Noaani wrote: » If I were Steven, the following is how I would handle world bosses; First, the spawn itself is random between all possible world bosses that the specific node state of the server has unlocked. One boss will spawn per week, on a weekday night (leaving weekends for sieges and such, primarily). There is a server announcement perhaps 30 minutes before the spawn of the boss, alerting players to which boss is spawning. Upon nearing the spawn point, players (individual players, or group or raid leaders) are given a popup similar to that seen with caravans. Rather than simply attack, defend or ignore, players are given the option to join any side that has declared an intention to take on the boss, declare themselves a new side to take on the boss, or just ignore it and go about their day. Any side is automatically flagged as a combatant to any other side, within a fairly large area around the boss (undecided if I would want respawn points inside this area, or outside it). Next, I would make it so the bosses HP never heals, and the boss does not reset at all - ever. Then you make it so the loot system of "most damage done to the mob gets the rewards" applies, based on the sides players form themselves up to via the popup above. To me, this would create a unique content type that isn't in any game to date, but would be incredibly enjoyable. It would see more people participate in world bosses than anything else I can think of, would increase the PvP around said world bosses to damn near legendary status, yet would do so in a way where players are also encouraged to work together with other players and other guilds - potentially forming a temporary alliance to take on the world boss.
NiKr wrote: » Noaani wrote: » If I were Steven, the following is how I would handle world bosses; First, the spawn itself is random between all possible world bosses that the specific node state of the server has unlocked. One boss will spawn per week, on a weekday night (leaving weekends for sieges and such, primarily). There is a server announcement perhaps 30 minutes before the spawn of the boss, alerting players to which boss is spawning. Upon nearing the spawn point, players (individual players, or group or raid leaders) are given a popup similar to that seen with caravans. Rather than simply attack, defend or ignore, players are given the option to join any side that has declared an intention to take on the boss, declare themselves a new side to take on the boss, or just ignore it and go about their day. Any side is automatically flagged as a combatant to any other side, within a fairly large area around the boss (undecided if I would want respawn points inside this area, or outside it). Next, I would make it so the bosses HP never heals, and the boss does not reset at all - ever. Then you make it so the loot system of "most damage done to the mob gets the rewards" applies, based on the sides players form themselves up to via the popup above. To me, this would create a unique content type that isn't in any game to date, but would be incredibly enjoyable. It would see more people participate in world bosses than anything else I can think of, would increase the PvP around said world bosses to damn near legendary status, yet would do so in a way where players are also encouraged to work together with other players and other guilds - potentially forming a temporary alliance to take on the world boss. Have that for world event bosses and give those bosses some nice loot to justify the pvp and I'd be down for it. But I dunno about the regular ones having that kind of mechanic.
CROW3 wrote: » Noaani - do you think that if the corruption system as is was applied to world bosses, that it would dampen any of the tension and drama on a weekly basis?
Noaani wrote: » The reason I would want all world bosses to be like this (with a one per week spawn regime) is because it will build tension and drama over time. Different guilds and alliances will make agreements to join up for world bosses in order to dislodge the top tier guilds - and while these alliances will be system based, they will also be very temporary.
Lethality wrote: » Just to correct the original post, ‘we’ do not agree that it’s a good change. It’s a highly inconsistent change. With no basis for why.
Rando88 wrote: » If you think about it though, having corruption enabled makes more sense for high risk/reward in this case. If you really want the world boss you can just all get corrupted killing the other guilds trying to get the boss. What you're asking for is less risk for large established guilds. It's like lobbying the government to benefit your corporation while screwing the small businesses.
Mag7spy wrote: » Rando88 wrote: » If you think about it though, having corruption enabled makes more sense for high risk/reward in this case. If you really want the world boss you can just all get corrupted killing the other guilds trying to get the boss. What you're asking for is less risk for large established guilds. It's like lobbying the government to benefit your corporation while screwing the small businesses. PVE brain, no it is not more risk, less people will just pvp. Corruption is made to prevent that.
Rando88 wrote: » Mag7spy wrote: » Rando88 wrote: » If you think about it though, having corruption enabled makes more sense for high risk/reward in this case. If you really want the world boss you can just all get corrupted killing the other guilds trying to get the boss. What you're asking for is less risk for large established guilds. It's like lobbying the government to benefit your corporation while screwing the small businesses. PVE brain, no it is not more risk, less people will just pvp. Corruption is made to prevent that. Prevent what? If a guild wants to get the world boss from another guild can't they attack them right now and they will just get corrupted? Otherwise they could work together no? If they decide to attack then they would be murderers and get corrupted. I agree with the ocean change mainly because it being in international waters makes sense. And pirates. I use just normal logic.
Strevi wrote: » Dygz wrote: » ClintHardwood wrote: » The real fun comes in once you get over your 'gear fear', or in AoC's case, resource fear. Die. Lose your stuff. Murder other people. Take their stuff. Get better at the game. Now that's a gameplay loop. Yep. That's an awesome gameplay loop for people who love to do that. I don't play RPGs to murder people and take their stuff - I play RPGs to experience similar stories as what I read of heroic fantasy novels. While some killing is common, murdering and stealing people's stuff typically is not a thing in those stories. So, murdering people and stealing their stuff is not fun to me. But, it is fun for lots of gamers. And it's cool to have games that cater to those gamers. Looks like Ashes will join that list. On one of the links I posted above is writtenAshes of Creation is a PvX game. Players will naturally encounter both PvP and PvE elements.[20][21][22] It is unlikely that a player could purely focus on just PvP or just PvE.[22] The quote sends back to 2017.
Dygz wrote: » ClintHardwood wrote: » The real fun comes in once you get over your 'gear fear', or in AoC's case, resource fear. Die. Lose your stuff. Murder other people. Take their stuff. Get better at the game. Now that's a gameplay loop. Yep. That's an awesome gameplay loop for people who love to do that. I don't play RPGs to murder people and take their stuff - I play RPGs to experience similar stories as what I read of heroic fantasy novels. While some killing is common, murdering and stealing people's stuff typically is not a thing in those stories. So, murdering people and stealing their stuff is not fun to me. But, it is fun for lots of gamers. And it's cool to have games that cater to those gamers. Looks like Ashes will join that list.
ClintHardwood wrote: » The real fun comes in once you get over your 'gear fear', or in AoC's case, resource fear. Die. Lose your stuff. Murder other people. Take their stuff. Get better at the game. Now that's a gameplay loop.
Strevi wrote: » Dygz wrote: » Open Seas are high PvP - not high risk. Open Seas are reduced risk in order to encourage a higher occurrence of PvP. Higher occurrence of PvP means higher resource sink from the game. If higher resource sink is needed, could also be random storms or random powerful bosses which will be strong enough to guarantee death.
Dygz wrote: » Open Seas are high PvP - not high risk. Open Seas are reduced risk in order to encourage a higher occurrence of PvP.
NiKr wrote: » I'd personally prefer the push for guild/node wars rather than just a ffa around bosses. There's a boss in your node but some randoes from another node constantly farm it? Declare a war on their node. There's a bodd your guild is trying to contest against another guild? War! Wars keep the ffa nature of pvp around a boss w/o including literally the whole server in the action (though they kinda do cause you'd be flagged, but still). This would obviously require the guild wars to be forced (so that the target of the declaration can't just deny it) and the cost for the war would have to be appropriate. But if the boss is worth it - you pay the higher price to dec the contesting guild.
Veeshan wrote: » Strevi wrote: » Dygz wrote: » ClintHardwood wrote: » The real fun comes in once you get over your 'gear fear', or in AoC's case, resource fear. Die. Lose your stuff. Murder other people. Take their stuff. Get better at the game. Now that's a gameplay loop. Yep. That's an awesome gameplay loop for people who love to do that. I don't play RPGs to murder people and take their stuff - I play RPGs to experience similar stories as what I read of heroic fantasy novels. While some killing is common, murdering and stealing people's stuff typically is not a thing in those stories. So, murdering people and stealing their stuff is not fun to me. But, it is fun for lots of gamers. And it's cool to have games that cater to those gamers. Looks like Ashes will join that list. On one of the links I posted above is writtenAshes of Creation is a PvX game. Players will naturally encounter both PvP and PvE elements.[20][21][22] It is unlikely that a player could purely focus on just PvP or just PvE.[22] The quote sends back to 2017. just ignore dygz tbh he already saidthe open pvp ocean is a deal breaker for him and he a forumfall warrior with 5.2k+ posts 95% of them have been bitching in recent weeks :P