I want to discuss the currently planned 80/20 (open world/instanced) content split and the statement that instanced content will be non-repeatable.
I mainly separate bosses into open world and instanced. There's several mechanics to how you fight them or how you get to fight them, but at their core it's binary. Open world bosses obviously have to be easier than instanced ones, mainly due to the pvp potential. There's obviously gotta be way more of them in the world and they should obviously have several different mechanics of their appearance and encounters.
I come from L2 and its instanced bosses had a "world instance" kind of mechanic. Something that could only be beat once per its respawn cycle for the entire server and has instanced mechanics. Those instances also had 2 types: they either let in only one raid or had an open to anyone access to the instanced room but only for a short time window. Obviously there was a shitton of pvp for these bosses, because they were rarer than open world bosses (don't necessarily have to be the case in Ashes) and only one group of people gets to kill them, while the rest of the server had to wait for that boss to respawn again.
- here's an example of a "pure" instanced fight. There's a ton of pvp happening around the npc that let's you into the instance and the video's poster is the first one to enter (mainly due to server settings, cause iirc you shouldn't be able to enter with dead raid members, but that's beside the point)
- here's an example of "open door for a while". The video is inside boss' room, there's pvp between different people (the purple icon above people's heads means "one-sided war declaration") and anyone who missed the time window stayed outside and can't come into this room until the boss dies or everyone inside wipes.
In that second case, if the people inside all died, the boss would "fall asleep" for several minutes (might've been up to 30min-1h, don't remember exactly) and then the door would open again.
Now here's why I made this post. There's the "instanced content is only 20% of all the content and is non-repeatable" statement (in the context of dungeons of course). To me personally, the instanced bosses from L2 still felt like open world ones, because your right to their loot comes directly from open world. That is, if you didn't win in open world pvp (could be some pvp-including puzzle/mechanic in Ashes) - you didn't get to even try and fight the boss. So I'd be completely fine if top lvl bosses in Ashes had this "world instance" mechanic (and the volcano dragon from alpha1 kinda already did, though I think the "doors" didn't close). It would let Intrepid design the boss encounters with all kinds of intricacies and difficulties w/o sacrificing open worldness (again, imo). And considering Steven's statement of "we'll have bosses that only <10% of the playerbase can defeat", I'd assume that high difficulty pve is one of the goals for the game.
What do you think though? Especially those who consider themselves purist of Intrepid's design and sticklers of definitions. Would this "world instance" mechanic break the "80/20, no repeatable instances" promise for you? Do you think that the promise itself is silly in the first place, because you can't make super difficult open world pve and expect people to clear it while literally anyone is free to interrupt their farm? Would love to hear your opinions.