Mojottv wrote: » Well, I agree that PVE mechanics of Lineage and Archage may be well outdated, but no PVE content will ever gonna be hard, not in MMORPG.
Noaani wrote: » Words.
Mojottv wrote: » 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. Simply because, with youtube and google, every PVE mechanic will be known,
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.
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.
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.
bigepeen wrote: » Noaani wrote: » Words. I understand that there should be challenging PvE content. World bosses shouldn't be easy to kill. Even without PvP, the rate of clearing a world boss raid shouldn't be anywhere near 100%. In my opinion, WoW was harmed by having instanced PvE content. The open world became a waiting room for raids. A lot of people only wanted to participate in raids, and actively lobbied for the removal of anything that forced interaction with the open world. Eventually, the views of this group where so irreconcilable with everyone else that it split the community. Rather than the fundamentally different players coming together to make a better game, it completely divided the community into two worse games. So no, I don't agree with the assumption that instanced PvErs are good for the overall health of a game. A playerbase that is split, and fundamentally likes completely different things, are usually bad for a particular game. Rather than just complaining, here is a potential solution to making PvE content hard without instancing. You can implement anti zerg mechanics (for example, maybe the boss can be on a platform, where if you exceed a weight threshold, it gets flooded with lava). Beyond anti-zerg, there are many solutions to making it difficult to contest a raid after getting wiped.
bigepeen wrote: » In my opinion, WoW was harmed by having instanced PvE content. The open world became a waiting room for raids. A lot of people only wanted to participate in raids, and actively lobbied for the removal of anything that forced interaction with the open world. Eventually, the views of this group where so irreconcilable with everyone else that it split the community. Rather than the fundamentally different players coming together to make a better game, it completely divided the community into two worse games. So no, I don't agree with the assumption that instanced PvErs are good for the overall health of a game. A playerbase that is split, and fundamentally likes completely different things, are usually bad for a particular game.
Mojottv wrote: » Exactly, MMO is about people playing in the same world, interacting with each other. With all the instancing, then it becomes online co-op game, not MMO.
Noaani wrote: » Mojottv wrote: » Exactly, MMO is about people playing in the same world, interacting with each other. With all the instancing, then it becomes online co-op game, not MMO. Yeah, because all those MMO's out there without PvP are not MMO's. All those servers in MMO's that are not PvP servers are also somehow not MMO servers, even though the PvP ones are, am I right?
maouw wrote: » Noaani wrote: » Mojottv wrote: » Exactly, MMO is about people playing in the same world, interacting with each other. With all the instancing, then it becomes online co-op game, not MMO. Yeah, because all those MMO's out there without PvP are not MMO's. All those servers in MMO's that are not PvP servers are also somehow not MMO servers, even though the PvP ones are, am I right? Hold up Noaani, that's not what he's trying to say. He's pointing out that instancing destroys the concept of a single shared world, turning the world into a lonelier place where you only ever share a map with 4 people --> it's removing the massive from MMO.
maouw wrote: » @Noaani Those mechanics were already soft-designed into Lineage 2. AoC is yet to announce their solutions for anti-zerg - which is strongly related to your concerns. You're literally concerned about something that hasn't even had an opportunity to be tested. Plus, if they do anything like Lineage 2, there will probably be an entrance that needs to be claimed and only the winning guild will be able to go through (or something along those lines) but it won't be instanced so you can still watch from the outside. Wait for when you can test the raid and then give feedback on how difficult the raid was. Or what mechanics you want to see in the raid. Or how unfair the raid is. Stop deciding the raid is too easy before there even is a raid.
Noaani wrote: » You are seeing an issue of a game misuing instancing as a game system, and so are saying the solution to it is to remove all instancing. I am seeing an issue of a game misusing instancing as a game system, and so I am saying the solution is to correctly use instancing.
bigepeen wrote: » Having two different, irreconcilable playerbases does not improve the health of a game, it detracts from it.
Tragnar wrote: » @bigepeen Nobody here is asking for the game to be able to be played in instances entirely. You are skewing the point in its whole entirety. All that is being asked here is to make it possible for the climax PvE content being uninterrupted by PvP plus you forget the obvious thing that this content brings to the whole economy - a gigantic demand for player power consumable items
Noaani wrote: » bigepeen wrote: » Having two different, irreconcilable playerbases does not improve the health of a game, it detracts from it. I agree, and I am not suggesting that this mix happens. There are people that only want open world. There are people that only want instanced. There are also the bulk of the player base that are in the middle. Your suggestion only allows for the first group, and excludes both of the other two. My suggestion allows for the first group, excludes the second, and allows for some of the third. People that want to stay inside instances are not going to play a game like Ashes, they are not something that needs to be worried about. However, that doesn't mean there can't still be a small number of instances.
bigepeen wrote: » I know. Noaani said that he doesn't want everything to be instanced, but he did mention that he wants instanced PvE to be relevant and drop high-end loot.
Tragnar wrote: » This whole forum is just the miniscule minority of vocal individuals. Most players dont give a shit about forum posts - they either play or not