: » The reality is that these points of "friction" are in theory supposed to entice PVP but they don't because of how punitive the corruption system is eclipsing any perceived reward. It just isn't worth it and people are cheese de-aggroing mobs onto groups as a way to contest spots instead of engaging in actual PVP. Though that is a completely separate topic all together that would warrant its own dedicated discussion.
ZepValor wrote: » Having a PVP focused game is fine but alienating the PVE aspect of the game is a death sentence. You can look at any PVP focused mmo in the last 20 years and draw this simple conclusion. In more recent history look at how BDO had to drastically pivot just to stay alive.
ZepValor wrote: » Its ok to have complex and fun PVE gameplay loops and not everything has to have a PVP element. Especially when the current implementation is a far cry that needs drastic re-iteration. Again losing gear, which is hard to come by, to PVP means the vast majority of players simply are not going to engage in it.
ZepValor wrote: » What is the point of having an open world dungeon in the first place if groups are just standing still grinding the same mobs like any other normal grind spot. At that point it becomes a false narrative to even categorize these areas as "dungeons".
ZepValor wrote: » There really is no reason for their not to be fun group play PVE content with actual mob/boss mechanics past simply grinding in the same spot as the only current end game loop. So simplistically they really need to introduce both traditional instanced PVE content dungeons/raids. As well as open world dungeons/bosses and I would be super happy with that.