NiKr wrote: » Noaani wrote: » With PvE, players do everything they can to make it as easy as it can be - the maximum number of the best players, the best gear, the best tools, the best strategy. And yet it is still hard. If PvP players put that paradigm (the maximum number of the best players, the best gear, the best tools, the best strategy) in to PvP, then it would not be hard. Here's a question that will give me the absolute answer for this situation: Have you ever tried to or heard of <40-man raid groups clearing top lvl 40-man raid instances in EQ(2)? Azherae wrote: » Basic example, there is an instanced content battle (technically five of them) in FFXI where you take your party of six players, and go up against an enemy party of six Beastmen. These Beastmen, like most mobs, have all the abilities of their 'class', but they're explicitly tuned to this and work in a group, and can use the 'Ultimate' of their class one per fight. Their advantage is high HP, the player advantage is having consumables (minor) and being able to raise after falling (major until you are really good at it). Same question to you, Azherae, have you tried/heard of people beating those Beastmen instances with <6 people? Azherae wrote: » You simply 'know that the enemy can do XYZ things, and you prepare for those'. What I'm failing to see is if the ONLY thing people are discussing as 'the thing that makes PvP more challenging' is the 'numbers' part. Because it's entirely possible that they've just never 'had to face the equivalent of Grimshell Shocktroopers' in their games of choice and just don't think it can even be done. The answers to my question will provide me with explanation. Or will at least let me make a parallel for the mentality of both groups.
Noaani wrote: » With PvE, players do everything they can to make it as easy as it can be - the maximum number of the best players, the best gear, the best tools, the best strategy. And yet it is still hard. If PvP players put that paradigm (the maximum number of the best players, the best gear, the best tools, the best strategy) in to PvP, then it would not be hard.
Azherae wrote: » Basic example, there is an instanced content battle (technically five of them) in FFXI where you take your party of six players, and go up against an enemy party of six Beastmen. These Beastmen, like most mobs, have all the abilities of their 'class', but they're explicitly tuned to this and work in a group, and can use the 'Ultimate' of their class one per fight. Their advantage is high HP, the player advantage is having consumables (minor) and being able to raise after falling (major until you are really good at it).
Azherae wrote: » You simply 'know that the enemy can do XYZ things, and you prepare for those'. What I'm failing to see is if the ONLY thing people are discussing as 'the thing that makes PvP more challenging' is the 'numbers' part. Because it's entirely possible that they've just never 'had to face the equivalent of Grimshell Shocktroopers' in their games of choice and just don't think it can even be done.
Azherae wrote: » I expect that a sufficiently skilled group could do at least Divine Punishers with five... Maybe four at an absolute stretch (at which point they would be extremely limited in which classes they could bring and still have a reasonable chance of winning, 'RPS' style, but not exactly, moreso classes that diminish the danger of the special attack type of the Beastmen in question for that one).
NiKr wrote: » Noaani wrote: » With the above three qualifiers to your question, the answer is no. Just as an additional question to make sure: was there a reason for never even trying?
Noaani wrote: » With the above three qualifiers to your question, the answer is no.
Noaani wrote: » I have said many times on these forums that the notion of an off tank (as in, a tank that isn't specifically asked for by the content) is a ridiculous notion. This is why that is my opinion - a good raid will either ask you to bring that tank, or you will simply not have space in your raid for it.
NiKr wrote: » Azherae wrote: » I expect that a sufficiently skilled group could do at least Divine Punishers with five... Maybe four at an absolute stretch (at which point they would be extremely limited in which classes they could bring and still have a reasonable chance of winning, 'RPS' style, but not exactly, moreso classes that diminish the danger of the special attack type of the Beastmen in question for that one). Because to me, the truly difficult content is something that I can't beat. I don't care if the limiters on my ability to beat said content were placed by the devs or by me myself. Either of those limits are arbitrary because someone came up with them. Devs designed encounters with some way to beat it. The only difference is that some devs don't really care how it gets beaten, so the encounter itself is quite easy, while other Devs make such granular and detailed combat designs that you might have a very limited amount of successful approaches to the encounter. This video ingrained this desire into me and countless other people back when we were just starting to play L2. It was also the main reason why I mained Dark Elf Tank for several years, but that came mainly from the coolness effect of the video itself https://www.youtube.com/watch?v=E1feB1I0ohQ
NiKr wrote: » Noaani wrote: » I have said many times on these forums that the notion of an off tank (as in, a tank that isn't specifically asked for by the content) is a ridiculous notion. This is why that is my opinion - a good raid will either ask you to bring that tank, or you will simply not have space in your raid for it. So yeah, this whole post was the direct example of "granular and detailed pve design", where Devs planned exactly what their players would have to do in order to overcome the raid barrier. To me personally, "just adding more people" is the same limiter as this design was for you, except the direction of member amount is opposite. You couldn't decrease that number because the devs told you so, while I couldn't increase that number because I limited myself. Of course you can dismiss that kind of approach as "fake difficulty" or "unreasonable attitude", but that's just where we'll have to disagree due to differing opinions on the topic.
Azherae wrote: » Therefore my expectation is that the best way to 'protect casuals' is to make a good PvE gear-ladder where 'getting higher on the ladder requires more and more effort or allies'. Anyone who comes into the game thinking "PvE is just boring trash but I need PvP to be gear-homogenous" is missing the POINT and therefore some recent posters have had some attempts made to reach an understanding on this.
NiKr wrote: » What if we had a donation-like system. Time-hardcore players would obviously have excess of gear, so why not have a system that lets them exchange that excess gear for upgrades to their main gear, while sending all that excess down the power lvl pyramid. You could tie this to social structures in the game so that players get better augments from their preferred social structures by investing their overtime into their future enemies. Make each gear piece have some arbitrary point value and set different point prices for different upgrades. Add some diminishing returns to repeatable donations, so that a player couldn't get 1k points for donating 1k t1 boots. And on the side of the low lvl/casual players, have a tower-like solo instance where clearing floors would give them points that they need to combine with rewards for some open world quests, in order to buy the donated gear. This would give those time-casual people some constant content and a way to catch up faster. Add some reward scaling for clearing floors super fast and you'll have yourself a reward for all the hardcore-challenge casual-time players. This system doesn't add gear into the overall market out of nowhere. It rewards everyone for doing things that they would've been doing either way and/or just like doing. It creates a soft equalization of gear on the whole server w/o creating direct systems that do so. If you put some quantity limiters on the donation amounts per node (considering node's lvl) and add a caravan-like pvp event for transferring all the excess gear to another node - you have yourself an additional fun thing for the high lvl pvpers to do. The instance tower thing could even go up to max lvl and give out some title/cosmetic rewards, akin to FF14's "The Necromancer" title.
NiKr wrote: » Azherae wrote: » Therefore my expectation is that the best way to 'protect casuals' is to make a good PvE gear-ladder where 'getting higher on the ladder requires more and more effort or allies'. Anyone who comes into the game thinking "PvE is just boring trash but I need PvP to be gear-homogenous" is missing the POINT and therefore some recent posters have had some attempts made to reach an understanding on this. And here's where I chime in with a "haven't you people ever heard of closing the god damn door" my suggestion of the Solo Tower instance (this one NiKr wrote: » What if we had a donation-like system. Time-hardcore players would obviously have excess of gear, so why not have a system that lets them exchange that excess gear for upgrades to their main gear, while sending all that excess down the power lvl pyramid. You could tie this to social structures in the game so that players get better augments from their preferred social structures by investing their overtime into their future enemies. Make each gear piece have some arbitrary point value and set different point prices for different upgrades. Add some diminishing returns to repeatable donations, so that a player couldn't get 1k points for donating 1k t1 boots. And on the side of the low lvl/casual players, have a tower-like solo instance where clearing floors would give them points that they need to combine with rewards for some open world quests, in order to buy the donated gear. This would give those time-casual people some constant content and a way to catch up faster. Add some reward scaling for clearing floors super fast and you'll have yourself a reward for all the hardcore-challenge casual-time players. This system doesn't add gear into the overall market out of nowhere. It rewards everyone for doing things that they would've been doing either way and/or just like doing. It creates a soft equalization of gear on the whole server w/o creating direct systems that do so. If you put some quantity limiters on the donation amounts per node (considering node's lvl) and add a caravan-like pvp event for transferring all the excess gear to another node - you have yourself an additional fun thing for the high lvl pvpers to do. The instance tower thing could even go up to max lvl and give out some title/cosmetic rewards, akin to FF14's "The Necromancer" title. from this thread) with this exact feature in mind. Give the casuals an alternative way to acquire gear w/o just giving out gear out of nowhere, while also giving higher lvled people some benefits.
Azherae wrote: » I hope that Intrepid just blows this sort of discussion out of the water by implementing such finely tuned Itemization goals (greatness is a function of goals here) that literally everything, all 30 pages of this, is moot and a general waste of all our time (relative to them getting anything useful from it).
Azherae wrote: » EDIT: Also just to be snarky, this system exists in the game already, it's called 'money'.
NiKr wrote: » Azherae wrote: » I hope that Intrepid just blows this sort of discussion out of the water by implementing such finely tuned Itemization goals (greatness is a function of goals here) that literally everything, all 30 pages of this, is moot and a general waste of all our time (relative to them getting anything useful from it). Our hope here is completely the same. Azherae wrote: » EDIT: Also just to be snarky, this system exists in the game already, it's called 'money'. How cheap do you think low-mid tier will become several months after release, considering that Intrepid plans to incorporate deconstruction and gear decay into the game? I'd assume there'll be at least some price growth just because everyone will have more money later on (unless the gold sinks are really finely tuned to stop that), and the price of that gear would grow too because, in theory, it wouldn't be too abundant. So how exactly would a newbie easily afford some new gear to try and catch up to other players? Especially if we have a somewhat wider gear scaling. And now that I think about it, my suggestion is a yet another gear sink, but one w/o removing the gear from the system completely. I think my love for L2's gear sinks just constantly shows itself in most of my design suggestions
Azherae wrote: » I was even reluctant, after just the initial design iteration passes that happen in my head automatically (does this come off as bragging? I never know, it's not quite complaining... oh well) to add 'crafted' to that. The economic incentives and behaviours in this case would just get twisty SO fast. Players unable to find new gear to buy because a rich person who wants Social Org points just keeps buying it up and donating it, FORCING them to go through the 'tower'. Players running the tower to get the gear just so they can sell it back to the same sort of person who wants the points for cash and have it just be re-donated...
Mag7spy wrote: » It honestly doesn't matter if you have done world first
Mag7spy wrote: » If your view point is you are the less then one percent that is going to world first
NiKr wrote: » There's only one problem with that kind of logic though. There's been countless games where the solution to whichever problems seems so damn obvious that the devs would have to either be stupid or explicitly malicious in their design choices to have those issues still in the game. There's of course the chance that the problem is not as easily solvable as it seems on the surface, but the sheer existence of the problem, update after update, at least hints at some underlying issue with the devs/studio. Now I hope Intrepid can avoid that kind of stuff, but they've had a few problems in their development already so I'd rather first let them prove themselves through good decisions, rather than blindly believe that all their designs will be better than even smth I could come up with. But only time will tell what the situation will be at release.
Azherae wrote: » If they start doing silly-seeming things relative to PvP incentives, be 'warned', I'm summoning you.
SirChancelot wrote: » And to argue with with your "having a guide and practice"... You can do that in any style game. I had a buddy that used to study heat maps of player activity on CoD MW/MW2 maps just so he would learn spots to yeet grenades into the distance and pick up kills on statistical guesses. People said he was cheating all the time because the kill cam would show him throwing grenades randomly and getting a double kill... But it just comes down to people are predictable. I'm sorry, I'm not impressed by your feelings on PvP...
NishUK wrote: » SirChancelot wrote: » And to argue with with your "having a guide and practice"... You can do that in any style game. I had a buddy that used to study heat maps of player activity on CoD MW/MW2 maps just so he would learn spots to yeet grenades into the distance and pick up kills on statistical guesses. People said he was cheating all the time because the kill cam would show him throwing grenades randomly and getting a double kill... But it just comes down to people are predictable. I'm sorry, I'm not impressed by your feelings on PvP... I was there in Modern Warfare days, religiously as a bolt action sniper and refica dual pistol as sub (those subs slaughtering people only a millisecond slower than shotgun and the best close range sub machine gun). I would not change my playstyle ie to kill the most people, I was an MVP murderer and always doing unorthodox or different things and was mostly defensive minded (and on MW2, an FPS legend via its large and tactical maps, this was great). You've not taken into account poor matchmaking + non existant measures to punish players that ruin their last or recent games being heavily countered by methods you're highlighting as guarenteed winners. Yes, most players do have predictable tendencies once you know what they're after, in any PvP game but then it's exactly the same thought process exists for your opponent and that's where the "Chess" game happens which is VASTLY superior to any AI or script. PvE's only answer to this is to "cock block" you and put literal barriers down, ie you need x people to defeat monster, this monster has 100% debuff land rate regardless of PvP limitations, this monster becomes invincible at certain stages, you will not damage this monster optimally if you don't have at least x P/M atk (ie significantly higher than player achieved defense) and the most common one, this mob cannot be CC'd, at all.Increasing your monster pool via progressing through the system is an achievement check box, it is NEVER a subsitute for mental satisfaction and challenge that can occur beating another players strategy or objectives. (unless ofc the gear game sucks to the point of where the 16 year old with more game time than you can knock you out without much effort).
SunScript wrote: » NishUK: People aren't predictable at the top levels. Also NishUK: Defensive Bolt Action Sniper. The irony is palpable.
Azherae wrote: » Or is it always going to be 'this will NEVER be as good as what I consider to be good'?