noaani wrote: » wanderingmist wrote: » Are higher level players synced for low level dungeons in Archeage? nope, not at all. The usual situation is that the high level player tells the new player to wait at the entrance, clears the zone in a few minutes, and then tells the new player to run to the end so they can both get their rewards. Boring content for both players.
wanderingmist wrote: » Are higher level players synced for low level dungeons in Archeage?
wanderingmist wrote: » @noaani FFXIV tried to fix the problem of low level raids being made redundant by having them mandatory for the main story, and offering increased rewards for players who queued for them who have already done them. It's a disaster in my opinion, at least in that game. The problem with such a system is that it forces together 2 types of players that would normally not do a dungeon together. On the one side you have the players who enjoy the story and are progressing through it for the first time. These players will naturally want to go slower and explore a bit as they go. On the flip side you have players who have done it before and are just there for the rewards. They want to go through as fast as possible including skipping through the cutscenes and running past the trash mobs to trigger each cutscene. As a new player going through the story for the first time, it was a complete nightmare and turned what was supposed to be the epic conclusion of the story into a mad dash as I desperately tried to keep up with the players who knew the route and were intent on going as fast as possible.
noaani wrote: » I enjoy lower level raids, but there are a few inherent issues with them that I have yet to see any game deal to in a satisfactory manner. The first is that they usually only stay relevant for a few months after launch. It isn't that they are no longer worth killing, its that after the initial wave of characters level past lower level content, it becomes harder and harder to find enough people of an appropriate level to kill the encounter without resorting to using higher level characters. The second is that if it is open world content, it can cause players later on in a games life to get upset at content they can see but can't kill due to not enough interest.
noaani wrote: » While I see an argument against it, to me, if content requires gear or abilities that are only likely to be obtained at the level cap - or if the path to get that item or ability is so long that a player will likely level to the cap while perusing it - then I consider the content that requires that item or ability to be end game by default.
noaani wrote: » I totally agree with the notion that "end game" content is content that is only available at max level, rather than content that is also available at max level (which I would usually simply refer to as "content"). However, my definition of this is more along the lines of whether a character not at the level cap is able to be of actual use rather than just dead weight on a raid.
noaani wrote: » Now, to be fair I am not saying that all raid content in Ashes would be considered end game. I have no doubt there would be raids where someone a level or two below the cap could participate and be of value. However, that content is not the challenging content that Steven has talked about in the past, as if a sub-level cap character is able to be of use, then a level cap player would be of even more use, thus the content wouldn't be challenging.
dygz wrote: » Yes. Explorers and people wanting to experience the story in a group with folk just there for speed runs is frustrating for both playstyles.
seaber wrote: » dygz wrote: » Yes. Explorers and people wanting to experience the story in a group with folk just there for speed runs is frustrating for both playstyles. Please don't sterotype explorers. Some of us like going fast.
whitedude31 wrote: » seaber wrote: » dygz wrote: » Yes. Explorers and people wanting to experience the story in a group with folk just there for speed runs is frustrating for both playstyles. Please don't sterotype explorers. Some of us like going fast. Sonic fast?
seaber wrote: » whitedude31 wrote: » seaber wrote: » dygz wrote: » Yes. Explorers and people wanting to experience the story in a group with folk just there for speed runs is frustrating for both playstyles. Please don't sterotype explorers. Some of us like going fast. Sonic fast? No
dygz wrote: » This shouldn't be as much of an issue in Ashes because dungeons and raids are, by design, more dynamic than in typical MMORPGs. Speed runs should be rare because dungeons and raids will usually be changing too much to be able to use cookie-cutter strategies repeatedly.
dygz wrote: » That's content for max character level, for sure. But, in Ashes, that's not indicative of the end of the game.
wanderingmist wrote: » noaani wrote: » wanderingmist wrote: » Are higher level players synced for low level dungeons in Archeage? nope, not at all. The usual situation is that the high level player tells the new player to wait at the entrance, clears the zone in a few minutes, and then tells the new player to run to the end so they can both get their rewards. Boring content for both players. Wow, that's pretty sad. At least in FFXIV the levels are synced so you can't do that.
caelron wrote: » That being said, the "best" compromise would be an in-game damage meter or DPS meter ONLY next to a target dummy in a very select place in-town, like a class training room.
dygz wrote: » Rather than rely on a dps meters, I'd prefer to recognize that when the Tank uses his Winter Hammer ultimate to make his target more vulnerable to Ice attacks, that's the ideal time for the Mages to hit the same target with Ice Prison and Ice Sheet. Especially if my Mages consider themselves to be Ice Wizards rather than Fire Wizards, I care more about them succeeding with their RP preferences than I do about them having higher DPS if they used Fire spells instead of Ice spells.
dygz wrote: » I care more about them succeeding with their RP preferences than I do about them having higher DPS if they used Fire spells instead of Ice spells.