Introduction
Its no secret that a lot of people, including me, are concerned about PvE content difficulty. Many people on this forum seem to think that the problem with players like us is that we don't want to face "risk" while clearing PvE content. This couldn't be further from the truth.
There are different types of risks. Different types of players enjoy different types of risks. Some people like the RNG risk associated with crafting. Some like the risk associated with being ganked. And some like the risk of being wiped on a raid or dungeon. Some are like me, they like all 3.
Right now, we know that the first two types of risk are going to exist in AoC. Steven has said that he wants an enchanting system similar to L2 in AoC (during his interview with Tim), which was a high risk-high reward sort of system where your weapons had a chance to break if you tried enchanting beyond a certain point. The second risk is going to exist in AoC as well, by nature of the game being Open World.
Its the third risk that most people are concerned about. In making the vast majority of PvE content Open World, will PvE content be made too easy? Will it end up just being PvPvE, where the difficulty arises from player contention, as opposed to PvE, where the difficulty arises from the content itself? This is the question that Intrepid needs to answer. We know that open world content can never truly be as challenging as instanced content, but the gap has to be small. How large of a gap will it be when the game comes out? That is what people like me are worried about.
Possible Solutions
Now, Let's talk about possible ways to bridge this gap.
Fix no.1 - Adding A LOT of entrances to each Dungeon/Raid
This is one of the simpler solutions, but is also the most time consuming to implement. Basically make dungeons/raids into a maze of sorts with multiple entrances. Each entrance leads into its own mini dungeon/raid within the original dungeon/raid. These entrances can lead to a set of 3 or so bosses, and can also intersect with another entrance's mini dungeon/raid to connect a few bosses.
The amount of these entrances can be controlled depending on how contested you want that particular dungeon/Raid to be.
At the end of the dungeon, all the entrances can lead upto a final boss room. This will be more of a PvPvE encounter. This also encourages guilds to perform well, as clearing the bosses quicker lets you get to the final boss faster. The final boss will drop similar tier loot as the previous bosses, but will drop more of it along with a few additional materials/items. These items can be mounts/recipes etc.
Also, the dungeon/raid map won't show you where you're at. They'll just give you a general understanding of the different areas in that particular dungeon/raid. (Suggested by
@Merek )
Fix no.2 - Keys for Dungeons/Raids (Suggested by
@Chaostastic and modified by me)
This is an interesting fix, but I'm not sure how effective it will be. I think its still a better solution than the first one, simply because its a lot easier to implement.
This idea works by controlling the ease of access for different dungeons/raids. By controlling the ease/difficulty of entry into a dungeon/raid, you can regulate the amount of player contention for that particular dungeon/raid. For example, a dungeon may require a special key, that takes a ton of time to grind for, and is consumed on entry. This way you are less likely to run into a contesting group, but its not entirely PvP free either.
Some dungeons might be easier to access simply because their keys are fairly easy to obtain. These dungeons will be more PvPvE than PvE. They could offer enchanting materials, materials that reduce the chance of your gear breaking when enchanting, augments, etc. Others will be more difficult to access simply because their keys are far more difficult to obtain. These dungeons will be more PvE than PvPvE and could drop high level gear. Of course all of these rewards can be interchanged, but this is the general gist of the idea.
Fix no.3 - Introducing different types of Dungeons/Raids
This is probably the most controversial one and that's fine. I still stand by it and I feel like its probably the best solution to solve the problem, even though a lot of people disagree with me. In terms of ease of implementation, its somewhere in between the first two solutions.
Basically how this works is that there will be two types of dungeons. Resource Dungeons/Raids and Gear Dungeons/Raids.
Resource Dungeons/Raids will be Open World content that give you enchanting material for your gear, materials that reduce the chance of your gear breaking when enchanting, augments, and repair tokens. Because enchanting gear is necessary to bring your gear upto the best level and because of the risk associated with it, players will be trying to run these dungeons/raids as often as possible. This will be more oriented towards PvPvE than PvE.
Gear Dungeons/Raids will be Instanced content that give you gear, and materials required to craft said gear. This will be purely PvE content. Additionally, apart from gear requiring its own crafting material to repair it, it will also require tokens. These tokens will only be obtained from Resource Dungeons.
This suggestion still retains the PvX aspect of the game as players will still need to do Resource based dungeons in order to gain progress/repair the high level gear that they obtain from Gear Dungeons/Raids.
Fix no. 4 - Specialized Instancing mechanics for certain Bosses @wArchAngel has explained this in great detail with examples from L2. Check it out here:
https://forums.ashesofcreation.com/discussion/comment/249865/#Comment_249865Conclusion
So what do you guys think? Which of these solutions do you like the most and why? If you dislike all of them, then please do explain why and if you do have any alternate suggestions/ideas, then do list that as well.
There's also the whole thing with zerging a boss down. Steven has said that they are working on mechanics to prevent zerging, but I'm not sure how effective that will be. The reason for this is because there are so many possible ways that such type of mechanics can lead to griefing in an Open World MMO. If you make the boss too easy because you want player contention to be the main source of difficulty, then the content itself will be boring and easy when there is no such contention. This is what happened with the dragon and the kraken in ArcheAge. Also, if this does happen, then the content itself won't be PvE anymore. It will be PvPvE. On the other hand, If you make the content too difficult, then it will be impossible to fight off both players and the boss at the same time. So they will have to find the right balance.
P.S. I made a post discussing this before but I didn't explain myself well. So a lot of people didn't understand my position properly. I also managed to pick up a few possible solutions from that discussion, all of which I mentioned above. If you wish to read it, here you go:
https://forums.ashesofcreation.com/discussion/46473/pve-difficulty
Also, to those of you asking why discuss this now, Shut up. By your logic nothing should ever be discussed on this forum as we don't have sufficient info on anything. Why discuss multiboxing? Why discuss corruption? Why discuss combat? We don't have complete info on these topics either. There's nothing wrong in discussing possible problems that may show up in game.