Dygz wrote: » Ashes is a dynamic game that does not have META."I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well." --- Steven
Noaani wrote: » Mag7spy wrote: » Developer isn't toxic, you are the one that is being toxic. Actually, barring a very few posts, I am being overly courteous, and those few posts where I am not are on purpose. If we are being honest though, the most toxic behavior here has been those that label others as cheaters - despite there being absolutely no grounds for that label. That is pretty damn close to the definition of toxic behavior. You can't make things up in your mind and think it is true. That's your thing, not mine.
Mag7spy wrote: » Developer isn't toxic, you are the one that is being toxic.
You can't make things up in your mind and think it is true.
Dolyem wrote: » Noaani wrote: » we want the games meta to be uncovered quickly. Not we. And also. Why? Why does the meta need to be known quickly? What does that accomplish besides just enabling everyone to fall into one build and just burn through all of the content as fast as possible? Most of the fun from new MMO experiences is figuring stuff out with everyone since everyone is starting at baseline. All you want it seems is "Here, go ahead and take this tool so you can figure out the game as quickly as possible so you can maximize efficiency while blowing through any and all content we made but you can ignore it all for the sake of convenience and speed." No time to think so just make an addon to do it for ya right? Also, IS's ability to create good class designs doesnt have anything to do with what I am saying. It isn't hard to tell that the first month of most MMO's is usually an awesome experience due to everyone not knowing what to expect. Making that last longer creates a great experience, and it actually helps communities because everyone is helping each other figure stuff out as they go. Figuring out class builds is also a part of that experience, and having people figure it out without easymode addons can be just another fun dynamic that encourages players to work together to figure stuff out.
Noaani wrote: » we want the games meta to be uncovered quickly.
NiKr wrote: » The only way I see them succeed at this is to give every class several unique cross-class synergistic abilities and make the class change requirements so damn expensive and difficult that people have to find new members instead of just changing the class of their current stack. The meta will be the "1 of each archetype" setup, as you yourself like to say. So they'll need to vary it up with gear and augments. There's a chance they could go veeeeery deep into social org augment requirements on bosses (which imo would be quite interesting).
Dygz wrote: » What???
Dygz wrote: » I didn't understand anything you wrote in the part of your post that I quoted. It's all non sequitur. You have to be in town to change augments. Changing class requires some questing.
Dygz wrote: » 1 of each Primary Archetype for an 8-person group is not META. It's the basic balance of the game. And, we don't need DPS Meters to know that the game is balanced around that.
Dolyem wrote: » that encourages players to work together to figure stuff out.
NiKr wrote: » In order to avoid an objective "meta", you'll need to make those augments codependent in some way and give those dependencies different functions/values that would all be roughly equal in power.
NiKr wrote: » For example, tank/rogue can put poison on the agroed target and rogue/ranger could exacerbate that poison with his "nature school" augments (this is a complete theoretical, before you start saying that it's not ranger who has nature as a school). And let's say that poison now provides a value equal to 500dps. Alternatively the tank could've had cleric as his secondary and use the "death" school of augments to cast a debuff that boosts any life-draining abilities, so that the fighter/bard's vampiric self-buff boosted his overall dps by 500 points. Both examples give equal amounts of value, while coming from different classes. One could call that an anti-meta design.
NiKr wrote: » But when we add mob resistances and weaknesses to the equation, such augments can become more valuable. An underworld boss might have a high resistance to poison, but a weakness to death effects, so now, if we take the same example, the tank/rogue wouldn't provide any boost to the party, while tank/cleric gives +1k dps to the party. Now everyone who wants to kill said boss will just bring a "death schooled" player and easily win the encounter.
NiKr wrote: » And this is why I said that the cost for switching classes would have to be really high, if you wanted to avoid people just constantly switching their classes to adjust to the upcoming encounter. I'd imagine any given raid wouldn't have 10 bosses to kill each day, so if they have a "Nature boss" on today's agenda, they'll tell their members "go switch to the fire school augments and we'll go clear that boss real quick". And even if the quest for class-change takes 1-2h - they'll easily do that.
NiKr wrote: » And once people figure out the best approach to each valuable boss - there'll be a set meta of switching to appropriate classes on appropriate days (depending on boss respawn timers). To me this sounds like complete self-sustained farming meta where your raid never needs any changes in their core setup, because everyone can do everything.
NiKr wrote: » But if Intrepid makes the class-change super expensive/long or if they add social org based augments as a requirement for boss fights - you'll have raids needing more/different people in order to maximize their dps output. And in the context of "boss rewards in a dungeon scale off of how fast you cleared the previous boss" - you'll need that dps.
NiKr wrote: » In other words I'd like to make it harder for a set group of people to clear all the content in the game. Obviously you couldn't give fewer shits about any of this, because you don't care about peak dps numbers or anything of that sort. And there's a high chance that no one else would see the things I described as META, simply because there's internal change happening in-between farms so there's no one way to beat everything. And maybe my preference of the design described above goes directly against Steven's vision of "let people change classes every other day, or even daily, if they want". And if that's the case, well, I'll just let it be and play the game in my own way.
NiKr wrote: » Yes, those are all the currently planned designs and I hope they work out exactly how they're currently planned. And if the do, there's a good chance that even the tracker/meter people won't care about those tools as much as they would've in other games, purely due to the volatility of content and variability of group setups. But I'm assuming we're at least 2 years away from knowing if that'll be the case.
Mag7spy wrote: » They still will care about it, it doesn't matter to them about the content they just want their add ons.
NiKr wrote: » Mag7spy wrote: » They still will care about it, it doesn't matter to them about the content they just want their add ons. Yeah, they'll obviously use them to figure out their own best rotations and stuff, but that's why I said "not as much as in other games". A completely scripted game can be "solved" through proper tracker use. A completely random game would require you to know what to do in each possible combination of mob abilities, as Noaani said. So, in theory, a game that's in the middle and that is balanced as well as Dygz sees it to be - the tracker use would probably be fairly limited (on top of Intrepid's "no addons" rule).
NiKr wrote: » Btw, have there been mmos with 0 combat info? Did they have complex pve and did it require or at least result in tracker use? I'm not sure if I've ever heard about or seen such an mmo, so I wouldn't even know how people would react if Intrepid went so hard on their anti-addon spiel that they removed any hp/dmg indicators. Like, to a point where you don't even know your own HP values, so that you couldn't just extrapolate damages from pvp fights. I'd assume quite a lot of people would dislike that huge of an info absence, but I dunno if there's a precedent for it either way. edit: I guess you'd need to have somewhat randomized mob/boss hp on top of unknown values, because people could still just get their ttks and then compare them. In other words, it's literally impossible to stop people from deconstructing a game and then using that deconstruction to their benefit.
Mag7spy wrote: » Even if they did remove it if the game is really good and fun it doesn't matter people will still play it. People will still do test to try to figure out their dps using mobs and it will take a longer period of time and be much more onth e social side of things to figure how effective things can be.
Aerlana wrote: » Dolyem wrote: » that encourages players to work together to figure stuff out. *look at theorycrafting communities* ... How to say it... but... theorycrafters, even with combat tracker works together A LOT ... sharing all information... Thinking that people creating guides does it from their own personnal knowledge and nothing else is a proof you don't understand how all those people are working... and there are really activ theorycrafting communities... But you speak about people READING those guide, applying it, and syaing "L2P go check guides" ... Yes, guides are the ennemy of social in MMORPG