Bricktop wrote: » Instanced raids should ABSOLUTELY NOT offer gear, and if they do it should be fairly insignificant compared to gear that comes from open world anything.
Bricktop wrote: » The last thing they need to do is cater to PvErs and kill the game like New World did.
Grievousness wrote: » For example just add one WoW style boss into a one room instance. The developement effort for that would be really low and people had at least something that can be made challenging from a pure PvE perspective. Having like 1 boss that 2% of the playerbase can kill won't impact the rest of the game and would at least be more than nothing.
Bricktop wrote: » I don't understand how all these PvErs know that there is definitively no challenging PvE content when the game is not out and we don't know enough information. Cram as much PvE content as possible into the game and make it as challenging as you can, no problem. The problem comes in when PvE players demand the game be changed to be less open world and more instanced, which completely detracts from the goals of the devs.
Bricktop wrote: » Instanced raids should ABSOLUTELY NOT offer gear, and if they do it should be fairly insignificant compared to gear that comes from open world anything. I see people in this thread saying "Some people might not want to engage with larger guilds and server politics and alliances". Guess what buddy? THAT'S the game. You are saying you don't want to play a large part of the game. That's part of the reason people play open world PvP player driven MMOs. Instanced raids allow you to skip out on a massive part of the game, the open world and the dangers of navigating through it. If you don't want to concern yourself with alliances, server politics, PvP, and things of that nature, there are plenty of games that offer instanced PvE content already.
The higher the difficulty, the better the loot tables will be. source: https://ashesofcreation.wiki/Dungeons#PvE_difficulty
Half the problem won't just be solving the dungeon, it will be solving other players too. source: https://ashesofcreation.wiki/PvE#Dungeons
CaptnChuck wrote: » I actually don't agree with this. Either change it for the whole player-base or don't change it at all. Also.....How is 1 boss going to do anything to solve the problem?
Grievousness wrote: » People talk about instancing because it seems unlikely they will archieve challenging PvE content in the open world.
Grievousness wrote: » Assuming that WoW type PvE content is good: Why would it be a bad thing to take that as inspiration? For example just add one WoW style boss into a one room instance. The developement effort for that would be really low and people had at least something that can be made challenging from a pure PvE perspective. Having like 1 boss that 2% of the playerbase can kill won't impact the rest of the game and would at least be more than nothing.
Bricktop wrote: » Based on what? Prior game experiences with open world content?
Bricktop wrote: » Why don't you see what the dev team comes up with first before throwing around terms like "instance"
Vyraka wrote: » What if the end game challenge was PVP? What's wrong with that? And I say this as someone who likes to gather, craft, do quests, etc. I find PVP to be challenging, but I'm open to the idea that at least at some point I'm going to need to engage it.
CaptnChuck wrote: » Vyraka wrote: » What if the end game challenge was PVP? What's wrong with that? And I say this as someone who likes to gather, craft, do quests, etc. I find PVP to be challenging, but I'm open to the idea that at least at some point I'm going to need to engage it. Steven wants this game to be PvX. NOT PvP. So you need compelling endgame content for all types of playstyles, PvP, PvE, Crafting etc., in order to make AoC a PvX game.
Bricktop wrote: » CaptnChuck wrote: » Vyraka wrote: » What if the end game challenge was PVP? What's wrong with that? And I say this as someone who likes to gather, craft, do quests, etc. I find PVP to be challenging, but I'm open to the idea that at least at some point I'm going to need to engage it. Steven wants this game to be PvX. NOT PvP. So you need compelling endgame content for all types of playstyles, PvP, PvE, Crafting etc., in order to make AoC a PvX game. The game is PvX in that you need to do both systems to succeed. At the end of the day it's a PvP-centric game.
Warth wrote: » PvX doesn't mean you can do it all separately. PvX means that they are all intertwined.
Vyraka wrote: » Right - I mean - what's the difference between a NPC siege against your city and a PC siege against your city? PCs are a little bit more unpredictable and may not have an easy to figure out strategy. While it falls into the category of PVP, I think it also falls into the category of PVE because it's your environment - IE city - that is under siege. That sounds like a challenge!
CaptnChuck wrote: » Warth wrote: » PvX doesn't mean you can do it all separately. PvX means that they are all intertwined. No that's not exactly what it means. The crafting system isn't tied to PvP. So why should the entire PvE system be tied to PvP then? A PvX game is a game that caters to players of all playstyles. Besides, I'm not asking for PvE content to be purely instanced. Only 50/50. The enchant/resource dungeons are open world while gear based dungeons are instanced.
Bricktop wrote: » I'm sorry but you are just wrong here. The game is PvX in that PvPers will still need to PvE and kill bosses in order to get gear, and that PvErs still need to PvP in order to kill bosses and get good gear. Crafting is needed by all players in order to craft said gear. The reason it works that way is because it's an open world game.
Bricktop wrote: » There is an 80/20 split of non-instanced vs instanced already in the game. You are suggesting MORE instanced content, which goes against the open world design of the game. Instanced dungeons that good gear drops out of are an absolutely atrocious idea if you are trying to make an open world game that requires people to fight over limited resources. Please stop trying to completely change the design of the game to have instanced raids.
CaptnChuck wrote: » Bricktop wrote: » I'm sorry but you are just wrong here. The game is PvX in that PvPers will still need to PvE and kill bosses in order to get gear, and that PvErs still need to PvP in order to kill bosses and get good gear. Crafting is needed by all players in order to craft said gear. The reason it works that way is because it's an open world game. Why are you typing when you don't know anything? PvPers don't NEED to PvE to get gear. Crafting is NOT needed by all players to get gear. If so, whats the point in having other professions?@Bricktop , I'm afraid you're grossly uninformed on what Steven wants this game to be. He doesn't want to force players to do things they don't want to do. He wants to allow every type of player to play the game. That's what he means by PvX. Stop confusing your idea of a PvX game with Steven's. Yours is completely different. Bricktop wrote: » There is an 80/20 split of non-instanced vs instanced already in the game. You are suggesting MORE instanced content, which goes against the open world design of the game. Instanced dungeons that good gear drops out of are an absolutely atrocious idea if you are trying to make an open world game that requires people to fight over limited resources. Please stop trying to completely change the design of the game to have instanced raids. Sometimes its ok to modify the design of a game, if it makes it better. Besides its not the ONLY solution. Its just something I came up with. I think that introducing instanced PvE content is the only way Intrepid can bring challenging PvE content into AoC. That's my personal opinion, based on games that have done similar things in the past. I'd love to be proved wong, but so far I haven't been. That's all.