Caeryl wrote: » When you consider Ashes is going to have raid events that effects entire areas of the map in a negative way, it would be beneficial to have a large scope of players than can tackle that challenge.
consultant wrote: » Ideal place to put a mentoring program is in dungeons and open world cause that is were they are going to be at one time or another.
Ravudha wrote: » Caeryl wrote: » When you consider Ashes is going to have raid events that effects entire areas of the map in a negative way, it would be beneficial to have a large scope of players than can tackle that challenge. I know raids can change based on node development, but what do raids do to affect the node? I remember an example about a dragon and eternal winter but thought that was a world boss case.
Caeryl wrote: » Ravudha wrote: » Caeryl wrote: » When you consider Ashes is going to have raid events that effects entire areas of the map in a negative way, it would be beneficial to have a large scope of players than can tackle that challenge. I know raids can change based on node development, but what do raids do to affect the node? I remember an example about a dragon and eternal winter but thought that was a world boss case. A world boss is a non instanced raid, going by all the descriptions of such we’ve been given.
Caeryl wrote: » solo
noaani wrote: » Caeryl wrote: » solo The point I am making is that those mechanics can't be implemented in to solo content in any reasonable manner - group content is the lowest common denominator in terms of where these mechanics can exist, most games already use these mechanics in group content, and players should play through group content before moving on to raid content.
Caeryl wrote: » Then we have a fundamental disagreement. Players using their class to avoid, outheal, resist, or interrupt the damage of a large attack is the entire purpose of having those big attack.
noaani wrote: » Caeryl wrote: » Then we have a fundamental disagreement. Players using their class to avoid, outheal, resist, or interrupt the damage of a large attack is the entire purpose of having those big attack. I thought the idea was to get players more ready for raiding and the mechanics used there. There is no point attempting to try and teach players how to function in raids, if the means by which they would deal with a situation are nothing at all like what they would do on a raid. Because that's the thing - in a raid, or even a group, rangers don't kite. Mages don't root/nuke. Healers don't have to think about taking damage themselves.Tanks don't have to focus on keeping themselves alive. If all is going well, the only two things a tank needs to consider are the position of the mobs in the area, and keeping the enemy focused on himself. All the healer needs to then do is keep that tanks health topped up. The mage and ranger need do nothing other than unload their arsenal on the target that they trust won't then turn towards them, as the tank has that under control. There is and always will be a massive difference between what you do in group play and what you do in solo play. This is completely unavoidable - as the only game that tried to reduce that difference (GW2) had players demand from the developers that they put it back in. The problem there was that with group content, players equaled the sum of their parts. In games with a full trinity system, they are far, far greater than the sum of their parts, and so this allows content to be made that is more challenging and more interesting. You can not like it all you want, won't change the facts of the matter.
Caeryl wrote: » The trinity becomes extremely boring if all raid are designs as tank-and-spank like you’ve just described.
Caeryl wrote: » There is no difficulty in dps races, there’s no difficulty in stat checks. The numbers game is not what makes a raid fun or challenging.
Caeryl wrote: » I really hope Ashes will not be that shallow that a dps can expect to be wholly unprepared for a single add to catch aggro on him and that’s considered a normal expectation.
noaani wrote: » I have played exactly one game that had a good raid game (and a total of many 10 - 12 that have poor raid games). Everything I talk about in terms of raiding are with the knowledge that a game can exist that has a good raid game like that one game I have played that had that good raid game.
leonerdo wrote: » noaani wrote: » I have played exactly one game that had a good raid game (and a total of many 10 - 12 that have poor raid games). Everything I talk about in terms of raiding are with the knowledge that a game can exist that has a good raid game like that one game I have played that had that good raid game. What game??? And why are you trying not to mention it by name? I'd guess it's because you don't want to nitpick about the specifics of one game, and would rather keep the discussion more holistic. But if you're going to hinge a bunch of your opinions and arguments on that one game, then we kinda need to know what it is.
Ravudha wrote: » consultant wrote: » Ideal place to put a mentoring program is in dungeons and open world cause that is were they are going to be at one time or another. Suppose there is a system to help players experience the content: Raid group A kills a boss without the mentoring system. Raid group B kills the same boss using the mentoring system. Like everything else, the rewards for raids should match the risk. Group A accepts more risk by learning the fight without guided assistance. So how would you handle rewards? - would you have a less valuable loot table for group B?
consultant wrote: » Ravudha wrote: » consultant wrote: » Ideal place to put a mentoring program is in dungeons and open world cause that is were they are going to be at one time or another. Suppose there is a system to help players experience the content: Raid group A kills a boss without the mentoring system. Raid group B kills the same boss using the mentoring system. Like everything else, the rewards for raids should match the risk. Group A accepts more risk by learning the fight without guided assistance. So how would you handle rewards? - would you have a less valuable loot table for group B? Well the mentoring program would be in dungeouns and in open world. Think just about every one gets geared for raids in dungeouns. Unless toon is going not do dungeouns and get all gear through professions. So will Group A does exist it is not exist in a high enough number for it to be an issue. Thinking almost all people that play MMOs do dungeouns. So while there is a group A (people that play MMOs that do not do dungeouns but go straight to raids) that number is so small that group A does not matter. In other words almost all the people are going to be in group B so.... Does anyone know of any one that plays MMOs but does not do dungeouns?
consultant wrote: » Well see mentoring program will be integrated into dungeouns so player does not have a choice dungeouns are just more raid like so Every one will be in group B and not Group A
consultant wrote: » Not sure were you got the idea that I was tryintgto make a dungeound easy ads hard at the same time.
consultant wrote: » Not sure what you are talking about this particular idea is not hand holding. Just non lethal raid mechanics to mobs. Why would it not work?. One thing that could get you raid ready is Timed challenged dungeouns. Cause since competing against other players every thing is down to the wire.. But in WoW those challenge dungeouns are harder than raids so even less people do them.
As far as dungeouns are concerned simple non lethal raid mechinics could be added. Things like slime puddles that slow you. Vents that pour out venemous gas but do not kill you. Could even have little power ups like mushrooms that heal a little bit. Even something as simple as a rock that you cannot walk over but small enough to jump over. Just little things that you put in the environment to make people pay attention. The opposite of this is going through the entire dungeoun with nothing of interest but the mobs and the bosses.