NiKr wrote: » My logic was based on your "20h of raiding a week" suggestion. I guess EQ's instances work differently or maybe I misunderstood how they worked in wow/ff14/l2, because I'm used to "instance" being a thing where you enter it, clear it and you're done. You could then repeat it immediately for more loot. And you could repeat it ad nauseam, until you get literally all of the possible gear from it.
I think you mentioned playing AA. I haven't played it, but I've heard that most if not all huge bosses there are open world, is that right? Cause if it is, then I'd assume that when Steven says "raiding content" he just means a huge boss with a ton of people fighting it.
Noaani wrote: » If people have the idea that instanced raiding in an MMO involves zoning in, killing a mob, zoning out and then back in, and then killing it again - I can perhaps understand a bit more why some people are so against it. That would be a shit experience.
Noaani wrote: » My expectation with this would be that there are three tiers of open world raid mob, in terms of spawn rate, difficulty and loot quality. From there, my expectation is that instanced mobs will exist as the most difficult to kill, but as they are comparatively common the loot would fall in between the bottom and middle tier of open world mobs in terms of gear quality.
Noaani wrote: » The problem with this is that Intrepid have talked about both tiered content, and raid dungeons.
NiKr wrote: » Noaani wrote: » If people have the idea that instanced raiding in an MMO involves zoning in, killing a mob, zoning out and then back in, and then killing it again - I can perhaps understand a bit more why some people are so against it. That would be a shit experience. As far as I know that is the usual thinking when people hear "instanced dungeon". And the gear connotations that come with it. Which is why everyone who dislikes that mechanic is so against it.
All we have to know now is whether all the masses that played wow/ff14 and enjoyed raiding would be fine with that, cause afaik raiding in those games gave you BiS
Noaani wrote: » As to whether people would be accepting of it or not, it comes more down to how the open world content is designed, and how much of it there is to go around.
Noaani wrote: » It also depends on just how frequent PvP is in raid dungeons - not to say there shouldn't be any type of PvP, but there absolutely should be mechanics to discourage initiating PvP on a raid that is already engaged with a raid encounter (there is more to it than just this in my mind, but I am not going to get in to it in *this* post).
Noaani wrote: » From my perspective (that of talking to raiders daily about many aspects of MMO's), many people are more than happy with open world content, PvP et al - people are welcoming to new things. What matters is that there are still mobs for them to kill.
Noaani wrote: » Something else to keep in mind, Steven has talked about how mobs in a zone will get progressively harder if you do well on the previous bosses in the zone. I dont see any reasonable way to make this work without instancing the whole thing. While I do not personally want multi-boss instanced raids in Ashes, I dont see any way around it with some of the comments Steven has made - assuming there is a desire to stick with them.
NiKr wrote: » Yeah, I was thinking more in terms of this kind of line of thinking: "There are instanced raids in this game but they don't give me BiS like I'm used to. I dunno if like that". In my eyes not having some feature is better than having a gimped one. I hope most people don't agree with me on this and they'll be fine with getting non-BiS gear through weekly instances, like how your circle of players would.
I could see the discouragement for that being anti-zerg mechanics that start their effect from the outskirts of the boss location rather than under the boss. This way any incoming players would be the first ones to get hit by them, which would at least partially deter them from trying to interrupt a farm (cause they have lower chances of winning the pvp because of said mechanics).
I think this could be done with player markers that then activate new spawns in certain locations. Say your party A kills boss 1 in room A1 in 5 minutes. Now this party has a 5min marker on them. If you go to room B1, the next mob spawn in that room would be a "5min" spawn (or could be a boss). In order to get the next marker you need to kill these newly spawned mobs (you could add some visual/audio/quest-based indicator for this). Say you kill them in 4min. Now you have a 5/4 marker and room C1 would now spawn a boss instead of mobs (or the other way around with B1) because you did better. And you could have all kinds of interconnection of this type. And people would probably want to optimize the hell out of these runs, so you could maybe randomize marker-giving mechanics. Bosses would have different drops, mobs could have different quest ties with different node hooks. All kinds of shit. And it all would be party-dependent instead of being purely location-based.
I wish Intrepid had some way to engage lowbies in high lvl raiding too. Mb some turret-like things that have their own mechanics that lowbie players can operate. Or maybe low lvl mobs that would put strong disabling debuffs on high lvl players, while lowbies can kill them freely.
Noaani wrote: » The above is very close to one of the things I considered. The main issue with this is that if I come across you and your raid taking on group 1, and me and my group/raid start attacking that same mob, that means your group/raid that may have been capable of getting that first 5 minute marker now all of a sudden have a 2 minute marker on you. Since we are dicks, we are not going to assist you at all on the next boss, meaning it is now too hard for you to take on, because the game thinks you are better than you are, because I made the game think that.
Noaani wrote: » Again with EQ2, it had raid mobs as low as level 18. You didn't even pick your final class until level 20. I think this is a better idea than either getting lower level players involved in higher level raiding (higher level PvE content should be restricted to those of higher level - there is a reason for leveling up), and also better than only having raid encounters at the level cap (this causes people to have no idea at all what a raid even is until they get to that level cap, and thus the game drastically alters for them when they get there).
Noaani wrote: » mcstackerson wrote: » Noaani wrote: » So the question is, if that is a part of the games plan way back then, why should they change the games design to take it out? The system is designed the way it is for the same reason nodes are, by creating limited supply, you create player friction and conflict. Your recommendation destroys that. No it doesn't, and basic math is your friend here to prove that. Imagine the game has 5 instanced raid encounters (I am not asking for more than this). Imagine each encounter drops enough crafting material to make exactly 2 items. Thus means that a raid of 640 item slots (40*16) is able to get 10 items per week from these encounters at the absolute best. Further, since these items are not best in slot, they aren't even the items that these people are really wanting - they are still interim items. Sure, other raids may be able to kill those mobs as well, but they have their own 640 item slots to fill. If this level item item acquisition destroys the limited supply of items in the game, then itemization in the game was already destroyed.
mcstackerson wrote: » Noaani wrote: » So the question is, if that is a part of the games plan way back then, why should they change the games design to take it out? The system is designed the way it is for the same reason nodes are, by creating limited supply, you create player friction and conflict. Your recommendation destroys that.
Noaani wrote: » So the question is, if that is a part of the games plan way back then, why should they change the games design to take it out?
Tragnar wrote: » How is that an argument against instances? You can have an open world event with build up that gives a "ticket" for a single boss instance - that way the intended scarcity is kept and the possibility for uber grief toxicity is out of the question there should be some system to prevent small group targetted griefing for boss encounters - all open world versions of it have so far failed miserably - instance was the only successful solution - so if you are worried that the instance is run by too many people then just limit who can enter the instance Like hell - you could also give as many boss instance ticket out, but only the fastest group gets loot - or every successive raid clear gets less rewards - so for example first 3 groups get full rewards, and then it goes down
mcstackerson wrote: » Since it's easier to get items from an instance, any item that is in the world and lower in power to the instance items, becomes irrelevant. There is an increased risk with less of a reward.
Tragnar wrote: » Like hell - you could also give as many boss instance ticket out
Noaani wrote: » mcstackerson wrote: » Since it's easier to get items from an instance, any item that is in the world and lower in power to the instance items, becomes irrelevant. There is an increased risk with less of a reward. I didn't say it wouldn't be easier, I said that if that rate of new items in the game broke itemization, then itemization was already broken. It would take a guild of 40 players over a year to get geared out from this content - and that is assuming killing all such mobs every week, and not having ny players need to be replaced ever. If we assume both of the above, and also assume time off for Christmas and such, you are actually looking at about two years to gear out a raid. If this content is still relevant in two years, clearly they didn't add anything new, and the game has already failed. Keep in mind, Ashes is not going to be like L2 where you get a new item every few months. It isn't going to be like WoW where you get a new item every few days, either. It will have to sit in between these two. A single player in a guild killing these mobs would spend an average of an entire month between getting a single item from them. That is absolutely not breaking the economy as you have claimed. Your statement was either pure ignorance, or pure hyperbole. I refuse to believe you could hold that opinion for real - you are not that dumb.
NiKr wrote: » The boss could maybe account for "zerging". So if it's a one-party boss, yet it gets attacked by 2 parties and gets its anti-zerg mechanics enabled, the markers could be asterisked with a "anti-zerg was enabled", so if the system that's tracking the markers sees that only one group has gone past some point of the dungeon, it would then lower the difficulty a bit. Obviously this kind of stuff would have to be properly designed and remain hidden so that people wouldn't know how to exploit it immediately, but I still think it could be possible.
mcstackerson wrote: » Instances will affect the amount of items farmed and you know it.
Noaani wrote: » Two parties (whether groups or raids) on one target is kind of a part of the design of the game. The game is designed around the idea of groups and/or raids competing with each other on the same encounter, with the group or raid that does the most damage to the mob getting all the rewards. That isn't the type of zerging the anti-zerging systems would be trying to prevent.
Noaani wrote: » Now we move on to the next boss. Since we did so well on that previous encounter, the next encounter is now tuned for people doing *that* well. So, we get to the encounter, and not wanting to fall behind in DPS, you pull it. We just sit there and watch. The encounter is tuned to a much higher difficulty than you and your raid can handle, because it is expecting two raids.
Noaani wrote: » There is literally no permeation of this system that I will not be able to game to piss off your raid outside of instanced raid content. If I am able to use this system against you, then this system is not functioning as it is intended.
NiKr wrote: » The markers would still help with countering this gameplay. Mark each group with separate markers. Track those markers not only within the boss location, but only in Boss' aggro list.
Noaani wrote: » No matter what the system is, it will be gamed. Keep in mind, while the mindset of a PvP player to to get in to opposing players heads, PvE players put that same effort getting in to the games "head". Working out how to get a system or a mechanic in the game to work to our advantage is literally the point of PvE content.
Noaani wrote: » mcstackerson wrote: » Instances will affect the amount of items farmed and you know it. Your argument was not that it would add more items to the game, it was that it would destroy any notion of limited supply. If you now want to change your stance to that of "instanced raids will see more items in the games economy", then I will not only agree with you, but I will also point out that I called out exactly that hyperbole above. I'm going to assume that the above is your actual, non-hyperbole stance. Based on that, I want to point out that you have not given any reason at all as to why you think this is a bad thing. Should you attempt to make that argument, keep in mind the 2 year time period that it would realistically take a raid to get geared out via this content, along with Stevens plan for content additions that are to include new bosses, new gear, increases in character power and increases in character level. Further to literally all of that, if the games economy is designed around the idea of these encounters existing, then not having them would be bad for the game. So, you are now in the position of having to explain why you think we currently know that it is a bad thing that the potential possibility exists of a raid of 40 players (640 item slots) acquiring 10 mid tier items per week, on content that will be obsolete probably within a year, making that gear obsolete within a year, in a game that has it's economy designed around that gear at that acquisition rate being a part of the design. That is what you initially said would "destroy limited item supply". As to the conflict aspect of it, I have addressed that in the past. Ashes is a PvX game, not a PvP game. This means PvE and PvP will be present together most of the time (or at least the potential of both). However, there is literally nothing at all stopping one or the other existing in small amounts without the other. If you do not agree with this, I expect you to be arguing why the military node arena NEEDS to have raid bosses in it as well as other players, as this is a PvX game, not a PvP game. If you are arguing that it is ok for PvP to exist by itself in an instanced off setting (the arena), then you now need to explain why you do not also except a limited amount of PvE being instanced off by itself.