Vhaeyne wrote: » I think the reason they are going to be so big is to allow multiple groups the ability to farm at once. I am feel like a broken record comparing AoC to L2, but this was the case in l2. You would be in constant competition for loot with other groups, and people would often kill each other to maintain "Their" area of a dungeon.
Varkun wrote: » I know that not all dungeons will be huge sprawling affairs but how does intrepid make us the players want to explore every part of them? What incentives could be put in place to make it relevant or worth while to explore those side passages rather than just take the most effective path straight to that last boss? For me I can not help but think back to vanilla wow and black rock mountain and how it all linked together to form a huge sprawling dungeon and I can't help but wonder if intrepid has any similar sorts of plans for their dungeons. Anyone have any thoughts on this?
PlagueMonk wrote: » Varkun wrote: » I know that not all dungeons will be huge sprawling affairs but how does intrepid make us the players want to explore every part of them? What incentives could be put in place to make it relevant or worth while to explore those side passages rather than just take the most effective path straight to that last boss? For me I can not help but think back to vanilla wow and black rock mountain and how it all linked together to form a huge sprawling dungeon and I can't help but wonder if intrepid has any similar sorts of plans for their dungeons. Anyone have any thoughts on this? My incentive for completely exploring it would be.........because it's there. This is admittedly a good reason to play a stealth class because they can usually go places others can't without the need to hack/slash their way through it.
ThePhilosophile wrote: » to be honest, I wouldn't mind if Intrepid did something similar to WoW:WotLK Ulduar heroic modes. Particularly 0 yog aka Alone in the Darkness. I always thought Ulduar was one of the best raids Blizzard ever designed in terms of giving players creative ways of increasing boss difficulty and loot tables.
Vhaeyne wrote: » ThePhilosophile wrote: » to be honest, I wouldn't mind if Intrepid did something similar to WoW:WotLK Ulduar heroic modes. Particularly 0 yog aka Alone in the Darkness. I always thought Ulduar was one of the best raids Blizzard ever designed in terms of giving players creative ways of increasing boss difficulty and loot tables. Ulduar is my favorite raid of all time across all MMOs. I absolutely loved it. I must say that I would not expect anything like a WOW raid in AoC. Because the bosses are open world they will just be prize piñata's. Imagine doing yog25 with 60-120 people all fighting each other, and the boss. You can't tune a boss for that amount of people present, and have it be challenging. Steven says this is not the case, but I am extremely skeptical. I hope that once we get more into the alphas and people start raiding. Intrepid will see that in order to maintain the integrity of a challenging raid boss. You need to have it happen in an instance, and the fight needs to be tuned for an average gear level that is on the edge of what is currently obtainable. The gear system in AoC is another variable that makes me skeptical about AoCs open world raids being difficult. Imagine if you could have ICC25 man gear while fighting yog25. That may very will be the case. With the over enchant system, it is going to be very hard for the devs to come up with a scaling system to makes it so that the bosses are not getting melted by clans of players in the highest tier OC gear they can bring to the zerg. To further drive my point home. Anyone who raids seriously has seen the difference between week one strats and week two+ strats. What is the difference? Enough of the raid got a few peices of gear, and we are now skipping mechanics or just outright able to ignore them. That is how tightly tuned a modern raid is. You can't have that in an open world, with multiple party's showing up, and a gear system that allows for such a vast range of power. Now don't get me wrong here. I am not hating on AoC, I love everything I am seeing about the game. As much as I loved Ulduar, I loved going around with my clan hunting raid boss spawns and fighting for them in l2. It is a different game style. Politics and territory control Vs set experiences. We have plenty of the games with the modern raids that are tightly tuned to precise party sizes and gear scores. WOW/FFXIV have proven to both be very very good at that. We don't have enough of what AoC is showing us it wants to be. I want the open world PVP economy based sandbox that AoC is showing me it is.
Varkun wrote: » Some great points and yes Intrepid are going to have many hurdles to over come to get the dungeon/raiding into a good state with so many variables thrown into the mix. I often wonder if they intend to instance many of their raid bosses so they can control some of the variables and create a competitive raid environment. That 20% of instanced dungeon/raid content.