NishUK wrote: » It's an incredibly huge undertaking and my utlimate vision of a raid will probably not co-incide with yours (PvX, not instanced), of which I'll, brief as I can say is:
Well I'll just say for starters, as a non "excellent PvE" enthuiast, if I can't get everything I want from expert PvE players, IE "trade me that dungeon cosmetic, price?" then I will sure want an add on that will warn me to jump, duck, "hide behind the rock, ultimate attack!" because I cannot be arsed with it.
A combat tracker can help but in my eyes, leads to a focus on being an expert at damage delivery and quickness which is certainly not my vision of ultimate PvE gameplay as I also value defense strongly, regardless of it having an automatic presence
Well, I'm practically saying the hard focus on making PvE a very challenging and precise measure has its price when comfortably working with players and will always suffer limitations when we could instead focus on PvX elements as player characters are a forever changing "AI".
Tragnar wrote: » you can be a decent player without using any facts whatsoever, but nobody can deny that if you try to use facts that you wouldn't be a better player than you are now
Tragnar wrote: » I know that some players like to avoid meters and facts in general as a form of iron man challenge where their superficial rule of not using facts gives them more emotional value for their gameplay performance a good analogy to those players is like making a casual race with your friends and giving them a 10 second headstart and still beating them to the finish line For them (and I believe NiKr is that type of player) beating anyone without objective analysis and only with what they came up with for what "seemed" good to them has more value than if they would properly theorycraft their build with facts, numbers and spreadsheets
Tragnar wrote: » Not necessarily, because those players can view gameplay achieved with theorycraft and facts as worthless (because doing "nerdy" research is a kind of cheating in their view) and thus the only gameplay that is "worth" is their own approach and thus they try to apply those rules on others
Dygz wrote: » We shouldn't need to do math to defeat content. We also shouldn't need to have combat trackers to defeat content.
Tragnar wrote: » The need for combat trackers stems from 1 simple player need - to know what happened if the game fails to inform you why you died or why you failed the boss fight then people will inevitably use trackers to get that information this is especially important since we don't really know how extensive combat log is going to be and what information you can filter in there, because if combat log is actually well implemented then there is basically no need for 3rd party tracker since all information can be filtered through ingame means.
Noaani wrote: » However, if a player wants to give them self this added dimension of gameplay where they try and beat others that have better objective data, surely that requires other players having access to that data. Such a player would then want trackers in the game as much as I do - as their presence allows them this additional gameplay challenge.
NiKr wrote: » And one more thing on the topic of PvX, how long were the raids in EQ(2)? And if short then could you run multiples of them in the same day?=
Noaani wrote: » While this is an odd question, I'm happy to answer it.
Noaani wrote: » In terms of length, anywhere from 5 minutes to 15 hours. In some cases, you would zone in to a raid zone, have the only mob right in front of you, kill it and leave. Traveling for these took longer than killing them. In other cases, you would zone in to an raid zone, knowing full well you weren't clearing it that day, and would spend three or four nights of the week working on that one zone. Note that all of the above times are for if you already knew the encounters. In some cases, it takes months to get to that point.
Noaani wrote: » Or there were the open world raid bosses, which on the PvP servers were literally never killed, because if you have an actual difficult raid encounter, it is simply not possible to kill if there is also PvP happening at the same time. People spent weeks on them, and failed. A single opposing player getting to you would easily be able to stop you from killing it. EQ2 is the only game I know of that had truly hard PvE encounters designed for a setting where PvP is straight up not possible put in to a setting where open PvP was enabled. The results of that (literally zero kills, yet the servers were often in the top few to kill instanced raid content) speaks volumes for any raid content in a PvP setting.
NiKr wrote: » I wanted to know the mental taxation a raid would have on people. Even with easy pve in L2, the mental taxation of the whole process was high because you had to pvp for hours before the boss itself. And that was a single boss farm on a single day. You'd usually have several such bosses within a week, on top of all the other smaller bosses that helped you to farm gear that let you clear the epic bosses.
What was you longest farm within one day? Was there ever a time where those 15h were all done within a day or was it always broken up into several days-worth of farming a location?
The super obvious solution that I see is the L2's one. You have a semi-instance that has a door that only opens for some limited time once the boss has respawned. While the door is open, anyone can enter the boss room. Usually the doors would close once the boss "wakes up or is awaken by someone". Once the doors close, no one else can enter unless the boss is killed or everyone inside is dead. This type of system allowed to have pvp around the boss right up until his full farm and sometimes even after that, because the farming party might've wiped and you'd repeat the "pvp around the door, then inside, then boss farm" cycle again (the doors would close for a bit after the wipe). But even if they decide to go with this mechanic, I can't even imagine how taxing it'll be to farm a top lvl "1% boss". You pvp for hours at the peak of your abilities and then you have to perfectly fight the boss at, potentially, even higher player ability. And if you fail, you repeat these actions all over again. And even if you go with separate groups of people for pve and pvp, all that your enemies have to do is to PK your pve healers and pretty much stop you from farming the boss at that particular cycle (that is if there's no other ways to revive a player outside of a healer archetype).
Noaani wrote: » Imagine you are Steven. What content do you give them to keep them playing this game rather than some other game? It all comes down to whether you want a raiding scene along with your PvP scene, or if you want raiding to be sub-servant to PvP. Once you make that call, the answer to the above question becomes fairly obvious - but that call does need to be made first.
NiKr wrote: » Noaani wrote: » Imagine you are Steven. What content do you give them to keep them playing this game rather than some other game? It all comes down to whether you want a raiding scene along with your PvP scene, or if you want raiding to be sub-servant to PvP. Once you make that call, the answer to the above question becomes fairly obvious - but that call does need to be made first. Yep. And I think alpha2 will be one of the things that helps Steven to make that call. They'll have to be a toooon of testing of all kinds of encounters and in all kinds of setups with all kinds of players. And if Steven sees that some of those encounters work out much better in the context of his vision, he should definitely go for those (imo). But only Steven himself will know which kind of encounters will fit what he wants in Ashes.
Noaani wrote: » Making a call on how well PvE will work years before either the players or the developers have hit their stride seems to me like a recipe for total failure.
NiKr wrote: » Noaani wrote: » Making a call on how well PvE will work years before either the players or the developers have hit their stride seems to me like a recipe for total failure. I mean, they don't need to know how well it'll work. They need to know whether their planned pve designs will work at all. Yes, a ton of games have failed at owpvp bosses or have failed at instanced pve (for one reason or the other), but Intrepid needs to show us at least what they have in mind so that we can give some kind of feedback on it. Steven has made a ton of promises and claims, but, unless at least the base idea of those promises works on a small scale, none of them would matter if the game can't survive for a few years, to let players and devs figure out best PvE. The main things I'll be looking at during the testing are their anti-zerg mechanics, their boss combat mechanics and the overall system of open world bosses. If the first one is great then I'll have more belief in the overall premise of their ow bosses. If the second one is good, I'll believe in their ability to develop good instanced bosses (though opinions of people like you would obviously be more important at that point). And if the third one has a few variables, I'll believe that they can make more good bosses in the future w/o running into content walls.
Noaani wrote: » As to preventing content walls, this kind of depends on how you define a content wall. To me, this is more a matter pertaining to itemization than to content, and in that regard is basically impossible to prevent in a primarily open world setting - regardless of PvP.
NiKr wrote: » Noaani wrote: » As to preventing content walls, this kind of depends on how you define a content wall. To me, this is more a matter pertaining to itemization than to content, and in that regard is basically impossible to prevent in a primarily open world setting - regardless of PvP. In this particular content what I meant by a content wall is making the same, or very similar, boss encounters. There's only so many "there's a boss on a flat field surrounded by mountains" encounters you can make before your players grow tired of them.
Noaani wrote: » Due to the variation in content that is possible in tab target games, I have never come across this issue. After several hundred encounters in EQ2, I can't think of any that are so similar that players would get tired of them.