mcstackerson wrote: » We are kind of getting off-topic but the removal of gear from pvp content is something I really don't like.
mcstackerson wrote: » I know some enjoy that aspect of pve and think there should be games out there for them but it would be nice if some games didn't go down that route.
mcstackerson wrote: » You can even use gear as a gating mechanic without the mechanic only being about power. Easy example is things like resistances which you can take in a variety of directions. You can also make stages of the content require special items to defeat the content. To beat the frost dragon, maybe you need to get everyone set up in frost resist gear and have a certain number of people equipped with special harpoons that they use to prevent the dragon from flying away.
mcstackerson wrote: » There are ways to create gear so players can be rewarded for progression but not be the only thing that decides a pvp fight.
noaani wrote: » mcstackerson wrote: » We are kind of getting off-topic but the removal of gear from pvp content is something I really don't like. I don't like it either, and that is why this is a situation where I can see a problem, but no solution. mcstackerson wrote: » I know some enjoy that aspect of pve and think there should be games out there for them but it would be nice if some games didn't go down that route. You are greatly mis-stating things here. Gear upgrades are the defining aspect of PvE content. You kill encounters to get better gear (a reward), which then allows you to kill harder encounters, which then results in getting better gear so that you can kill harder encounters. Gear upgrading is the central pivot of this system, and not only will developers not want to spend time trying to develop another central pivot for a multi-million dollar game, but players will immediately reject it even if they tried. Even if it weren't an absolute fact that players would largely reject a game where gear upgrades were not the central pivot, developers wouldn't take a mechanic that offers such easy and obvious rewards from a PvE situation and move it to a PvP situation. This is because PvP is self defeating in terms of maintaining a healthy persistent game. If you put a PvE reward structure in to a PvP environment, it wouldn't take long at all before one group of players had caused the rest of the server to leave the game. Then that group of players would fragment due to having no one to fight, which would then see one of those fragments win more than the other, get better gear, and chase off the losing fragment. Which brings us back full circle to why it is not always a good idea in PvP to always reward the stronger group of players if you want to maintain a healthy persistent world, and why I still have no solution to the problem (other than telling PvP players to just suck it up and deal with the game as it is, I suppose). mcstackerson wrote: » You can even use gear as a gating mechanic without the mechanic only being about power. Easy example is things like resistances which you can take in a variety of directions. You can also make stages of the content require special items to defeat the content. To beat the frost dragon, maybe you need to get everyone set up in frost resist gear and have a certain number of people equipped with special harpoons that they use to prevent the dragon from flying away. The thing is, if you did this, the only challenge you could then offer in the next wave of PvE encounters is attacks on those resistances. If you want to put in a challenge for the raid to maintain a specific amount of DPS on a specific target (or targets), then the gear in the previous content needs to contain DPS focused gear for all DPS classes. If you want to put in a challenge for the raid to be able to survive an unmitigatible AoE, you need to add in high HP gear for all classes. If you want to put in a challenge for the raid where the healers need to heal ridiculous amounts of damage, you need to provide them with gear that increases their healing output. On top of all of that, the rewards for a specific encounter need to be somewhat balanced across all classes. If one encounter (or group of encounters) requires high DPS, then the encounter (or group of encounters) before that needs to provide DPS players with high DPS gear. In order to maintain balance though, that/those encounters also need to provide at least a few pieces of gear for healers, tanks and support as upgrades to what they already have. mcstackerson wrote: » There are ways to create gear so players can be rewarded for progression but not be the only thing that decides a pvp fight. There are, but the only way to make that happen in a realistic environment (ie, one where you don't want to sacrifice your PvE game for a PvP game) is to have different stats on gear in PvE and PvP.
mcstackerson wrote: » I think it's silly that you say that players need to be reward with power and later say in my resistance example you trivialize the reward and say all they get is new resistances. All you want to reward is power, just stats that make your numbers bigger and prettier
mcstackerson wrote: » Giving players power as a reward obviously has caused issues, issues that have caused devs to make that power meaningless in other parts of the game.
mcstackerson wrote: » Would it not be ideal to find a way to balance the rewards from high-end pve so that they can be used in pvp without it being the only thing that decides a fight?
mcstackerson wrote: » noaani wrote: » mcstackerson wrote: » We are kind of getting off-topic but the removal of gear from pvp content is something I really don't like. I don't like it either, and that is why this is a situation where I can see a problem, but no solution. mcstackerson wrote: » I know some enjoy that aspect of pve and think there should be games out there for them but it would be nice if some games didn't go down that route. You are greatly mis-stating things here. Gear upgrades are the defining aspect of PvE content. You kill encounters to get better gear (a reward), which then allows you to kill harder encounters, which then results in getting better gear so that you can kill harder encounters. Gear upgrading is the central pivot of this system, and not only will developers not want to spend time trying to develop another central pivot for a multi-million dollar game, but players will immediately reject it even if they tried. Even if it weren't an absolute fact that players would largely reject a game where gear upgrades were not the central pivot, developers wouldn't take a mechanic that offers such easy and obvious rewards from a PvE situation and move it to a PvP situation. This is because PvP is self defeating in terms of maintaining a healthy persistent game. If you put a PvE reward structure in to a PvP environment, it wouldn't take long at all before one group of players had caused the rest of the server to leave the game. Then that group of players would fragment due to having no one to fight, which would then see one of those fragments win more than the other, get better gear, and chase off the losing fragment. Which brings us back full circle to why it is not always a good idea in PvP to always reward the stronger group of players if you want to maintain a healthy persistent world, and why I still have no solution to the problem (other than telling PvP players to just suck it up and deal with the game as it is, I suppose). mcstackerson wrote: » You can even use gear as a gating mechanic without the mechanic only being about power. Easy example is things like resistances which you can take in a variety of directions. You can also make stages of the content require special items to defeat the content. To beat the frost dragon, maybe you need to get everyone set up in frost resist gear and have a certain number of people equipped with special harpoons that they use to prevent the dragon from flying away. The thing is, if you did this, the only challenge you could then offer in the next wave of PvE encounters is attacks on those resistances. If you want to put in a challenge for the raid to maintain a specific amount of DPS on a specific target (or targets), then the gear in the previous content needs to contain DPS focused gear for all DPS classes. If you want to put in a challenge for the raid to be able to survive an unmitigatible AoE, you need to add in high HP gear for all classes. If you want to put in a challenge for the raid where the healers need to heal ridiculous amounts of damage, you need to provide them with gear that increases their healing output. On top of all of that, the rewards for a specific encounter need to be somewhat balanced across all classes. If one encounter (or group of encounters) requires high DPS, then the encounter (or group of encounters) before that needs to provide DPS players with high DPS gear. In order to maintain balance though, that/those encounters also need to provide at least a few pieces of gear for healers, tanks and support as upgrades to what they already have. mcstackerson wrote: » There are ways to create gear so players can be rewarded for progression but not be the only thing that decides a pvp fight. There are, but the only way to make that happen in a realistic environment (ie, one where you don't want to sacrifice your PvE game for a PvP game) is to have different stats on gear in PvE and PvP. Resistances were just an example of a reward and a requirement. There is a large variety of interesting passive, active, and set abilities they could tie to pve content which could reward players and give them interesting options without rewarding them with out of control power. Remember, not every reward from content needs to be a requirement for the next stage of content and not every requirement for the next stage of content needs to come from the content before it. It's about horizontal progression.
mcstackerson wrote: » Optimized dps should be about mastering your character's rotation while reacting to the challenges of the encounter. I don't see much of the difference between doing that with stronger gear vs gear with some unique stat for the encounter.
mcstackerson wrote: » the removal of gear from pvp content is something I really don't like.
noaani wrote: » mcstackerson wrote: » I think it's silly that you say that players need to be reward with power and later say in my resistance example you trivialize the reward and say all they get is new resistances. All you want to reward is power, just stats that make your numbers bigger and prettier I'm going to use completely made up numbers here, as I am simply attempting to illustrate a point. If my raid is regularly killing content that requires a combined raid DPS of 10,000, and then the next encounter we take on still only requires 10,000 DPS, but has a need for greater cold resistance, then my DPS are not improving.
mcstackerson wrote: » Giving your dps gear with a higher gear score isn't improving them as players.
mcstackerson wrote: » Once again, resist is only an example of a raid requirement. I'm pretty sure you could take 1 minute and think of a variety of different item requirements (other than bigger numbers) that could be needed for different bosses.
mcstackerson wrote: » If you like endless number scaling then cool but from what I'm reading, it sounds like you are saying it's the only way to reward pve content which I disagree with. If you think horizontal progression is a placebo then I'm not sure if you have really given it any thought. I believe if you took a second you could think of meaningful rewards that could be given to players that aren't flat power. You can still prefer big, pretty numbers, but there are other things you can give players as a reward.
mcstackerson wrote: » All horizontal progression means is you are being rewarded with something that is different, not flat out more powerful. It can be stronger, especially depending on how it synergizes with other things but it doesn't flat out have more stats/power.
mcstackerson wrote: » If horizontal progression is a meaningless placebo, does that mean you are never going to change your augments or go for new ones? Are you never going to switch your secondary class because that's just a horizontal move? What about reworking the gear you get for different stats? The weapons power isn't going to change so what's the point of changing it from a weapon that has bonuses to defense to a weapon that has bonuses to damage?
Wandering Mist wrote: » When it comes to vertical character progression it's important to note that not only does your character have to be stronger, but to FEEL stronger.
Wandering Mist wrote: » Oh and @noaani I disagree with you that players no longer improve after their first few raids with a character. There will always be improvements even after you've played 1000 hours or 10,000 hours. That's why speedrunners are constantly getting better and better times despite the games themselves never changing. As we play, we learn and understand more and more about how the mechanics of the game work in order to optimise as much as possible. For example, the first ever recorded speedrun of Super Mario 64 back in 2004 was 2 hours 57 minutes 47 seconds long. The current world record is 1 hour 38 minutes 54 seconds. Sure the improvements are slow, but they do add up over time.
Wandering Mist wrote: » Also, those stats I talked about above like spell casting speed can alter the gameplay so drastically that it is like learning a new character all over again. Give a character enough extra spell casting speed and their rotation completely changes without any new abilities added.
Wandering Mist wrote: » Rewarding gear with increased stats is the standard for all RPGs but it is by no means the only way to reward players. Cosmetics and different mounts are more and more popular these days and these are fantastic rewards that don't affect the balance of power. There are other things you can do too. GW2 has nearly all horizontal progression as stats on gear are capped and it is very easy to get the best gear possible. So instead, GW2 rewards horizontal progression with its mastery system, which mostly boil down to things that make exploring and moving through the world easier.
noaani wrote: » mcstackerson wrote: » If horizontal progression is a meaningless placebo, does that mean you are never going to change your augments or go for new ones? Are you never going to switch your secondary class because that's just a horizontal move? What about reworking the gear you get for different stats? The weapons power isn't going to change so what's the point of changing it from a weapon that has bonuses to defense to a weapon that has bonuses to damage? I am going to make use of the augments that deliver the best results. There may be encounters or situations that require different setups of augments (though, since we can't just change them at will, I hope not). If this is the case, getting these augments is the part of my statement where I said it can't be used as a replacement for vertical progression for very long. If players find themselves having to hunt out new augments every time they want to take on new content, the game won't last very long. All of that said, going back to the base argument of raid level loot having too much influence over PvP, I'm still waiting to hear any reason as to why this is an issue if that raid level loot is able to be bought and sold.
consultant wrote: » Wandermist said I love it how your title has absolutely no connection to your thread at all, but anyway Well if you reward little bit better gear for good performance would not that encourage people to do better. Instead iwell it is jus another dungeoun and prepare them for raids. Right? You understand the concept right? See how the are connected. Good performance for little bit better gear. As far as the search function. Well does not work to well in my experiencing. Have to go through a lot of threads to find right info. Better to have useful information to develope toons all in one place for the most part. But thing forums would be good place to put that info after all cause not all good players make videos. But could be encouraged to share what they know in a Forum. No such categories exists. Would be cool if category like Player Developement was there a place for toons to contribute knowledge. Another thing Intrepid could do is to allow guilds to have spectator mode for dungeouns and raids for their guildies so they could learn the fight that way.
mcstackerson wrote: » To make myself clear, i don't think it is a problem that raid loot is stronger then loot outside of raiding, my issue is the power creep that happens when they constantly increase the power with each new iteration of raid content.
This is true in some segments of the game, but not in the top end raid environment. Top end raiding is all about results.
Speedrunning is the equivalent of working on the same piece of content over and over again. It is the like working on one raid boss for years and years - you aren't getting better at the whole game, you are just getting better at that one piece of content. The different is that the piece of content speedrunners are doing over and over again just happens to be the whole game. This is due to the fact that such games are very limited in terms of content. If someone took the same engine and made new content, those players wouldn't automatically be speedrunning that content, which suggests that it isn't the players that improved, it is only their ability on the specific piece of content.
Agreed. Even better, have it change during combat - then their rotation changes on the fly. This is something EQ2 does, which is what makes it such a good raid game. Spell cast speed, along with recast speed, spell power and GCD all being able to be affected mid combat in that game is why you don't have a spell rotation, but rather a spell priority. You need to think fast in order to maximize your output, and that makes for a much more enjoyable game than simply deciding before the fight exactly what your rotation will be - even if it is different from the previous fight.
It isn't the only reward, but it is (and will always remain) the main reward. I've never argued that such things can't exist. My argument here is simply that gear upgrades as rewards for PvE raids that in turn allow the raid to take on the next level of challenge will always have to be a part PvE raiding, and any game that wants open PvP as well as PvE raids will simply need to work around that basic fact.
noaani wrote: » mcstackerson wrote: » To make myself clear, i don't think it is a problem that raid loot is stronger then loot outside of raiding, my issue is the power creep that happens when they constantly increase the power with each new iteration of raid content. I agree, I just disagree that the solution is to alter the paradigm of raid loot. That is where it is for a reason, even if you don't fully grasp the reasons (which is ok, it isn't your thing). The solution is to make it so the power gap between players is able to be at least somewhat bridged. There are two main ways of doing this. One is to always add an increase in the power of non-raid loot along with increases in raid loot power. The other is to have systems in place that make it so there is a reasonable expectation that raid loot ( or the specific components needed to craft it) will always be up for sale on the open market. Either of these will nullify the issue.
Wandering Mist wrote: » I agree with you that it has always been the main reward, but does it need to be? Can you keep the core RPG element of character progression without gear upgrades?
Regardless, if we keep the gear upgrades as rewards and want to keep open world PvP balanced the only kind of solution I can come up with is to allow players to equip gear for certain pieces of content, so gear acquired in a raid can only be worn in a raid. The problem with this is that players who do more than one type of content will have to carry around multiple sets of gear, which is a problem in a game like Ashes where we are limited on how much we can carry.
mcstackerson wrote: » I get your reason and agree that there are people like you who enjoy and prefer raiding to be like that. I'm saying there are others that could still get enjoyment out of raiding with more of a focus on horizontal rewards.
they are patches for the real problem
consultant wrote: » Another thing that could be done to hone in a players skill is to put mini bosses out in the open world that way they could practice on them without having to make a raid group. That way they could practice on actual in game content with out having to committ to an entire raid. So if you have raid like fights out in open world (not talking about mobs as previously stated) Pretty sure we are already having world bosses but I am talking about monsters that are slightly easier to kill and not so many people needed. They could fall in the category of rare spawn.