Grievousness wrote: » There is also no reason to engage with your points either since you just reiterate the same thing over and over again.
Grievousness wrote: » Also can you watch your tone a little bit?
Grievousness wrote: » If you don't want a game with PvE that raises the question why you want to play a game that will include it. In the same way there are PvE centric games out there, there are also more PvP centric games out there.
Grievousness wrote: » He mostly just claims that this game doesn't need any solid PvE which is not what the game is supposed to be
Bricktop wrote: » Grievousness wrote: » There is also no reason to engage with your points either since you just reiterate the same thing over and over again. And I will sit here and repeat the same thing 100 more times if it's necessary whenever somebody suggests completely changing the design of the game. You saw what happened to New World right? Grievousness wrote: » Also can you watch your tone a little bit? Could you explain to me what my forum tone sounded like to you? Grievousness wrote: » If you don't want a game with PvE that raises the question why you want to play a game that will include it. In the same way there are PvE centric games out there, there are also more PvP centric games out there. I do want to PvE, I'm quite happy with the PvE content that looks to be in the game already, but I will never know until I play it. You on the otherhand? Demand for instances, demand things be changed to suit your playstyle and way of getting gear so you can safely gear up in an instance every tuesday and thursday night with zero threat. PvErs haven't even played the game yet they conclusively know the PvE is junk? Have a little faith in the dev team. I'm trying my best to play a PvP centric game without seeing it get New Worlded or turn into another WoW clone by catering to WoW raiders for yet another flop. Grievousness wrote: » He mostly just claims that this game doesn't need any solid PvE which is not what the game is supposed to be Come on man, you and I both know that isn't true. I have sat in this thread and other threads and said "Make all the PvE content you can, and make it challenging, but don't put it in an instance" over and over again. You should be aware of that if you are getting sick of me reiterating my points. 20% instancing seems extremely fair to me for an open world game. But it's not good enough for you is it? You want 40% instancing with plenty of raid content. And once you beat all that raid content you will want NEW raids and more instances, and on and on, and then all of a sudden we are playing world of warcraft. I'm beginning to think that you are just here to argue, you completely ignore everything people have to say about the Open world, about the nature of these types of games, and you just talk about how you need instances or else the game sucks. The only reasonable conclusion for people who NEED instances are that they are scared to PvP, what other reasonable explanation is there if they are that adamant about it without even seeing how the games PvE content plays.
Bricktop wrote: » I'm very glad you enjoy instanced content, quite happy for you. Sadly, it goes directly against the design philosophy of this particular game ( And any other open world risk versus reward game). Luckily there are plenty of options available for instanced content on the MMO market that don't require completely changing the game around and dumbing it down.
Xenotor wrote: » Noaani wrote: » Xenotor wrote: » The open world dungeon they showed, had a separate boss room. I expect that to be the case for all open world bosses. All they need to do is to add a buff on the boss depending on the number of players in the boss room. Maybe add special powerful AoE Ability's if the number of players exceed a certain number. If that is what they go with, I WILL see to it that I can get 100+ players in to any such room in a moment's notice. Alts are fantastic things, and family summons means it isn't even that much work to park alts in these rooms, ready to be logged in at a moments notice. They just need to make it so you cant logout in the dungeon. Or if you do logout for more then 5 min , you get auto teleported to the dungeon entrance. It would be terrible game design if you could logout anywhere near the boss room. As you stated that would open too many possibilitys for abuse or boss camping.
Noaani wrote: » Xenotor wrote: » The open world dungeon they showed, had a separate boss room. I expect that to be the case for all open world bosses. All they need to do is to add a buff on the boss depending on the number of players in the boss room. Maybe add special powerful AoE Ability's if the number of players exceed a certain number. If that is what they go with, I WILL see to it that I can get 100+ players in to any such room in a moment's notice. Alts are fantastic things, and family summons means it isn't even that much work to park alts in these rooms, ready to be logged in at a moments notice.
Xenotor wrote: » The open world dungeon they showed, had a separate boss room. I expect that to be the case for all open world bosses. All they need to do is to add a buff on the boss depending on the number of players in the boss room. Maybe add special powerful AoE Ability's if the number of players exceed a certain number.
Grievousness wrote: » bigepeen wrote: » Really? You're posting on a web forum about a video game, and you're calling someone a nerd because they disagree with you? He brought up valid points. How can you even know if he is being "emotional" over a forum post. If anyone is being emotional, it's you with the ad hominem attacks lmao. He mostly just claims that this game doesn't need any solid PvE which is not what the game is supposed to be:There is going to be a lot of PvE content for all portions of the playerbase [...] – Steven Sharif Also instances are also intended to be in the game, claiming they are simply impossible without destroying the whole game concept is just extremely hyperbolic, but untrue: Open world dungeons will be populated to facilitate multiple groups within the dungeon.[7] 80% of dungeons will be open world.[8][9] Instanced dungeons will also be present and will cater for solo and group questlines.[7] 20% of dungeons will be instanced.[8][9] source: https://ashesofcreation.wiki/Dungeons The rest is just a dismissive rambling over how he is a PvP guy who doesn't need PvE. So can you show me where he is exactly "valid"? I think his last posts are mostly toxic and dismissive of the problem simply because he doesn't care.
bigepeen wrote: » Really? You're posting on a web forum about a video game, and you're calling someone a nerd because they disagree with you? He brought up valid points. How can you even know if he is being "emotional" over a forum post. If anyone is being emotional, it's you with the ad hominem attacks lmao.
bigepeen wrote: » Here's a wild idea: maybe WoW raids are not the epitome of MMORPG gaming. Just open up your minds and stop trying to shoehorn your idea of "best" PvE into every game that comes out. The fact is that this game has a heavy focus on PvX and it's probably not going to be WoW 2.0 with exactly what you're used to seeing with instanced PvE raiding. It's a completely new game, and a new IP.
Noaani wrote: » bigepeen wrote: » Here's a wild idea: maybe WoW raids are not the epitome of MMORPG gaming. Just open up your minds and stop trying to shoehorn your idea of "best" PvE into every game that comes out. The fact is that this game has a heavy focus on PvX and it's probably not going to be WoW 2.0 with exactly what you're used to seeing with instanced PvE raiding. It's a completely new game, and a new IP. I agree that WoW raids are not the epitome of MMO content. However, without a doubt, the epitome of PvE content is instances. One thing that is absolutely true - presumably isn't even up for debate - is that the content that is to be considered the best PvE content possible must derive 100% of it's challenge from PvE. If a portion of the challenge is supposed to come from PvP, that means the content itself is easy should there be no PvP happening for what ever reason (and there are a number of reasons this could be the case). Any content that is designed to have a portion of it's challenge derrived from PvP is by definition not the epitome of PvE content. Now, it is easy to say that Ashes is PvX, not PvE, and this is true. However, the fact that it is PvX does not mean that there can't be some PvE aspects and some PvP aspects - it means that there are both present. What not having instanced content means then, is that Ashes - as a PvX game that is supposed to include both PvE and PvP content - will not contain anything analogous to the epitome of PvE content.
Bricktop wrote: » Noaani wrote: » bigepeen wrote: » Here's a wild idea: maybe WoW raids are not the epitome of MMORPG gaming. Just open up your minds and stop trying to shoehorn your idea of "best" PvE into every game that comes out. The fact is that this game has a heavy focus on PvX and it's probably not going to be WoW 2.0 with exactly what you're used to seeing with instanced PvE raiding. It's a completely new game, and a new IP. I agree that WoW raids are not the epitome of MMO content. However, without a doubt, the epitome of PvE content is instances. One thing that is absolutely true - presumably isn't even up for debate - is that the content that is to be considered the best PvE content possible must derive 100% of it's challenge from PvE. If a portion of the challenge is supposed to come from PvP, that means the content itself is easy should there be no PvP happening for what ever reason (and there are a number of reasons this could be the case). Any content that is designed to have a portion of it's challenge derrived from PvP is by definition not the epitome of PvE content. Now, it is easy to say that Ashes is PvX, not PvE, and this is true. However, the fact that it is PvX does not mean that there can't be some PvE aspects and some PvP aspects - it means that there are both present. What not having instanced content means then, is that Ashes - as a PvX game that is supposed to include both PvE and PvP content - will not contain anything analogous to the epitome of PvE content. But the game is planning on having instanced content already. 20% of it. Which as I personally have said sounds extremely fair to me. So what are you suggesting? More than 20%? I'm suggesting that would take away from the open world aspect of the game and we are right back to square one.
Noaani wrote: » Bricktop wrote: » Noaani wrote: » bigepeen wrote: » Here's a wild idea: maybe WoW raids are not the epitome of MMORPG gaming. Just open up your minds and stop trying to shoehorn your idea of "best" PvE into every game that comes out. The fact is that this game has a heavy focus on PvX and it's probably not going to be WoW 2.0 with exactly what you're used to seeing with instanced PvE raiding. It's a completely new game, and a new IP. I agree that WoW raids are not the epitome of MMO content. However, without a doubt, the epitome of PvE content is instances. One thing that is absolutely true - presumably isn't even up for debate - is that the content that is to be considered the best PvE content possible must derive 100% of it's challenge from PvE. If a portion of the challenge is supposed to come from PvP, that means the content itself is easy should there be no PvP happening for what ever reason (and there are a number of reasons this could be the case). Any content that is designed to have a portion of it's challenge derrived from PvP is by definition not the epitome of PvE content. Now, it is easy to say that Ashes is PvX, not PvE, and this is true. However, the fact that it is PvX does not mean that there can't be some PvE aspects and some PvP aspects - it means that there are both present. What not having instanced content means then, is that Ashes - as a PvX game that is supposed to include both PvE and PvP content - will not contain anything analogous to the epitome of PvE content. But the game is planning on having instanced content already. 20% of it. Which as I personally have said sounds extremely fair to me. So what are you suggesting? More than 20%? I'm suggesting that would take away from the open world aspect of the game and we are right back to square one. Yeah, 20% is fair - if it is used well. If instanced content is used as leveling content as some suggest it may be, then that content will not be the epitome of PvE content - I would hope this is self evident. If that 20% of instanced content is used well, then the game will have every opportunity to be one of the best MMO's ever made for a very wide section of the player base. I'm actually not at all interested in asking for more than 20% of all content in Ashes to be instanced, I think that number is high enough. If it were any higher, then aspects of the game other than PvE content will start to suffer. I am just suggesting/hoping that 20% is put to good use.
Noaani wrote: » bigepeen wrote: » Here's a wild idea: maybe WoW raids are not the epitome of MMORPG gaming. Just open up your minds and stop trying to shoehorn your idea of "best" PvE into every game that comes out. The fact is that this game has a heavy focus on PvX and it's probably not going to be WoW 2.0 with exactly what you're used to seeing with instanced PvE raiding. It's a completely new game, and a new IP. However, without a doubt, the epitome of PvE content is instances. One thing that is absolutely true - presumably isn't even up for debate - is that the content that is to be considered the best PvE content possible must derive 100% of it's challenge from PvE.
bigepeen wrote: » I just really doubt that the best PvE design possible in a MMORPG is static, repetitive, instanced content.
MMORPGs allow hundreds of players to play them, and yet the supposed epitome is 40 man raids playing what is essentially a co-op linear minigame.
Noaani wrote: » bigepeen wrote: » I just really doubt that the best PvE design possible in a MMORPG is static, repetitive, instanced content. Who said anything about statis or repetitive? That is an assumtion you are making about instanced content - and one that is patently not true. If an AI can be made to adjust things based on how well the raid is doing in an open setting, it can be more easily made to do the same in an instance - becasue the AI doesn't need to compensate for and non raid members that may be present. The reason instanced content will always be the pinnacle of PvE content is purely because of the controlled nature of instances. As soon as you remove the instanced component, you remove that control that developers have over the content and environment. MMORPGs allow hundreds of players to play them, and yet the supposed epitome is 40 man raids playing what is essentially a co-op linear minigame. I didn't say it was the epitome of MMO's, just of MMO PvE content. There are other aspects to MMO's than just PvE content.
wArchAngel wrote: » The pve crowd keeps refering to the "single digit % of population clearing it", while its fine to have those, most of the instanced pve-glorifiers dont have that particular situation in mind. What will most likely come with the "unclearable" content is the more dumbed down instanced content because "its not fair that we cannot experience the game" argument will float up more and more, and thats what most(not all, those "single digits" have their rights as well) of the people that glorify the instanced raids want, free, uncontested loot.
Noaani wrote: » [ The downside to all of them seems to be that should the raid wipe, the content is finished. This prevents the ability for the content to be actually properly difficult - as content that is properly difficult will always see wipes happen, and it is not uncommon for a top end guild to need several hundred pulls (and thus wipes) on an encounter to figure out what it is doing, work out a plan for how to deal with what it is doing, and then successfully execute that plan. If you are only realistically getting one pull a day, content will naturally be made easier to compensate for that. Of course, this can simply be countered by adding a respawn point in the psuedo-instance.
Noaani wrote: » The other issue with this type of content - based on your description of it - is that kills of the content will be far more common. If the mobs respawn every 2 hours, we could expect to see them killed at least 8 times a day over weekends, and at least 4 times a day during the week. That is 32 kills a week that we can easily expect - from a possible theoretical maximum of 84 kills a week. In most games, top end raid zones have a 1 week lockout (give or take a day). There are also usually only 3 or 4 guilds per server able to kill actual top end content. This means that using instances with lockouts, actual top end content is being killed 3 or 4 times per week per server - while using this system as described it would realistically be 32 kills a week. Again, this could easily be altered by making the timer 24 - 36 hours rather than 2, but even if it is a 24 hours timer the encounters would still be killed twice as often each week as they would be using instances with lockouts. Since guilds would be taking on the same encounters multiple times per week, they would also get tired of the same content much faster - and also out-gear it much faster.
Noaani wrote: » It is also worth pointing out that all of the mechanisms you outlined are essentially ways to have functional instances in a game that doesn't really have an easily acceptable instancing mechanic.
wArchAngel wrote: » As the boss is only "falling asleep" if left untouched for certain time(30 minutes in that particular example), you should have more than enough time to realize that its a wipe, drop a ress on someone, let everyone die to deagro, and then proceed to ress everyone else to stabilize. That was a commonly used thing...
Thats a misunderstanding on your side, or just bad explanation on mine. They dont have a respawn time of 2 hours, they have a respawn window of 2 hours, for example Baium(the statue) had 5 days respawn time and 8 hours respawn window, so his respawning would start 5 days after the kill, and he could respawn anywhere in range of 8 hours. That was made to add dynamic to the waiting situation, and prevent static camping.
Kneczhevo wrote: » I see what Intrepid is trying to do, with open world content. But, I too, have some reservations.