Leiloni wrote: » I'm not sure there were interviews where I personally had the impression he wanted typical progression raiding with several bosses and continually introduced new content.
One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that kind of stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well.
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.
Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.
Dreoh wrote: » Noaani wrote: » Dreoh wrote: » Noaani wrote: » Dreoh wrote: » If you actually paid attention, they said they would scale in mechanics, not statistics. Meaning they'll get new abilities the more people there are, not more health/attack/defense/etc. That doesn't really mean a whole lot. They are not the first to attempt to do that. It means a lot compared to what OP is specifically scared of. No it doesn't. Yes lol, it does. OP was specifically scared of just stat scaling and fights not changing New Mechanics specifically address that, you're being disingenuous arguing otherwise.
Noaani wrote: » Dreoh wrote: » Noaani wrote: » Dreoh wrote: » If you actually paid attention, they said they would scale in mechanics, not statistics. Meaning they'll get new abilities the more people there are, not more health/attack/defense/etc. That doesn't really mean a whole lot. They are not the first to attempt to do that. It means a lot compared to what OP is specifically scared of. No it doesn't.
Dreoh wrote: » Noaani wrote: » Dreoh wrote: » If you actually paid attention, they said they would scale in mechanics, not statistics. Meaning they'll get new abilities the more people there are, not more health/attack/defense/etc. That doesn't really mean a whole lot. They are not the first to attempt to do that. It means a lot compared to what OP is specifically scared of.
Noaani wrote: » Dreoh wrote: » If you actually paid attention, they said they would scale in mechanics, not statistics. Meaning they'll get new abilities the more people there are, not more health/attack/defense/etc. That doesn't really mean a whole lot. They are not the first to attempt to do that.
Dreoh wrote: » If you actually paid attention, they said they would scale in mechanics, not statistics. Meaning they'll get new abilities the more people there are, not more health/attack/defense/etc.
akabear wrote: » Total word count of 3,830 so far to this thread; 1,962 or >50% can be attributed to Noaani.
Sathrago wrote: » I think you are taking mechanics from other games and assuming that intrepid will make the same mistakes. We just can't know yet as they have already said that even they don't know exactly what they will do to make zerging bosses harder.
Noaani wrote: » Dreoh wrote: » Noaani wrote: » Dreoh wrote: » Noaani wrote: » Dreoh wrote: » If you actually paid attention, they said they would scale in mechanics, not statistics. Meaning they'll get new abilities the more people there are, not more health/attack/defense/etc. That doesn't really mean a whole lot. They are not the first to attempt to do that. It means a lot compared to what OP is specifically scared of. No it doesn't. Yes lol, it does. OP was specifically scared of just stat scaling and fights not changing New Mechanics specifically address that, you're being disingenuous arguing otherwise. Again, this is untrue. The way almost all guilds will eventually realize is the best way to take on content that has these scaling mechanics is to assume that they need to kill the hardest version of the encounter. As such, guilds will go in to the fight under the assumption that all mechanics will be turned on, and any that are not simply make the encounter easier. This basically leaves content as being the same as it is in other games like GW2, but with the potential for it to occasionally be easier.
Dreoh wrote: » Noaani wrote: » Dreoh wrote: » Noaani wrote: » Dreoh wrote: » Noaani wrote: » Dreoh wrote: » If you actually paid attention, they said they would scale in mechanics, not statistics. Meaning they'll get new abilities the more people there are, not more health/attack/defense/etc. That doesn't really mean a whole lot. They are not the first to attempt to do that. It means a lot compared to what OP is specifically scared of. No it doesn't. Yes lol, it does. OP was specifically scared of just stat scaling and fights not changing New Mechanics specifically address that, you're being disingenuous arguing otherwise. Again, this is untrue. The way almost all guilds will eventually realize is the best way to take on content that has these scaling mechanics is to assume that they need to kill the hardest version of the encounter. As such, guilds will go in to the fight under the assumption that all mechanics will be turned on, and any that are not simply make the encounter easier. This basically leaves content as being the same as it is in other games like GW2, but with the potential for it to occasionally be easier. I see what you're saying, I guess the argument just returns to whether or not the fight is cookie cutter or not
Noaani wrote: » Any player that raided in EQ2 and is aware of the early hires Steven made would not be able to read this quote and not immediately make the assumption that Steven plans to model raid content at least in part on EQ2's raid content.
Debase wrote: » The bigger issue is that EQ2 failed on contested PVE in a PVP environment, which is a huge part of AOC's goal. The only encounters where this would really work were those that were trivially challenging from a PVE perspective such that you could actually defend against the attackers while also doing the raid content. Anything that was PVE challenging you pretty much had to sneak in the middle of the night to avoid PVP contest in order to complete.
akabear wrote: » Let me see if I read this correctly, simplistically, you are suggesting that if a group successfully take down a boss, their certain drop items will not go to the group but the group`s caravan. And if they wanted to receive the reward of that kill, by default of the current system, would then require them to also successfully defent that loot until it got to town. If that is what you are suggesting, great for mechanic, but I cant see why 1) extending raiding to require caravan extension 2) the necessity of using a caravan when the local town may be the place of choice to manage the drops in the first place. Is there something missing from the interpretation?
Noaani wrote: » One of the key aspects of pre-planning a raid is knowing that you have a target to take on. There are only two means by which players can know they have a target to take on - either the target is in an instance they have access to, or the target is an encounter they can force spawn. Since force spawned encounters can be very easily exploited for large gain, the assumption that should be made is that a good number of these encounters would be instanced.
Noaani wrote: » 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. Now, if this comment is not describing something extremely similar to a progression based raiding scheme, I would be quite interested to hear exactly what kind of content it is that you think would fit in to the above description.
Noaani wrote: » Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet. Now, this is more specific. This comment is essentially describing top tier raiding in EQ2. In the hardest of encounters, you can't simply repeat what you did the time before. Even comments like the telegraphed abilities not being stenciled on the ground is right out of EQ2. Again, I should point out, Intrepid have a number of senior staff on board that developed raids in EQ2. Any player that raided in EQ2 and is aware of the early hires Steven made would not be able to read this quote and not immediately make the assumption that Steven plans to model raid content at least in part on EQ2's raid content.
Leiloni wrote: » So yes you can plan for the existence of these bosses, but that's about it. And, the content we currently know about is all open world content. They've been rather clear on that and haven't mentioned instancing at all in regards to the above.
When we want to confine an encounter to a particular number of players, that's when it goes instanced, for the most part. Whether that be an overarching encounter of the primary narative, or we want to contain because the loot drops are something special, you know that's when we will likely use that 80/20 rule on instancing vs non-instancing and we can control the player count
Leiloni wrote: » Not progression as in, progressing through 8 or 12 bosses of a raid, and then later a few months to a year later progressing through another 8 or 12 boss instanced raid. He's never said anything that would remotely sound like he's thinking that.
Leiloni wrote: » This is also quite a stretch. As I said above, there's no reason to believe these are 8 boss instanced raiding encounters.
Noaani wrote: » Now, people have been arguing that Intrepid never said there will be instanced raids (and until recently, they hadn't), but that was never my argument - at least until now. My argument was that they would eventually realise that they will need to instance some raid encounters, and it would seem Intrepid have reached that point.
Noaani wrote: » If there is an open raid dungeon designed for 40 player raids, and that is able to hold maybe 4 or 5 raids at a time quite comfortably, and that dungeon has maybe 3 or 4 main bosses and 10 - 12 smaller bosses, that dungeon should also have 2 or 3 instances that each contain a single boss encounter (and maybe some base population, but that is irrelevant).
Leiloni wrote: » Noaani wrote: » Now, people have been arguing that Intrepid never said there will be instanced raids (and until recently, they hadn't), but that was never my argument - at least until now. My argument was that they would eventually realise that they will need to instance some raid encounters, and it would seem Intrepid have reached that point. Noaani wrote: » If there is an open raid dungeon designed for 40 player raids, and that is able to hold maybe 4 or 5 raids at a time quite comfortably, and that dungeon has maybe 3 or 4 main bosses and 10 - 12 smaller bosses, that dungeon should also have 2 or 3 instances that each contain a single boss encounter (and maybe some base population, but that is irrelevant). These are both assumptions. We have to look at what we know, which I already stated above. Realistically l nothing else matters if you just want to have a discussion about what we know is being offered in the game.
But let's just go with it for a moment if you want to make guesses. What makes you think the above would happen when they keep telling us the game has a PvX focus, that it's all about the open world, that it's all about risk vs reward, about players making the content and changing the world. Where does instancing a boss fight fit into that? It ignores all of the core ideas they have for this game.
They don't want to control player count manually. We know they plan to design boss fights to account for additional players and make it harder to ignore mechanics. That question has been asked and answered numerous times. But you're also ignoring the idea that all content is potentially contested. An open world raid is going to be a hot spot for such contests - either players will fight for stuff via PvP or they'll just try to passively out-PvE each other and then the 60/40 loot tagging rules come into effect regarding what group does the most DPS to a boss or mob. There's no need to instance such boss fights because they are intentionally not instanced, to play into other game mechanics.
Atama wrote: » Yeah, I was also under the impression that raids and dungeons are open world, they have to be to support PvX. If we have instances that’s the first I’ve heard of it.