Hurf Derfman wrote: » Noaani wrote: » Hurf Derfman wrote: » That being said having chaos stand in your path and learning how to manage it with appropriate tools to do so is a fundamental learning process and makes for some of the most excellent gameplay in any video game regardless of genre. I completely agree, 100%. The thing is, what I am suggesting isn't going to stop people from needing to do that. 3 instanced encounters is not enough in itself for a guild to survive on (literally - if that is all a guild is attempting, the guild will fall apart). All this is doing is giving players one small corner of content that is theirs, that they know they can at least attempt, that once they have figured out (and assuming they can survive PvP), gives them a means by which to gear up a small amount - all so that they can then take on the open world content that the game will still be based on. I honestly think Wrath of the Lich King was the best overall expansion in WoW's history. I can literally only speak to raid content in WoW (unless you consider the first two levels as content worth speaking on). I agree with this point though. It was the only time I actually enjoyed an encounter in WoW. It is better than a lot of content in other games, but not as good as the best content in other games, imo. I'm going to get a bit theory crafty here but from what I've seen of the dungeon design it looks like there's going to be complex labyritine dungeons designed for eight-man groups but with the potential to have a 40-man boss just kind of hanging out in certain spots. So sure you can be hostile flagged and fight other guys or whatever but at the end of the day maybe it'll be more efficient to just, you know chill and be like hey let's work together on this thing. It is entierly possible that people will work together on encounters like this, but the most likely thing (assuming these raid encounters drop top end loot) is that top end guilds will work out the spawn timer and window, and will be ready and waiting for them to spawn. Rather than these encounters being a case of groups in the dungeon working together, it is more likely to be top end guilds clearing out single groups leading up to the known encounter spawn. That said, this kind of content is great - this is what Ashes is built around. This is not a point I am disputing - I am actually looking forward to this content a lot. I am simply saying that the best thing for the game as I see it - assuming the best thing for the game is to retain as large and as varied a player base as possible - is for there to also be a few instanced encounters. Not everyone who wants to become a Navy SEAL becomes a Navy SEAL. /End thread.
Noaani wrote: » Hurf Derfman wrote: » That being said having chaos stand in your path and learning how to manage it with appropriate tools to do so is a fundamental learning process and makes for some of the most excellent gameplay in any video game regardless of genre. I completely agree, 100%. The thing is, what I am suggesting isn't going to stop people from needing to do that. 3 instanced encounters is not enough in itself for a guild to survive on (literally - if that is all a guild is attempting, the guild will fall apart). All this is doing is giving players one small corner of content that is theirs, that they know they can at least attempt, that once they have figured out (and assuming they can survive PvP), gives them a means by which to gear up a small amount - all so that they can then take on the open world content that the game will still be based on. I honestly think Wrath of the Lich King was the best overall expansion in WoW's history. I can literally only speak to raid content in WoW (unless you consider the first two levels as content worth speaking on). I agree with this point though. It was the only time I actually enjoyed an encounter in WoW. It is better than a lot of content in other games, but not as good as the best content in other games, imo. I'm going to get a bit theory crafty here but from what I've seen of the dungeon design it looks like there's going to be complex labyritine dungeons designed for eight-man groups but with the potential to have a 40-man boss just kind of hanging out in certain spots. So sure you can be hostile flagged and fight other guys or whatever but at the end of the day maybe it'll be more efficient to just, you know chill and be like hey let's work together on this thing. It is entierly possible that people will work together on encounters like this, but the most likely thing (assuming these raid encounters drop top end loot) is that top end guilds will work out the spawn timer and window, and will be ready and waiting for them to spawn. Rather than these encounters being a case of groups in the dungeon working together, it is more likely to be top end guilds clearing out single groups leading up to the known encounter spawn. That said, this kind of content is great - this is what Ashes is built around. This is not a point I am disputing - I am actually looking forward to this content a lot. I am simply saying that the best thing for the game as I see it - assuming the best thing for the game is to retain as large and as varied a player base as possible - is for there to also be a few instanced encounters.
Hurf Derfman wrote: » That being said having chaos stand in your path and learning how to manage it with appropriate tools to do so is a fundamental learning process and makes for some of the most excellent gameplay in any video game regardless of genre.
I honestly think Wrath of the Lich King was the best overall expansion in WoW's history.
I'm going to get a bit theory crafty here but from what I've seen of the dungeon design it looks like there's going to be complex labyritine dungeons designed for eight-man groups but with the potential to have a 40-man boss just kind of hanging out in certain spots. So sure you can be hostile flagged and fight other guys or whatever but at the end of the day maybe it'll be more efficient to just, you know chill and be like hey let's work together on this thing.
Hurf Derfman wrote: » Not everyone who wants to become a Navy SEAL becomes a Navy SEAL. /End thread.
Demidreamer wrote: » /w the addition of combat trackers where is the risk? Should the reward be absent too? The way I see the situation with the combat tracker you plan on running, is that you know about as much as the designer does, if not more if your intending to be reporting bugs in the program, right.?.
bigepeen wrote: » Agreed. Giving everyone a participation trophy is not what this game is about.
Noaani wrote: » Hurf Derfman wrote: » Demidreamer wrote: » /w the addition of combat trackers where is the risk? Should the reward be absent too? The way I see the situation with the combat tracker you plan on running, is that you know about as much as the designer does, if not more if your intending to be reporting bugs in the program, right.?. I'm curious, what exactly is it you think risk is in an MMO? To say there is no risk due to a combat tracker is to not understand what risk in an MMO actually even is. To go into any completely known setting is not risky imo. Noaani wrote: » I want to see instanced raid encounters in the game so that there are situations where players can fight PvE encounters in a completely known setting (known to the designer of the content). This allows content to be highly curated, complex encounters.
Hurf Derfman wrote: » Demidreamer wrote: » /w the addition of combat trackers where is the risk? Should the reward be absent too? The way I see the situation with the combat tracker you plan on running, is that you know about as much as the designer does, if not more if your intending to be reporting bugs in the program, right.?. I'm curious, what exactly is it you think risk is in an MMO? To say there is no risk due to a combat tracker is to not understand what risk in an MMO actually even is.
Noaani wrote: » I want to see instanced raid encounters in the game so that there are situations where players can fight PvE encounters in a completely known setting (known to the designer of the content). This allows content to be highly curated, complex encounters.
Demidreamer wrote: » To go into any completely known setting is not risky imo.
Bricktop wrote: » Alright. I'm absolutely done reading anything you type this will be my last one. The reason Archeage died after a few months is because of the constant addition of more and more pay 2 win, not because "The PvE and PvP didn't complement each other". Steven and his guild basically quit the game when their thunderstruck cash shop patch happened, and so did multiple other guilds on my server. I mean how delusional can you be just to suit your agenda? This campaign you lead to get the game completely changed to suit your personal wants and needs is pathetic in my eyes.
anotherone wrote: » Bricktop wrote: » Alright. I'm absolutely done reading anything you type this will be my last one. The reason Archeage died after a few months is because of the constant addition of more and more pay 2 win, not because "The PvE and PvP didn't complement each other". Steven and his guild basically quit the game when their thunderstruck cash shop patch happened, and so did multiple other guilds on my server. I mean how delusional can you be just to suit your agenda? This campaign you lead to get the game completely changed to suit your personal wants and needs is pathetic in my eyes. Hi there! To be fair, ArcheAge started with a subscription model too. There are always reasons why there will be a cash shop. Its obvious for mtx, that could be pure greediness or in ArchAge´s case the need of additional income. I dont think it was all fine with AA but i played it just a few months because of several reasons of the game design itself. So maybe its just not the goal of Steven and Intrepid to have a big community and diverse playerbase. This could be the point and then i absolutely understand why they would not have the classical pve playerbase. After BDO i just have no trust in this pure open world design but i have a eye on it...
Noaani wrote: » That said, this kind of content is great - this is what Ashes is built around. This is not a point I am disputing - I am actually looking forward to this content a lot. I am simply saying that the best thing for the game as I see it - assuming the best thing for the game is to retain as large and as varied a player base as possible - is for there to also be a few instanced encounters.
Tyrantor wrote: » Noaani wrote: » That said, this kind of content is great - this is what Ashes is built around. This is not a point I am disputing - I am actually looking forward to this content a lot. I am simply saying that the best thing for the game as I see it - assuming the best thing for the game is to retain as large and as varied a player base as possible - is for there to also be a few instanced encounters. I sort of have a hard time thinking that a large group of players that are playing MMOs for instances are going to stick around for some limited version of this being proposed. Why wouldn't these guilds and players just seek out a game that has unlimited instanced raiding? lol. I think the reality is there is very niche group of players that want the open world freedom of choice model AND also high level instance content. It imo likely explains why it has mostly just been a very limited number of you advocating for this. Now I could be wrong, maybe you're the silent majority and in that case I'll gladly admit I'm wrong if the masses want to come out in support of this concept. However until that happens It really seems that you would be asking IS to revise their game design to accommodate a really small player base. Just to expand on why I'm saying this, if you read through the threads that @Noaani @CaptnChuck and maybe 1-2 others get heavily involved in you'll notice that you guys dominate +/- 50% of each page of a thread (take page 14 of this thread, some are worse) the two of you account for 12/28 replies compared to about 8 other players making up the other 16 replies. This is relatively consistent throughout this entire thread and others. I can count on 1 hand the number of people constantly arguing for this- I think your expectation of "large" player base because of this is misguided or in self interest only.
Noaani wrote: » bigepeen wrote: » Agreed. Giving everyone a participation trophy is not what this game is about. Since when has instanced content been considered giving participation trophies?
Tyrantor wrote: » I sort of have a hard time thinking that a large group of players that are playing MMOs for instances are going to stick around for some limited version of this being proposed. Why wouldn't these guilds and players just seek out a game that has unlimited instanced raiding? lol.
bigepeen wrote: » Noaani wrote: » bigepeen wrote: » Agreed. Giving everyone a participation trophy is not what this game is about. Since when has instanced content been considered giving participation trophies? PvE is inherently much less difficult than PvP. Once you or someone else solves the puzzle and creates a guide, you can just following a script to beat the PvE content.
There are plenty of MMOs where you can beat up on static PvE content without any risk of open world PvP. MMOs should've never gone down this route in the first place imo. It's such a waste to have a game that can support thousands of players on the same server only to have them segregated into little instances playing co-op linear content with no interaction to the huge open world.
Noaani wrote: » bigepeen wrote: » Noaani wrote: » bigepeen wrote: » Agreed. Giving everyone a participation trophy is not what this game is about. Since when has instanced content been considered giving participation trophies? PvE is inherently much less difficult than PvP. Once you or someone else solves the puzzle and creates a guide, you can just following a script to beat the PvE content. I strongly disagree. In PvP, there is always a winner. Usually, 50% of the people participating win. In PvE, you do not win 50% of the time against top end content. You will often die several hundred times before you get a single kill.
bigepeen wrote: » Ok, I don't know what the clear rates are for mythic raids in WoW, but if they are that difficult after knowing how to defeat them, then it is likely because 1 out of the 40 raid members makes a mistake and ruins the entire raid. I don't know, it just doesn't sound fun to me to perform the same actions over and over, and hope that the other 39 members don't make a slight mechanical mistake. I'd rather be outplayed by another player, or outmaneuvered by another guild.
Demidreamer wrote: » I thought this was a greater the risk, the greater the reward game. How much of this do you need really? Noaani wrote: » I want to see instanced raid encounters in the game so that there are situations where players can fight PvE encounters in a completely known setting (known to the designer of the content). This allows content to be highly curated, complex encounters. /w the addition of combat trackers where is the risk? Should the reward be absent too?
Noaani wrote: » Bricktop wrote: » Alright. I'm absolutely done reading anything you type this will be my last one. The reason Archeage died after a few months is because of the constant addition of more and more pay 2 win, not because "The PvE and PvP didn't complement each other". Steven and his guild basically quit the game when their thunderstruck cash shop patch happened, and so did multiple other guilds on my server. I mean how delusional can you be just to suit your agenda? This campaign you lead to get the game completely changed to suit your personal wants and needs is pathetic in my eyes. While Archeage was pay to win from the start, it didn't become too much of an issue until the game was over a year old. Trion saw the population of the game drop off far more than they expected in the games first 6 - 9 months, and so ramping up the cash shop was all they could do to keep the game live (since making actual changes to the game was up to XL, and Trion had no real influence over XL at all). So many people blame Archeages failure purely on the cash shop, but the game was always going to be a failure due to it's design.
AxelBlaze wrote: » And they're coming out with Archeage 2
AxelBlaze wrote: » Noaani wrote: » Bricktop wrote: » Alright. I'm absolutely done reading anything you type this will be my last one. The reason Archeage died after a few months is because of the constant addition of more and more pay 2 win, not because "The PvE and PvP didn't complement each other". Steven and his guild basically quit the game when their thunderstruck cash shop patch happened, and so did multiple other guilds on my server. I mean how delusional can you be just to suit your agenda? This campaign you lead to get the game completely changed to suit your personal wants and needs is pathetic in my eyes. While Archeage was pay to win from the start, it didn't become too much of an issue until the game was over a year old. Trion saw the population of the game drop off far more than they expected in the games first 6 - 9 months, and so ramping up the cash shop was all they could do to keep the game live (since making actual changes to the game was up to XL, and Trion had no real influence over XL at all). So many people blame Archeages failure purely on the cash shop, but the game was always going to be a failure due to it's design. And they're coming out with Archeage 2. Lmao. I agree with you @Noaani though, you make valid points. I think the people on this thread are just old school people that believes that what worked then will work now. I'm afraid that isn't the case. Whilst open world content is super fun, it isn't always as challenging. Challenge is what drives players. If a game is faceroll, it won't ever be popular, not in this era. L2 and AA may have been challenging for its time, but gamers have gotten a lot better over the years. If you go with that same difficulty, your game is narrowing its potential. You don't have to make PvE content instanced, but it has to be challenging, cuz if its not, you're losing a large amount of your potential player base. And its not a negligible amount either. Its a lot. However, if AoC wants to focus on a niche PvPvE community, then it may well do so. Its just that, for an MMO that's looking to set a redefine the genre, that is kind of underwhelming.