Aerlana wrote: » Instanced dungeon is the only way to do hard PvE content, but Ashes aim not about hard PvE content, but PvPvE. The difficulty won't come from boss strategies, but from other team/guild coming to do it and/or kill you. About "you can do difficult fight in open world" yes... you can design it to be hard. but can it be hard ? ... Maybe if you do a fight like AV or PW in FFXI yep, sure. And would be happy to see this and be proven wrong. Aside from those 2 the hardest PvE boss fight were instanced, for a simple reason : No way to get far more people that needed. Kelthuzad in vanilla, Arthas 25HM, Argus mythic. they were designed to be really tough for 40/25/20 people. But put the same bosses in open world, and lets go as 200 people on them... Same goes with ultimate fight on FFXIV, designed for 8 people, do it open world with limitless people... This is were the only bosses hard in open world i know in MMORPG were Pandaemonium Warden and Absolute Virtue. They were not design for X people, but to be nearly unkillable. So adding more people was not enough to kill them. The difficulty on AoC is not to be in PvE itself, but because PvE will include risk of PvP. And PvP can always be difficult at some point
Inixia wrote: » Let's just say no to instanced dungeons. all of that is before you consider streamers etc who will be showing up to dungeons with a literal army of followers.
wherediditrun wrote: » Inixia wrote: » Let's just say no to instanced dungeons. all of that is before you consider streamers etc who will be showing up to dungeons with a literal army of followers. Ain't this gonna be interesting. And by interesting I mean what gonna be player reactions when they will have absolutely zero chance to fight back and take a role of environment prop mob to be stomped due to 'social skills' from outside the game environment. Although what's more likely is that streamers will get sniped and killed preventing the game to ever getting enough gravitas in that department. As the game will simply be 'unstreamable'.
JustVine wrote: » Aerlana wrote: » Instanced dungeon is the only way to do hard PvE content, but Ashes aim not about hard PvE content, but PvPvE. The difficulty won't come from boss strategies, but from other team/guild coming to do it and/or kill you. About "you can do difficult fight in open world" yes... you can design it to be hard. but can it be hard ? ... Maybe if you do a fight like AV or PW in FFXI yep, sure. And would be happy to see this and be proven wrong. Aside from those 2 the hardest PvE boss fight were instanced, for a simple reason : No way to get far more people that needed. Kelthuzad in vanilla, Arthas 25HM, Argus mythic. they were designed to be really tough for 40/25/20 people. But put the same bosses in open world, and lets go as 200 people on them... Same goes with ultimate fight on FFXIV, designed for 8 people, do it open world with limitless people... This is were the only bosses hard in open world i know in MMORPG were Pandaemonium Warden and Absolute Virtue. They were not design for X people, but to be nearly unkillable. So adding more people was not enough to kill them. The difficulty on AoC is not to be in PvE itself, but because PvE will include risk of PvP. And PvP can always be difficult at some point I'm not sure I understand why that means 'build an unchallenging encounter'. But maybe you meant 'build it as hard as you want, but unlimited numbers renders any challenge useless'.
Noaani wrote: » JustVine wrote: » Aerlana wrote: » Instanced dungeon is the only way to do hard PvE content, but Ashes aim not about hard PvE content, but PvPvE. The difficulty won't come from boss strategies, but from other team/guild coming to do it and/or kill you. About "you can do difficult fight in open world" yes... you can design it to be hard. but can it be hard ? ... Maybe if you do a fight like AV or PW in FFXI yep, sure. And would be happy to see this and be proven wrong. Aside from those 2 the hardest PvE boss fight were instanced, for a simple reason : No way to get far more people that needed. Kelthuzad in vanilla, Arthas 25HM, Argus mythic. they were designed to be really tough for 40/25/20 people. But put the same bosses in open world, and lets go as 200 people on them... Same goes with ultimate fight on FFXIV, designed for 8 people, do it open world with limitless people... This is were the only bosses hard in open world i know in MMORPG were Pandaemonium Warden and Absolute Virtue. They were not design for X people, but to be nearly unkillable. So adding more people was not enough to kill them. The difficulty on AoC is not to be in PvE itself, but because PvE will include risk of PvP. And PvP can always be difficult at some point I'm not sure I understand why that means 'build an unchallenging encounter'. But maybe you meant 'build it as hard as you want, but unlimited numbers renders any challenge useless'. This is a discussion we have had on these forums a few different times. PvP is indeed a limiting factor to how hard you can make an encounter. If you take any top end raid encounter from any game that actually has top end raids, and you add in one single player with one single ranged attack, that one player with that one attack would be able to prevent any guild from being able to kill that top end raid encounter. This is a statement that is not being exaggerated, nor is there any use of hyperbole, it is just an outright truth. People that do not get this are - in my observation - people that have never taken on such encounters, and so it is understandable that such people do not understand. It is always harder to understand that which you have no frame of reference for. What Intrepid can do is chose between an encounter that is able to be killed with PvP happening, or an encounter that is so hard it can not be killed with PvP happening. One of these will result in people fighting until they see that it is pointless, and then all leaving, the other will result in people fighting until the content is killed. The first of these is decidedly unfun, the second is far more enjoyable. Clearly, one of these fits Ashes design philosophy and goals, and the other doesn't.
Aerlana wrote: » duration of a fight is part of difficulty Or because there is an enrage, forcing people to give the best DPS possible (won't be case on AOC with the "combat tracker are creation of satan" mind) Or because fight are long, hour or even hours long (and there, just watch old FFXI fight, even more true with PW/AV). In this second situation, the longer the fight is, the more possible a PvP will just destroy your hope to kill the fight. Even with collision you can't have limited people on the fight, even more in hour/hours long fight where you can totally rotate healers to make them burst heal. (and other kind of support who could this way burn their mana "too fast". maybe also DPS). A hard fight, is about execution, time, perfect DPS (not only big stuff so... but perfect mastery of your character.) global tactics and strategies. the hardest fight would be a hours long enrage timer, needing people to output crazy DPS like needed in fights like Algalon (which also had many need of boss mechanic management, teamwork, etc). With global strategy as crazy as was PW/AV. and there you get the toughest fight MMORPG ever (for now ) But longer is a fight, more possible a guild comes, not for the boss, but to keep you away from the kill. If you are on the boss, a rival guild should totally consider it is better to kill you to avoid you to get kill and so the stuff, than saying "meh... will get it for ourselves on respawn" Shorter is a fight easier it will be. Take any boss from any MMORPG, reduce 20% its life bar and it will be easier. Again : would be happy to be proven wrong, while what i says is from 20 years of MMORPG history, it is possible maybe, to do new kind of design to reinvent the genre.
JustVine wrote: » Yeah granted I haven't read all of them, but whenever it comes up I see the same argument being made. I think it partially stems from you having a very specific definition of what hard means due to your raid centric point of view.
JustVine wrote: » Raids have a lot of fine tuning. But this fine tuning to me isn't necessarily what makes the raid hard, it is what makes the raid stat and execution dependent. The mechanics, decision making, and teamwork tactics are whatmake a raid hard in my mind.
Noaani wrote: » JustVine wrote: » Yeah granted I haven't read all of them, but whenever it comes up I see the same argument being made. I think it partially stems from you having a very specific definition of what hard means due to your raid centric point of view. I agree we probably don't have a disagreement, however, I have a question for you. If we are talkiong about hard PvE raid content, and whether or not it could exist in Ashes, is there a perspective that is any more valid than a raid=centric point of view? I do, howerver, also have a comment on this portion of your p[ost above; JustVine wrote: » Raids have a lot of fine tuning. But this fine tuning to me isn't necessarily what makes the raid hard, it is what makes the raid stat and execution dependent. The mechanics, decision making, and teamwork tactics are whatmake a raid hard in my mind. Tuning of raids determines if you actually need to even worry about the mechanics of the encounter. If the tuning is done so that there is a lot of room to move, you can simply ignore specific aspects of the encounter and just brute force your way through them. I've seen this happen on a number of encounters in a number of games - developers put a really interesting mechanic in an encounter, but players literally just ignore it because they can heal through it, or just DPS it down. As such, those interesting mehcanics that make a raid encounter what it is are absolutely nothing (literally) without propper encounter tuning.
JustVine wrote: » dungeon opener
Noaani wrote: » JustVine wrote: » dungeon opener Can you clarify what you mean by this.
JustVine wrote: » Noaani wrote: » JustVine wrote: » dungeon opener Can you clarify what you mean by this. 'The group who opens the door to the dungeon.' Team A. Not all dungeons will probably have this, but for harder dungeons I think it is a necessity as it is what causes pop items to be a core part of the overarching holistic design of dungeon progression.
Noaani wrote: » JustVine wrote: » Noaani wrote: » JustVine wrote: » dungeon opener Can you clarify what you mean by this. 'The group who opens the door to the dungeon.' Team A. Not all dungeons will probably have this, but for harder dungeons I think it is a necessity as it is what causes pop items to be a core part of the overarching holistic design of dungeon progression. The core design of Ashes will not have this - nor anything like it. Dungeons will be just like every other zone, they will always exist, even if no players are in them. There is no "first" group or raid in to the dungeon (other than the first on the server, I guess).
Noaani wrote: » JustVine wrote: » Noaani wrote: » JustVine wrote: » dungeon opener Can you clarify what you mean by this. 'The group who opens the door to the dungeon.' Team A. Not all dungeons will probably have this, but for harder dungeons I think it is a necessity as it is what causes pop items to be a core part of the overarching holistic design of dungeon progression. . The thing with base population respawning is that it is also a perfect signal to other raids in the dungeon as to where you and your raid are. If I come to a passage in a raid dungeon that is empty and shouldn't be, I know a raid has been here in the last 15 minutes or so (every game with open world raids I have played has had base population respawns at around 15 minutes - there are reasons for this but that is another discussion). So, I see your trail of dead base population, I now know where you are and you don't even know that I am here. In a game like Ashes, there is a single obvious course of action for me and my raid to take in this situation.
JustVine wrote: » If you could point me to the resources of what led you to believe that conclusion I would appreciate it. I don't see anything on the dungeon page on the wiki that states this explicitly to me. But maybe I am just looking in the wrong place or blinded by how dumb a prospect that would be.
JustVine wrote: » Sounds like you might be making a bunch of assumptions then.