Noaani wrote: » Bricktop wrote: » The devs will end up spending the entire dev cycle keeping the players who log in only on tuesdays and thursdays happy instead of adding to the open world. 3 - 5 instanced encounters would only require one day a week, not two. That small a number of encounters will not impact the stated vision of the game - this is even more true if the entrance to those instances is at the bottom of a raid dungeon that players will need to fight down to. I would agree that it would be a bad idea if we were talking about instanced dungeons, but I am only talking about single encounters. However, it is also worth pointing out that this number fits in to the 20% instanced content that Intrepid are aiming for. Also, instanced raid encounters take up less development resources than open world raid encounters. This is not a great argument.
Bricktop wrote: » The devs will end up spending the entire dev cycle keeping the players who log in only on tuesdays and thursdays happy instead of adding to the open world.
Bricktop wrote: » Nothings a great argument to you Noaani. The only thing you will accept is as many instances as you can get your hands on and death to the open world. I hope you have a good time in Ashes.
Noaani wrote: » Bricktop wrote: » Nothings a great argument to you Noaani. The only thing you will accept is as many instances as you can get your hands on and death to the open world. I hope you have a good time in Ashes. No, it is usually only when people try and argue points they know nothing about that are not great arguments. If you are of the opinion that nothing is a great argument to me, then maybe you should only attempt to argue things you know about. And I have said many times, I want 3 - 5 instanced encounters. I don't want more than that, and it is childish of you to suggest otherwise.
Bricktop wrote: » I'm not gonna argue with someone who conveniently ignores huge portions of whatever you say to push what is very clearly an agenda. Good luck with this crusade you lead to make the open world less interesting.
Vhaeyne wrote: » As much as I would like to be a one MMO Andy. The more I think about it, and lurk on this thread. The more I am convinced that AoC just will not have interesting raid bosses. It just don't seem possible for the bosses to be anything more than giant pinatas with large health pools and a simple mechanic or two.
Bricktop wrote: » Kneczhevo wrote: » @Bricktop Not knocking you, friend. But Intrepid is making a PvX Sandbox MMORPG. I'm not trying to be condescending, but once you understand the concept, it will be clear. Again, I know this might be confusing and foreign (a lot of AoC is.), just get your head out of the box, and you will see the light. 😁 I like you Knec, you make some solid posts around these forums that I've seen so far. I have played this exact type of game before in the form of Lineage 2 and Archeage and I feel very aware how the meta game will play out. The game is indeed PvX. PvX in that all systems are intertwined and dependent on 1 another. PvP, PvE, and crafting. You need to be able to do all of those things to find success in Ashes of Creation. To secure open world bosses you will need to be able to PvP other groups in order to secure the boss and make it safe for your group to kill. After you secure the area and kill the boss (PvE) it will drop crafting recipes and materials. You will need to utilize high level crafters to make the best gear in the game and reach an end game state. You can very easily see how it is PvX and all the systems are dependent on one another. You can apply this to pretty much any part of the game. Your guild will (possibly) fight for control of an open world dungeon entrance. Once you kill all the opposing guild members inside who you are at war with, your group starts to grind mobs inside the dungeon trying to get a recipe to drop or something along those lines. Your group will have to defend that grind spot and dungeon from other groups. You are PvPing and PvEing during this. I promise you this is very much what the devs meant when they said PvX. I agree it is confusing and foreign to a lot of people. I'm very confident you will understand though.
Kneczhevo wrote: » @Bricktop Not knocking you, friend. But Intrepid is making a PvX Sandbox MMORPG. I'm not trying to be condescending, but once you understand the concept, it will be clear. Again, I know this might be confusing and foreign (a lot of AoC is.), just get your head out of the box, and you will see the light. 😁
There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content... It doesn't mean that there won't be content available for the larger percentages as well... There should be a tiered level of content that players can constantly strive to accomplish. If there is no ladder of progression and everything is flat and all content can be experienced, then there is no drive to excel.[9] – Steven Sharif
Tragnar wrote: » Once again I feel the need to post this quote from Steven: There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content... It doesn't mean that there won't be content available for the larger percentages as well... There should be a tiered level of content that players can constantly strive to accomplish. If there is no ladder of progression and everything is flat and all content can be experienced, then there is no drive to excel.[9] – Steven Sharif If the in-depth raiding is indeed to have multiple stages and be extremely difficult then I fail to see how those bosses can be in any way killable with PvP happening in the area at the same time. That is encouraged by the fact that only small percentile of players are actually capable to kill those raids. By allowing PvP to happen without any restriction on any amount of pulls then you basically are asking for top end guilds be over cap sized guilds. For example the top-end guild is named Immortals, then you will for sure see Immortals II, Immortals III, Immortals IV with outside the game tools to cooperate giant zerg controls to protect the encounters. Which is a nightmare to cooperate - not to say that I very doubt that the rewards from the raids are going to include players that are on PvP duty. I have nothing against giant public zerg loot boxes, but those are not difficult and definitely there is no skill required to kill the encounter, but to win the PvP to keep the loot
Tragnar wrote: » Also I literally don't understand that the instanced PvE cannot be limited to have only one active instance at a time. This keeps the scarcity of it (to be 1 on server) and creates another bottleneck - not to say the the top-end is exclusionary enough as it is.
Tragnar wrote: » If anyone can fill in statistics of top-end kills from final fantasy I'd be glad.
Tyrantor wrote: » @Noaani I see you purposely ignored my proposal I made to you and the other epic npc encounter blowhards. I take it that by denial of response you and the rest of the lackies here simply want safe farming as has been pointed out and it has nothing to do with "top tier guild PvE content" and more to do with "Top tier loot content away from PvP". Any argument the three of you make going forward is here on out pure bullshit, half truths and/or lies to push a safe PvE agenda.
Tragnar wrote: » Currently in the latest raid in WoW the last boss has been on the hardest difficulty only ~1640 times (1240 horde, 400alliance) which includes all actual boosted players that payed with gold for that kill (to get achievements, mounts from the whole raid).
Tragnar wrote: » So if you go even with the minimum of projected active players (based on scanning tools to find active characters) being above few million then you get only around ~0.05% of the population to participate in killing the hardest boss (currently).
Warth wrote: » Now sure how you got the ~1640 Number. However, Mythic N'zoth was killed by about 2350 Guilds, which equals 8.9% of the Players that attempted the Raid in a Mythic/Heroic Setting. 38.7% killed the first boss in the Mythic Raid. (74% and 61% for the Heroic versions).
It would definitely be in the single digits of population that will be capable of defeating certain content..
Tragnar wrote: » I understand guys that you come from PvP-centric open world games, but you should wake up, because PvE-centric open world games are possible and Ashes wants to be a blend of the two to allow the existence of both. I wouldn't be surprised if you ragequit the game after finding out that you are punished for unanswered PvP via corruption system.