Tragnar wrote: » You guys don't understand simple fact. If everything in the game is a subject to PvP then it is a hard pass for a lot of people - myself included. If all that Ashes aims to be is a PvP playground for PvP monopoly treadmill with few thousand players then all power to you.
Tragnar wrote: » It all depends on the PvE - I'd honestly hate if raids are designed with PvP in mind
Tragnar wrote: » I wish Steven never said PvX, because so many people have no idea what to imagine under such a vague statement. The most common explanation of PvX I have seen is to have in the game both PvP and PvE activities while at the same time having good rules to avoid unnecessary frustration that makes people quit the game. Also I do not understand people that are trying to say that PvPvE activities (which are world bosses in many MMO's) are PvE activities. I need to stress out that if you allow PvP in any activity you then transform that said activity into a PvP activity
Tyrantor wrote: » Can you explain these first two paragraphs in more detail the way this reads to me is that open world content would be killed once per week, where as instanced content could be killed 10x per week (Is this because it's easier to kill NPCs inside of instances after all?).
Lastly yes I'm sure instances would be easy to implement, my rewards for instanced content would be ZERO. I do not understand why you should reward anyone for zoning into la la land to kill an NPC just so they can claim the rewards without interruption. I'll never understand why this should be rewarded even if it takes a guild or server 100 attempts to defeat that NPC.
If everything that is dropped inside of the instance can be looted - why is this any different to you if you die before/while fighting the NPC than after you zone out of the instance? You seem to claim you're doing the PvPers a service by killing the NPC zoning out so they can then kill/loot you. If that is the case why are you in favor of it? See this is the confusing part to me, if your argument is "well we would just get killed after zoning out anyway" then you're essentially agreeing to kill the NPC for no rewards right now.
Noaani wrote: » Tyrantor wrote: » Can you explain these first two paragraphs in more detail the way this reads to me is that open world content would be killed once per week, where as instanced content could be killed 10x per week (Is this because it's easier to kill NPCs inside of instances after all?). Having to explain that is the sort of thing I would expect to have to do for someone that has literally never played an MMO in their life before - which is exactly the impression I am getting from a lot of the people against instanced content. Most of you seem to have a FPS or BR background, and simply fail to understand the nature of persistent worlds and how players behave in them. It is often as if you people are arguing against instanced content without actually knowing what it is. I mean, I may be wrong here, but it does seem like some people arguing against instances don't actually understand them. That said - top end open world raid encounters spawn weekly. They do this because if they spawn more often than that, the one or two guilds killing them and getting the loot will gear up far too fast. Realistically, raid encounters that take 40 people to kill need to drop 2 - 3 items per kill at an absolute minimum, and if a single raid of 40 were getting 21 items per week per raid mob, they would be unstoppable before too long in the game. So developers put these mobs on roughly week long spawn timers, problem solved. Instances, however, are created for each raid that wants one, and each instance has it's own version of the encounter. If you are in an instance with your guild and then me and my guild zone in to that same instance, we each get our own version of that instance with our own version of the encounter. If I kill it before you do, that has no effect on you, you still have your version in your instance to kill. Developers still place a lockout of usually a week on these instances, so that no one player can be in more than one raid that attempts the instance. This means that each raid has access to exactly one copy of the instanced encounter each week. Not all raids that have access to it will kill it, especially nearer the start. However, if there are 10 guilds on a server capable of killing the encounter, then the encounter will die 10 times a week. However, each player only has access to the encounter once, which prevents players over-farming it in a way similar to how they could if open world raids spawned more often. This is the key reason both behind why instanced encounters are important, and also why open world raids should still drop the better items. Instanced raids give guilds a guarantee of content - though no guarantee of success on that content, and even if successful no guarantee of getting the rewards out safely. Also, since the instanced encounter can be killed multiple times per week on a server, and the open encounter can only be killed once, even if the instanced encounter is harder (which it will be from a PvE perspective), the rarity of the open world encounter dictates that it should have the best loot of the two. Lastly yes I'm sure instances would be easy to implement, my rewards for instanced content would be ZERO. I do not understand why you should reward anyone for zoning into la la land to kill an NPC just so they can claim the rewards without interruption. I'll never understand why this should be rewarded even if it takes a guild or server 100 attempts to defeat that NPC. Because PvE content is - at it's best - a contest between developer vs player, as opposed to player vs player. I get that you haven't participated in top end content, and you don't understand what goes in to making the encounters, nor what goes in to defeating the encounters. I get that you think the only challenge in a game can only come from other players. What I don't get is why you can't look at your game history and realise that big gap in experience you have, which translates directly to a big gap in knowledge. Your insistence that only PvP is a challenge (which is essentially the basis of your argument against instances) would suggest that there has never been a difficult single player game in history. I think anyone that has played a roguelike would disagree, or anyone that has played Dark Souls. In fact, if you look up any list of the hardest games, none of them really contain much in the way of PvP - because PvP is not hard, there is always a player that wins. PvE - good PvE - sees players win less than 10% of the time. Players spend more time losing in PvE than they do in PvP. This is why rewrads are more than appropriate. If everything that is dropped inside of the instance can be looted - why is this any different to you if you die before/while fighting the NPC than after you zone out of the instance? You seem to claim you're doing the PvPers a service by killing the NPC zoning out so they can then kill/loot you. If that is the case why are you in favor of it? See this is the confusing part to me, if your argument is "well we would just get killed after zoning out anyway" then you're essentially agreeing to kill the NPC for no rewards right now. If a guild works on killing the encounter (which should take weeks) and then finally gets the kill, they know they have progressed. They have achieved something that will benefit the guild for some time to come - assuming they didn't just fluke on to a lucky spawn (encounters have an amount of randomization). If they zone out and lose it, all that means is that they now have something else they need to work on. A point I would like to make to pre-empt a likely reply, the instance should shut down 2 minutes after the boss is killed, booting everyone out to the entrance. This removes the ability for players to camp in the instance to avoid PvP. Since logging out will see your character remain in the game for a number of minutes, attempting to log out in the instance will result in the last half (or more) of the time your character remains in the game to take place in the dungeon. Another point to make - it is perfectly possible to provide players with everything that an instanced encounter would provide - guaranteed access to content, inability for zerg tactics to prevail, and inability for others to interfere allowing the developers to make the encounter 100% of the challenge - without needing an actual hard instance barrier. They absolutely could add in a lockable room of some form that can only contain 40 players, and that has a forced spawn mechanic for a raid boss. This is absolutely possible, and doesn't need the actual system of instancing to implement. However, if this were in the game, it would be an instance in all but name, and would essentially be considered to be an instance (I would call it a psuedo-instance, but that is just me). As long as the content meets the three goals I have stated for what instanced content should provide, I'd be satisfied.
Noaani wrote: » Snip, wow lots of words
Mojottv wrote: » Anyone read this?
Bricktop wrote: » I read like 2 sentences and you were already saying everybody misunderstands you.
Kneczhevo wrote: » My simplist resolution would be: bosses spawn durning "PrimeTime". Same time as sieges, and possibly other events (put all PvP events in one time frame, imo). That way, the competition is spread out. Do you raid a node, castle or boss? You can only do one. Now, this may not be popular, but it resolves your issues. Heck, toss caravans in this time table to. Not the most popular idea, I know, but is an option.
How the heck do you have pvp in a single player game? If I am misunderstanding you, you need to be clearer on your comments, because that's what I read, and I read it multiple times.
Tyrantor wrote: » Man I was going to respond to your post but holy shit man all you're doing is attacking me now. I don't understand PvE, I've never done top "Pve", must only play BR games etc. You know my whole gaming history, got it man. I see thats how your such an expert on this game and instances now you are all knowing. Seriously though if these are the made up stances you're going to take it's not worth my time to consider what you post as relevant any longer.