Mojottv wrote: » It is clear that what you consider challenging, i consider being easy.
Mojottv wrote: » I mean its pointless arguing with you two. Yes, i probably never faced challenging pve content, as i usually didnt play with 10 year olds, that cant keep focused for 15 minutes. I have been wipeddown loads of times by different raids, cuz someone fucked up, but that was usually because it was their first time or they didn't know something etc. It is clear that what you consider challenging, i consider being easy.
Mojottv wrote: » I never experienced challenging raids.
Tragnar wrote: » Even though I don't believe it is possible to have that phase being extremely important, unless there will be so few top-end guilds where withholding information about tactics is actually useful.
Tragnar wrote: » It depends on how entering the raids is going to function in practice. However the different content is mostly going to differ by the resistances and vulnerabilities of the raids in the node that might change what builds/gear you want to run in there, but general types are going to be shared across all nodes. The only thing that is going to change from node to node is the type of damage that the raid is going to need to make and being resistant towards. Like ice-cream flavors. Also I definitely think that the nodes might be similar across multiple servers, especially if ashes is going to be successful. So you might see strategies for all types of encounters with different spins depending on the type of node you are going to be in.
Azeem wrote: » https://www.reddit.com/r/AshesofCreation/comments/iskhh7/saying_this_is_not_the_right_game_for_that_is_not/ go look at this but ya get instanced content out of your head because its not going to happen. It's not one of the design pillars and it literally works against all the other systems in place. 20% instanced for more storytelling/narrative parts but the end game content is open world.
Tyrantor wrote: » Do you not believe that the 40 man dungeon raid is supposed to be a guild event where the whole guild shows up to defend it, to stake claim to slaying the dragon, while 40 members may do the PvE fight the rest of the guild defends them while it occurs?
Do you not think that it's possible to take turns fighting the best mobs in the dungeon? That guilds and people can have open dialog about taking turns or not engaging each other simply because the option is available to them? Do you not believe there would be some quorum regarding not killing each other during this?
You're all so caught up in this illusion that unless you can zone into a new place to have this fight there is no chance it could be done. Do you really need 100% of the engagements to go exactly as you expect? You want an experience, but you don't for a second consider how much cooler the experience would become if your entire guild gets to take part in it instead of just the lucky 40 who get to slay this epic monster. None of you have had to negotiate an alliance or talk an enemy down from attacking you because someone in your group, guild or yourself did something stupid. Open your eyes it's time to grow up, take responsibility and learn to play in a game world that doesn't protect you - figure out how to do it on your own.
I will concede this point. If it's true that all of you want just some 40 man boss raid for nothing more than the experience of killing an NPC w/out interference from PvP during the "raid" then I will support it IF and ONLY IF you concede the following. 1) There can be zero loot drop or EXP gain for killing the elite mob inside of the instance. 2) After killing the monster each character gets an item that can not be dropped or destroyed preventing summon(s) until you reach the nearest level 3+ node. 3) You can't enter the instance if in combat or corrupt. If the three of you want to agree to my points above I'll start fighting for your epic mob instance(one) which they can update to your hearts content)). Otherwise I really think you three need to take a break from the argument because if you can't agree to this then it's simply you want safety fighting while epic loot and exp are available.
Tragnar wrote: » Azeem wrote: » https://www.reddit.com/r/AshesofCreation/comments/iskhh7/saying_this_is_not_the_right_game_for_that_is_not/ go look at this but ya get instanced content out of your head because its not going to happen. It's not one of the design pillars and it literally works against all the other systems in place. 20% instanced for more storytelling/narrative parts but the end game content is open world. I read it whole and? I am not against open world raids I am against easy raids that are facerolled if PvP doesnt happen The designs are fresh, exciting and very promising - stop spinning this into something that this thread is not about
Tragnar wrote: » it is indeed a guild event however from this standpoint you want a giant guilds where the majority doesnt know one another, because the PvP side of things is mostly determined by the sheer number of players defending. Not to say that attacking a PvP entrance area is much easier than defending it. This dynamic basicly devolves into - the guild with most players wins
Tragnar wrote: » You can of course negotiate these things and it might work for a limited time. However the moment that one guild sees a way to get the goods with cutting off the second guild without massive repercussions then they do it.
Tragnar wrote: » I've been part in a guild where such negotiations went. It is always a matter of time before it turns into bloodbath of betrayal and bad blood. Any guild alliances over world boss loot turns bad sooner or later and the only solution is to bring more players.
Tyrantor wrote: » So you're saying you can't agree to those 3 little points even if it gets you the instance PVE experience you want? Is it safe then to assume, you just want safe farming and not a epic PvE experince?
Tragnar wrote: » Also I do not think that 1individual should wield the power to waste time for 40+ people.