Dygz wrote: » You seem to be saying that not killing dungeon bosses will never be a predicate to an Event. That killing dungeon bosses will never be a stage that prevents advancing to the next stage - and eventually become a major Event if the predicates are not dealt with. You seem to be saying that it's only raid bosses, like a Winter Dragon, that will cause problems outside of the dungeon or raid, but, I see nothing from the devs that suggests dungeon bosses are exempt from being a predicate. It seems likely that dungeon bosses will commonly be a predicate. You should expect dungeon bosses to be part of a story arc.
NiKr wrote: » Mag7spy wrote: » Well we will have to look at encounter to encounter, if there is a way int here has to be a way out. If another party is starting to show up you should have some notice ahead of time that a guild is entering your area. Either way at that point you don't do the pve content your focus will have to be on beating the other players. For this kind of thing id expect respawn points to be far upon dying as well. Else you aren't doing pve you need to win the pvp first until one gives up. L2's dungeons had a ton of dead end rooms and quite often they would have the best mobs in the dungeon or just a boss spawn point, so there weren't always a way out. As for notices, that would only work if you're a part of a guild that's at war with another guild and you're always on the lookout for them. But quite often you might just be a party of people who're farming a room and there's another random party that comes in and wants to fight you for that room. If you're a group of 8 people and the mobs are properly difficult, you won't have anyone to be the lookout, standing somewhere else in the dungeon. Though even if you did stand somewhere else, there's no assurance that the party that's running through the dungeon is going directly for your room, so you disengaging a valuable mob preemptively might just fuck over your ability rotations (assuming we have super long cd abilities with high value). And even if you have a lookout and he stands right outside your room, as I've said, your room might be a dead end and the only way out is through another group. But at this point you're at low mana/health because you were engaging the mob, so any kind of pvp would be hugely disadvantages to you. And depending on how Intrepid sets up loot rights checks, if you just run out of the room and the newcomers finish out the mob (because they've got all their abilities at the ready) - you might lose your valuable loot. And if you don't run away, we come back to the "pvp is shitty for you cause you're not at full power". None of these things were really an issue in L2 because pve was super basic, but if Ashes will indeed have complex and hard pve then there's gotta be a way to manipulate mobs in your favor, in case someone comes to take them from you. The newcomers would have the same tools too, at which point it'd become a game of chess and proper party gameplay, where the more skilled group should ultimately win.
Mag7spy wrote: » Well we will have to look at encounter to encounter, if there is a way int here has to be a way out. If another party is starting to show up you should have some notice ahead of time that a guild is entering your area. Either way at that point you don't do the pve content your focus will have to be on beating the other players. For this kind of thing id expect respawn points to be far upon dying as well. Else you aren't doing pve you need to win the pvp first until one gives up.
Mag7spy wrote: » Sounds like normal PvP to me my point was about bosses since that was what was being talked but earlier. If it is just dungeon mobs and someone wants to flag that is part of it being PvX and doesn't really need to be balanced differently and shouldn't. Unless you are in a tiny dungeon it should be clear people are fighting mobs around your area since things should respawn.
Elder wrote: » It's an understanding I've come too through research. I'm not stating it as fact but I've failed to find any information stating the intended design is for dungeons in AoC is to have fail conditions or impose any negative effects on the region. Only that the story arcs influence the content and objectives of the dungeon. If you have any quotes or references proving otherwise I'd be happy to adjust my thinking on the topic.
Brewskie wrote: » open world dungeons will only lead to bot farmers coming in in groves ruing the game with 24-hour farming. Instances are the best way to resolve boss kills, farming for resources, gold, loot and anything else the character needs to progress.
MaiWaifu wrote: » Brewskie wrote: » open world dungeons will only lead to bot farmers coming in in groves ruing the game with 24-hour farming. Instances are the best way to resolve boss kills, farming for resources, gold, loot and anything else the character needs to progress. I think this might be backwards. Instanced content makes it difficult to identify bots since they are always in an isolated bubble out of sight and can create bots that follow a standard pattern. Open world dungeons in nature are dynamic since other players can interfere with eachothers progression through them. If bots are visible in the open world it's easier see them, report them and have them removed.
Noaani wrote: » ChipsAhoy007 wrote: » Sorry, but did you not read my post about making singular mobs on the easy side? Killing many small, easy mobs at once is not engaging. That said, if this were how the game was designed, the basic meta would be that you only pull as many as you can manage if you get attacked half way through. The one thing even less engaging than killing many small easy mobs is killing fewer small easy mobs in case you get attacked.
ChipsAhoy007 wrote: » Sorry, but did you not read my post about making singular mobs on the easy side?
Veeshan wrote: » Have somone watch ur backs so you have time to drop agro of kill x mob. Im sure they function alot like dungeons from Everquest PvP servers tbh which i think worked fine appart from everquest pvp wasnt very balanced :P
ChipsAhoy007 wrote: » Noaani wrote: » ChipsAhoy007 wrote: » Sorry, but did you not read my post about making singular mobs on the easy side? Killing many small, easy mobs at once is not engaging. That said, if this were how the game was designed, the basic meta would be that you only pull as many as you can manage if you get attacked half way through. The one thing even less engaging than killing many small easy mobs is killing fewer small easy mobs in case you get attacked. Many mobs don't have to be not engaging, it's just the way most games do it that's not engaging. You're thinking of BDO or maybe blizzarding in WoW or that type of AoE. If AoE skills and mobs are developed right then you should still be facing a challenge. Here, think of this. You have 1 mob who hits for 100 a hit and does a stun about once every 10 seconds. Now you have 10 mobs who do 10 dmg a hit and stun about once every 100 seconds(don't know when, just once no faster than 100 seconds). It's essentially the same thing, there's just more models and more attacks per second(which is the most game changing thing about that) Now for the AoE, it should never be done where you can just cheese the mobs completely like a mage blizzarding and ice nova in WoW. There should be some real risk involved. Say you have a hunter and he can multishot 10 enemies at once, but it has a 20 second cooldown so he has to single target the rest of the time. Also he has a frost trap, but that trap should not slow down enemies enough that he can cheese them the whole time, it only negates dmg for a short duration. Plus there are mobs who will be resistant to this and possibly chances mobs have to completely resist the debuff per tick of it's application. So even if you have spell penetration(if that will even be in this game), you cannot completely cheese them because the trap only last for so long and you can get far enough away to run away and reset aggro, but you cannot kite them(only a single mob with a single target concussion shot). For mages there can be a frost nova and a blizzard, but the blizzard can't slow like it does in WoW, or the blizzard has to have a cooldown. It should never be ice nova a pack, sit back and blizzard, ice nova, rinse and repeat. There should be no AoE meta. AoE should only be a cooldown based skill apart from weapon swings(since you're up close and take dmg the whole time), and direct dmg should still be the main source of dmg.
The goal for this is players getting to essentially choose their difficulty at any given time and weigh the risk vs. reward for any given situation. The meta of pulling only so many mobs that you can pvp someone half way through is an impossible statistical meta if conditions always break even. It will never be the case. If you are in an open area where you can see for a long ways, then you pull as much as you can. If you are with barely any visibility you should probably play it safe(not fun, but the risk vs reward is like that). Or you could and just pray you are that one in a billion that never gets pvp'd in the entire 5k hours you ever play the game.
Noaani wrote: » ChipsAhoy007 wrote: » Noaani wrote: » ChipsAhoy007 wrote: » Sorry, but did you not read my post about making singular mobs on the easy side? Killing many small, easy mobs at once is not engaging. That said, if this were how the game was designed, the basic meta would be that you only pull as many as you can manage if you get attacked half way through. The one thing even less engaging than killing many small easy mobs is killing fewer small easy mobs in case you get attacked. Many mobs don't have to be not engaging, it's just the way most games do it that's not engaging. You're thinking of BDO or maybe blizzarding in WoW or that type of AoE. If AoE skills and mobs are developed right then you should still be facing a challenge. Here, think of this. You have 1 mob who hits for 100 a hit and does a stun about once every 10 seconds. Now you have 10 mobs who do 10 dmg a hit and stun about once every 100 seconds(don't know when, just once no faster than 100 seconds). It's essentially the same thing, there's just more models and more attacks per second(which is the most game changing thing about that) Now for the AoE, it should never be done where you can just cheese the mobs completely like a mage blizzarding and ice nova in WoW. There should be some real risk involved. Say you have a hunter and he can multishot 10 enemies at once, but it has a 20 second cooldown so he has to single target the rest of the time. Also he has a frost trap, but that trap should not slow down enemies enough that he can cheese them the whole time, it only negates dmg for a short duration. Plus there are mobs who will be resistant to this and possibly chances mobs have to completely resist the debuff per tick of it's application. So even if you have spell penetration(if that will even be in this game), you cannot completely cheese them because the trap only last for so long and you can get far enough away to run away and reset aggro, but you cannot kite them(only a single mob with a single target concussion shot). For mages there can be a frost nova and a blizzard, but the blizzard can't slow like it does in WoW, or the blizzard has to have a cooldown. It should never be ice nova a pack, sit back and blizzard, ice nova, rinse and repeat. There should be no AoE meta. AoE should only be a cooldown based skill apart from weapon swings(since you're up close and take dmg the whole time), and direct dmg should still be the main source of dmg. What you are forgetting with this part is that both WoW and BDO heavily curate the abilities they give classes. Ashes does not. Rather than being given a plate full of abilities and that is basically it, Ashes will show you an entire smörgåsbord of abilities, and you can pick and chose which ones you want. As such, there absolutely will be characters that are built around dealing AoE DPS - and this will just be even more true if the bulk of farming is based around AoE mobs. The goal for this is players getting to essentially choose their difficulty at any given time and weigh the risk vs. reward for any given situation. The meta of pulling only so many mobs that you can pvp someone half way through is an impossible statistical meta if conditions always break even. It will never be the case. If you are in an open area where you can see for a long ways, then you pull as much as you can. If you are with barely any visibility you should probably play it safe(not fun, but the risk vs reward is like that). Or you could and just pray you are that one in a billion that never gets pvp'd in the entire 5k hours you ever play the game. The bulk of the game will be in areas where visibility (at least in one direction) is limited. So, by your own admission, this is making the bulk of the game not fun, but the risk vs reward is like that - at least according to you. Point is, I don't like the idea of all mobs being designed around the notion of AoE content like this. It makes things too similar, and cuts available content types down drastically. The game should be designed where some areas are indeed predominantly AoE, but other areas are more single target. As such, I just don't like your idea.
Elder wrote: » The difficulty of PvE content, such as raids and dungeons will adapt based on the performance of the raid or group against previous bosses in that encounter. At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.
TheDarkSorcerer wrote: » I don't like the bolded part here at all...It's a little elitist (in my opinion).