Abominatus wrote: » Bricktop wrote: » Abominatus wrote: » winner909098 wrote: » I think that if there is instancing, it cant have drops as good as open world. Why? Are you suggesting that it’s easier to kill bosses in an instance than in the open world? That’s usually not true, since open world bosses can be zerged and instance bosses cannot be. If you’re relying on the presence of pvp to make the open world bosses hard, then the problem is that the presence of pvp contestation is erratic and if the boss is tuned to be beatable while contested, it will be trivial when it isn’t. It takes the fun out of an open world game if you can safely get good gear in an instanced scripted event against AI. PvErs would never go out into the world and try and fight for resources for their guild, and if the drops weren't as good as open world drops they would sit on the forums and talk about how the unfair the game is to them. I hope it's so that If you want to PvE in ashes, you better be ready to PvP at any time. Minimal instancing or a system that allows guilds to control the entrance to the instance. PvPers are gonna have to PvE and craft to get the best gear in the game. It's an interconnected system. Nobody is suggesting that YOU have to go into instances to get good gear. Get your gear through pvp if that’s the progression you want. But basically you’re saying that other people aren’t entitled to have the content and challenge that they want because it’s not the way you want to play. That’s extraordinarily selfish.
Bricktop wrote: » Abominatus wrote: » winner909098 wrote: » I think that if there is instancing, it cant have drops as good as open world. Why? Are you suggesting that it’s easier to kill bosses in an instance than in the open world? That’s usually not true, since open world bosses can be zerged and instance bosses cannot be. If you’re relying on the presence of pvp to make the open world bosses hard, then the problem is that the presence of pvp contestation is erratic and if the boss is tuned to be beatable while contested, it will be trivial when it isn’t. It takes the fun out of an open world game if you can safely get good gear in an instanced scripted event against AI. PvErs would never go out into the world and try and fight for resources for their guild, and if the drops weren't as good as open world drops they would sit on the forums and talk about how the unfair the game is to them. I hope it's so that If you want to PvE in ashes, you better be ready to PvP at any time. Minimal instancing or a system that allows guilds to control the entrance to the instance. PvPers are gonna have to PvE and craft to get the best gear in the game. It's an interconnected system.
Abominatus wrote: » winner909098 wrote: » I think that if there is instancing, it cant have drops as good as open world. Why? Are you suggesting that it’s easier to kill bosses in an instance than in the open world? That’s usually not true, since open world bosses can be zerged and instance bosses cannot be. If you’re relying on the presence of pvp to make the open world bosses hard, then the problem is that the presence of pvp contestation is erratic and if the boss is tuned to be beatable while contested, it will be trivial when it isn’t.
winner909098 wrote: » I think that if there is instancing, it cant have drops as good as open world.
Bricktop wrote: » Abominatus wrote: » Bricktop wrote: » Abominatus wrote: » winner909098 wrote: » I think that if there is instancing, it cant have drops as good as open world. Why? Are you suggesting that it’s easier to kill bosses in an instance than in the open world? That’s usually not true, since open world bosses can be zerged and instance bosses cannot be. If you’re relying on the presence of pvp to make the open world bosses hard, then the problem is that the presence of pvp contestation is erratic and if the boss is tuned to be beatable while contested, it will be trivial when it isn’t. It takes the fun out of an open world game if you can safely get good gear in an instanced scripted event against AI. PvErs would never go out into the world and try and fight for resources for their guild, and if the drops weren't as good as open world drops they would sit on the forums and talk about how the unfair the game is to them. I hope it's so that If you want to PvE in ashes, you better be ready to PvP at any time. Minimal instancing or a system that allows guilds to control the entrance to the instance. PvPers are gonna have to PvE and craft to get the best gear in the game. It's an interconnected system. Nobody is suggesting that YOU have to go into instances to get good gear. Get your gear through pvp if that’s the progression you want. But basically you’re saying that other people aren’t entitled to have the content and challenge that they want because it’s not the way you want to play. That’s extraordinarily selfish. I don't believe people should be able to skip out on the dangers of getting ganked and all the politics and player driven interactions in an open world game that comes with fighting over limited resources like raid bosses. I think it's selfish of them to want to do that while all the big boy groups are slugging it out in open world.
Abominatus wrote: » Bricktop wrote: » Abominatus wrote: » Bricktop wrote: » Abominatus wrote: » winner909098 wrote: » I think that if there is instancing, it cant have drops as good as open world. Why? Are you suggesting that it’s easier to kill bosses in an instance than in the open world? That’s usually not true, since open world bosses can be zerged and instance bosses cannot be. If you’re relying on the presence of pvp to make the open world bosses hard, then the problem is that the presence of pvp contestation is erratic and if the boss is tuned to be beatable while contested, it will be trivial when it isn’t. It takes the fun out of an open world game if you can safely get good gear in an instanced scripted event against AI. PvErs would never go out into the world and try and fight for resources for their guild, and if the drops weren't as good as open world drops they would sit on the forums and talk about how the unfair the game is to them. I hope it's so that If you want to PvE in ashes, you better be ready to PvP at any time. Minimal instancing or a system that allows guilds to control the entrance to the instance. PvPers are gonna have to PvE and craft to get the best gear in the game. It's an interconnected system. Nobody is suggesting that YOU have to go into instances to get good gear. Get your gear through pvp if that’s the progression you want. But basically you’re saying that other people aren’t entitled to have the content and challenge that they want because it’s not the way you want to play. That’s extraordinarily selfish. I don't believe people should be able to skip out on the dangers of getting ganked and all the politics and player driven interactions in an open world game that comes with fighting over limited resources like raid bosses. I think it's selfish of them to want to do that while all the big boy groups are slugging it out in open world. Ah, now we actually get to it. Your underlying assumption here is that PvE content is less challenging than PvP content and therefore those do do it are less deserving of progression. Aside from being arrogant and condescending, statistics of equivalent accomplishments from games that support both kinds of play show that assertion to be untrue.
wArchAngel wrote: » The 2 major flaws of instanced content are no contest and inflation. 1. Literally anyone can enter and exit it, and no matter how hard the content is, it will never be as hard as having to compete for it in an open world, to some it will take more time to kill it, to some less time, but eventually everyone who wants to kill it - will kill it, for free, with no outside interaction. 2. Infaltion of loot - an instanced content produces loot per raid, an open world boss produces loot per kill. One allows monopoly, drama, constant interest and will to have that item. The other makes the item obsinely cheap to buy after a set amount of time since its just gonna overflow the market, dropping the value of the item and eventually not making anyone "uniquely" more powerful than others. There can be instanced content, it can be as hard as people want it to be, but it cannot drop best in slot gear in a game such as Ashes, it kills the whole concept of player-driven-conflict. There was a great suggestion to make an instanced version of the open world bosses with addition of extremely hard mechanics, and as a reward give unique titles, cosmetics, and other goodies that do not affect the character powerlevel but provide him with brag-rights and something unique that most of the people wont have. And even make those instances scheduled contests, with the "lowest time to kill" graph for example, that rewards the best raid. But the people that were loudly advocating for instanced pve didnt want that, they wanted the best loot specifically to be dropped out of instances. Also it is pretty fair to compair ashes to L2, or to Archeage, since those are the games that Steven took inspiration and foundation from, those were his "golden mmorpg times", thats what he loved and thats how he sees and wants to make Ashes.
winner909098 wrote: » no, as open world inspires PVP more often, it will require higher skills and more contest than instancing. The game revolves on the open world, so instancing shouldn't give drops that are as good as open world
Abominatus wrote: » wArchAngel wrote: » The 2 major flaws of instanced content are no contest and inflation. 1. Literally anyone can enter and exit it, and no matter how hard the content is, it will never be as hard as having to compete for it in an open world, to some it will take more time to kill it, to some less time, but eventually everyone who wants to kill it - will kill it, for free, with no outside interaction. 2. Infaltion of loot - an instanced content produces loot per raid, an open world boss produces loot per kill. One allows monopoly, drama, constant interest and will to have that item. The other makes the item obsinely cheap to buy after a set amount of time since its just gonna overflow the market, dropping the value of the item and eventually not making anyone "uniquely" more powerful than others. There can be instanced content, it can be as hard as people want it to be, but it cannot drop best in slot gear in a game such as Ashes, it kills the whole concept of player-driven-conflict. There was a great suggestion to make an instanced version of the open world bosses with addition of extremely hard mechanics, and as a reward give unique titles, cosmetics, and other goodies that do not affect the character powerlevel but provide him with brag-rights and something unique that most of the people wont have. And even make those instances scheduled contests, with the "lowest time to kill" graph for example, that rewards the best raid. But the people that were loudly advocating for instanced pve didnt want that, they wanted the best loot specifically to be dropped out of instances. Also it is pretty fair to compair ashes to L2, or to Archeage, since those are the games that Steven took inspiration and foundation from, those were his "golden mmorpg times", thats what he loved and thats how he sees and wants to make Ashes. I would strongly challenge the assertion that “anyone who wants to kill it will kill it”. Taking WoW as an example of instanced content, only a small fraction of guilds killed the Lich King during WotLK despite it being “uncontested”. An almost vanishingly small percentage of players managed to kill yoga Saron with 0 keepers up. Likewise, in the same game, the number of people who achieved 2500 ranking in arena was only a tiny fraction of the player base. Unfortunately this is exactly the kind of pvp/pve arrogance that I see all over the place. People who play one way and assume that people who play the other way are somehow inferior or playing easy-mode or whatever. As to Steven’s intent, I think his overriding intent is to create a game that will be enjoyed by as many people as possible for as long as possible.
Grievousness wrote: » winner909098 wrote: » no, as open world inspires PVP more often, it will require higher skills and more contest than instancing. The game revolves on the open world, so instancing shouldn't give drops that are as good as open world It requires more PvP than instanced content yea, but that's not exactly compareable. PvP definitely adds another dimension to world bosses but that does not make them nesseccarily harder. That's just a guess but I also don't really know if every world boss will be even seriously contestet to begin with. As far as I am aware they want distance to matter so chances are guilds will stick to certain areas. Making it more likely that there is one big guild around which will just kill the world bosses without too much other people barging in. I mean there is no real reason to join a small guild which may be able to contest bosses at some point if there is another guild that already can.
Abominatus wrote: » Grievousness wrote: » winner909098 wrote: » no, as open world inspires PVP more often, it will require higher skills and more contest than instancing. The game revolves on the open world, so instancing shouldn't give drops that are as good as open world It requires more PvP than instanced content yea, but that's not exactly compareable. PvP definitely adds another dimension to world bosses but that does not make them nesseccarily harder. That's just a guess but I also don't really know if every world boss will be even seriously contestet to begin with. As far as I am aware they want distance to matter so chances are guilds will stick to certain areas. Making it more likely that there is one big guild around which will just kill the world bosses without too much other people barging in. I mean there is no real reason to join a small guild which may be able to contest bosses at some point if there is another guild that already can. This is another problem I’m concerned with at the moment. At the moment, I see an enormous amount of pressure on guilds to be as large as possible. What good is a guild with 50 people in it when the guild that does the most damage to a world boss gets the loot and there are other guilds with 400 people in them? There are similar pressures being exerted through the mechanisms I’ve seen in pvp content. I have nothing against huge guilds. But often you can have a better experience of community in a smaller guild where you know the other members better. I wouldn’t want it to be impractical for smaller guilds to flourish in the game.
Bricktop wrote: » I don't believe people should be able to skip out on the dangers of getting ganked and all the politics and player driven interactions in an open world game that comes with fighting over limited resources like raid bosses.
Bricktop wrote: » I think it's selfish of them to want to do that while all the big boy groups are slugging it out in open world.
Abominatus wrote: » I think I’ve also said what I have to say, and I doubt I’m going to convince the group advocating against instances, they are simply too convinced that the moment you add instances everyone will run into them and stay there to the exclusion of participating in the rest of the game. As to the concept that instances flood the market with gear, this is actually the opposite of the truth. Instances regulate how often the bosses can be killed by a group. In most cases, once per week. To make a world boss accessible you have to keep respawning it all the time otherwise it just gets zerged when the servers come up from maintenance and anyone who couldn’t be there at that time is just out of luck. I would urge anyone who is considering this issue to take a look at the excellent video Lazy Peon made about New World and pay attention to what he has to say about endgame progression in that uninstanced environment and how damaging it is to the motivation players have to be involved long-term in that world. Nobody wants to turn this into WoW, nobody wants to make the open world less compelling. Having instanced raid content in addition to some world bosses won’t do that, no matter what the doomsayers suggest in their drive to force everyone to play exactly the way they do.
Abominatus wrote: » I would urge anyone who is considering this issue to take a look at the excellent video Lazy Peon made about New World and pay attention to what he has to say about endgame progression in that uninstanced environment and how damaging it is to the motivation players have to be involved long-term in that world.
Bricktop wrote: » You COULD have a situation where guilds farmed world bosses and nobody can contest them until people start making alliances, and that's the cool thing about a player driven game. However, something simple such as a timer after a boss dies, and once that time is up the boss can RANDOMLY spawn anytime in the next 3 days or something could easily help prevent that from being so farmable.
Noaani wrote: » Snip
There is going to be a lot of PvE content for all portions of the playerbase...