Vyril wrote: » So what are the players left to do in the game? Harvest mats grind basic mobs ?
JamesSunderland wrote: » Vyril wrote: » JamesSunderland wrote: » Bosses respawn timers aren't very reasonable to be argued on without knowing how many of them are out there.but 30min certainly isn't a very reasonable boss respawn time, maybe a elite monster/mini boss respawn time works well with 30min. Way too fast respawn timers diminishes the content value and makes them repetitive/boring WAY faster. Also, when you say bosses, are you talking about all types of bosses? Currently, according to the wiki, we know of 4 types of bosses: Raid bosses(~12~15 of them), Dungeons bosses(?), World Bosses (?) and Legendary World Bosses(?) With ~12~15 raid bosses i would expect a respawn time of around ~6~8 hours for them, No idea about Dungeon bosses without knowning how many there are, World bosses probably ~36~60 hours? Legendary World Bosses probably once a week per respawn? Dungeon, small group content 8/16. Player base of 10k not concurrent but log in that day. Let's say 20 dungeons and for sake of calculation. Only 1 boss. 6 hour respawn. 4x a day. 80 kills a day. Each kill can only be claimed by 1 group. Only 640 unique players get kills. 1280 if all bosses need 16 players. Now in reality, you will reduce those unique players because server politics and guild dominance and you're likely looking at 3-7% unique players get boss kills. Screw the 93%, well we can knock off a generous 50% of players that do other content. So roughly 43% of players won't get to kill a boss that would likely want to. So what are the players left to do in the game? Harvest mats grind basic mobs ? Hypothetically of course. Based on hypothetical numbers. A big part of the game is the economy, if large section of players cant contribute with meaningful loot it's going to cause issues. Caravans and ships need to be filled, or that content is dead. Considering Pyroclastic Wyrm (54K HP) which is a lv10 Dungeon Bosshttps://ashesofcreation.wiki/Pyroclastic_Wyrm#/media/File:ss-2020-12-19-01_26_27-00002.png and Brood Queen (63K HP) which is a lv10 Raid Boss (Raid = 40man)https://ashesofcreation.wiki/images/4/44/ss-2020-06-01-01_40_18-00001.png I really don't think Dungeon bosses will be able to be taken on by 8/16 players. I believe only mini bosses or probably "party bosses"(if that will be a thing) will be dealt with that amount of players.
Vyril wrote: » JamesSunderland wrote: » Bosses respawn timers aren't very reasonable to be argued on without knowing how many of them are out there.but 30min certainly isn't a very reasonable boss respawn time, maybe a elite monster/mini boss respawn time works well with 30min. Way too fast respawn timers diminishes the content value and makes them repetitive/boring WAY faster. Also, when you say bosses, are you talking about all types of bosses? Currently, according to the wiki, we know of 4 types of bosses: Raid bosses(~12~15 of them), Dungeons bosses(?), World Bosses (?) and Legendary World Bosses(?) With ~12~15 raid bosses i would expect a respawn time of around ~6~8 hours for them, No idea about Dungeon bosses without knowning how many there are, World bosses probably ~36~60 hours? Legendary World Bosses probably once a week per respawn? Dungeon, small group content 8/16. Player base of 10k not concurrent but log in that day. Let's say 20 dungeons and for sake of calculation. Only 1 boss. 6 hour respawn. 4x a day. 80 kills a day. Each kill can only be claimed by 1 group. Only 640 unique players get kills. 1280 if all bosses need 16 players. Now in reality, you will reduce those unique players because server politics and guild dominance and you're likely looking at 3-7% unique players get boss kills. Screw the 93%, well we can knock off a generous 50% of players that do other content. So roughly 43% of players won't get to kill a boss that would likely want to. So what are the players left to do in the game? Harvest mats grind basic mobs ? Hypothetically of course. Based on hypothetical numbers. A big part of the game is the economy, if large section of players cant contribute with meaningful loot it's going to cause issues. Caravans and ships need to be filled, or that content is dead.
JamesSunderland wrote: » Bosses respawn timers aren't very reasonable to be argued on without knowing how many of them are out there.but 30min certainly isn't a very reasonable boss respawn time, maybe a elite monster/mini boss respawn time works well with 30min. Way too fast respawn timers diminishes the content value and makes them repetitive/boring WAY faster. Also, when you say bosses, are you talking about all types of bosses? Currently, according to the wiki, we know of 4 types of bosses: Raid bosses(~12~15 of them), Dungeons bosses(?), World Bosses (?) and Legendary World Bosses(?) With ~12~15 raid bosses i would expect a respawn time of around ~6~8 hours for them, No idea about Dungeon bosses without knowning how many there are, World bosses probably ~36~60 hours? Legendary World Bosses probably once a week per respawn?
Okeydoke wrote: » Vyril wrote: » So what are the players left to do in the game? Harvest mats grind basic mobs ? And some of the lesser contested dungeons that perhaps may exist.
Mag7spy wrote: » I agree the times should have some leeway on being unpredictable.
xMrWoolf wrote: » open world short predictable boss respawn timers at dungeons or world bosses where drops are rare/hiogh demand means you are not getting those resources unless you pay the guild that currently locks it down. unpredictable respawns means people wont be camping it and it turns into a who happens to stumple upon it this time or players sit and wait endlessly not progressing in other ways. if the top tier stuff drops in 6 locations every 1 hour odds are a stampede will arrive just in time and typically it will be the dominating guild. if no one knows when it will respawn it creats a healthier environment IMO allowing players to kill it with out the world knowing it even spawned - also making rare gear that much better and exciting.
Open world dungeons will be populated to facilitate multiple groups within the dungeon.[7]
xMrWoolf wrote: » @Vyril you can populate a dungeon enough to keep multiple groups busy and not have the last boss spawn every x minutes and be predictable. it would be nice to have multiple mini boss's on shorter respawn timers also but kept a little unpredicatable as well.. maybe a 15-1 hour gap the mini boss's could have a chance to drop the rare crafting mats also at a much lower chance though and the end boss has slightly higher chances plus a small chance to drop completed items
Vyril wrote: » xMrWoolf wrote: » @Vyril you can populate a dungeon enough to keep multiple groups busy and not have the last boss spawn every x minutes and be predictable. it would be nice to have multiple mini boss's on shorter respawn timers also but kept a little unpredicatable as well.. maybe a 15-1 hour gap the mini boss's could have a chance to drop the rare crafting mats also at a much lower chance though and the end boss has slightly higher chances plus a small chance to drop completed items Let's talk this out. If dungeons are designed well, you should have at least 4 floors to a dungeon. T1, T2, T3 and T4.https://ashesofcreation.wiki/Resource_quality T1: ~30 - 60 min T2: ~60 - 2hrs T3: ~2 - 6 hrs T4: ~6 - 12 hrs On top of that you can have multiple wings to each floor, with different spawn rates and difficulties. I think most people are pigeon holing a boss to be this EPIC fight, when they can be general challenges with varying degree of difficulties and loot qualities. These fights just take more time to accomplish leading way for other groups to enter the areas. Until you hit T4 they can be semi-grindable bosses. T4 is more of a Raid encounter, and not all dungeons would have a T4, and node levels could play a part in that.
Vyril wrote: » Content will be tailored for 40, 16 and 8 person group sizes.https://ashesofcreation.wiki/Group_dynamics
NiKr wrote: » worddog wrote: » That sounds awful tbh. The best part of video games is the accessibility. You can sit down on your couch or at your desk and just play a game for as long or as little as you want, no need to drive anywhere or make plans. I don't think anyone wants a pointless time restriction on when they can and cant play the video game they paid for. And the majority of people don't have more than 5h a day to play. And iirc, most people play 1-2h a day. So while a few nerds won't be able to play the game for days on end, they also can use that time to play any other game, while the people with limited time can play an mmo with balanced pvp for a change (outside of GW2 arena of course).
worddog wrote: » That sounds awful tbh. The best part of video games is the accessibility. You can sit down on your couch or at your desk and just play a game for as long or as little as you want, no need to drive anywhere or make plans. I don't think anyone wants a pointless time restriction on when they can and cant play the video game they paid for.
worddog wrote: » You said servers should only be up during primetime, what about the people who can't play during primetime? They just aren't allowed to play? This doesn't limit hardcore players, they'll always be available during primetime. This limits casual players who can't play whenever they want.
NiKr wrote: » worddog wrote: » You said servers should only be up during primetime, what about the people who can't play during primetime? They just aren't allowed to play? This doesn't limit hardcore players, they'll always be available during primetime. This limits casual players who can't play whenever they want. I was giving a hypothetical example of another mmo that, I think, a lot of people would like. And the answer to the question would be "tough luck, don't play the game or play on a server that fits your time". And yeah, you could have different servers in one region have staggered primetimes, so it wouldn't be that big of a problem, especially considering that you'd probably only need a few of those due to how few people play in those times. I do not want this kind of mechanic for Ashes because I'm gonna live in Ashes.
worddog wrote: » I can't imagine anyone would want that system for an MMO. That sounds extremely niche at best and game killing at worst.
Noaani wrote: » If you have a dungeon designed for 8 players, then all bosses in the zone should be for 8 players. if you have a dungeon designed for 40 players, then all bosses in the zone should be for 40 players.
Noaani wrote: » JamesSunderland wrote: » Vyril wrote: » JamesSunderland wrote: » Bosses respawn timers aren't very reasonable to be argued on without knowing how many of them are out there.but 30min certainly isn't a very reasonable boss respawn time, maybe a elite monster/mini boss respawn time works well with 30min. Way too fast respawn timers diminishes the content value and makes them repetitive/boring WAY faster. Also, when you say bosses, are you talking about all types of bosses? Currently, according to the wiki, we know of 4 types of bosses: Raid bosses(~12~15 of them), Dungeons bosses(?), World Bosses (?) and Legendary World Bosses(?) With ~12~15 raid bosses i would expect a respawn time of around ~6~8 hours for them, No idea about Dungeon bosses without knowning how many there are, World bosses probably ~36~60 hours? Legendary World Bosses probably once a week per respawn? Dungeon, small group content 8/16. Player base of 10k not concurrent but log in that day. Let's say 20 dungeons and for sake of calculation. Only 1 boss. 6 hour respawn. 4x a day. 80 kills a day. Each kill can only be claimed by 1 group. Only 640 unique players get kills. 1280 if all bosses need 16 players. Now in reality, you will reduce those unique players because server politics and guild dominance and you're likely looking at 3-7% unique players get boss kills. Screw the 93%, well we can knock off a generous 50% of players that do other content. So roughly 43% of players won't get to kill a boss that would likely want to. So what are the players left to do in the game? Harvest mats grind basic mobs ? Hypothetically of course. Based on hypothetical numbers. A big part of the game is the economy, if large section of players cant contribute with meaningful loot it's going to cause issues. Caravans and ships need to be filled, or that content is dead. Considering Pyroclastic Wyrm (54K HP) which is a lv10 Dungeon Bosshttps://ashesofcreation.wiki/Pyroclastic_Wyrm#/media/File:ss-2020-12-19-01_26_27-00002.png and Brood Queen (63K HP) which is a lv10 Raid Boss (Raid = 40man)https://ashesofcreation.wiki/images/4/44/ss-2020-06-01-01_40_18-00001.png I really don't think Dungeon bosses will be able to be taken on by 8/16 players. I believe only mini bosses or probably "party bosses"(if that will be a thing) will be dealt with that amount of players. I think there is some confusion here. Are we talking about group dungeons and their bosses, or raid dungeons and their bosses? If you have a dungeon designed for 8 players, then all bosses in the zone should be for 8 players. if you have a dungeon designed for 40 players, then all bosses in the zone should be for 40 players. Additionally, there should be at least a half dozen actual bosses, and several dozen mini-bosses per dungeon. EQ2 has dungeons with several hundred bosses/mini-bosses, and Ashes should be aiming to at least hit 10% of a 20 year old game.
NiKr wrote: » Guilds would have to fight for those rooms, while having an opportunity to have a temporary truce or an alliance.
Noaani wrote: » This is exactly what I would do, and what most of the other raid leaders I know would do.