Spif wrote: » If you go back to DAoC, all dungeons were open world, and they were mostly filled with camp spots. IE, you camp in a specific spot kill a few spawns in rotation getting drops and XP. Maybe you check to see if a named mob was up every once in a while, and you went to kill him.
Mag7spy wrote: » IF there is ever a point where bosses are all dead and its hard to ever get one since you have to wait for them to spawn and they take forever, people will start to look at it as more just a pvp game than a PvX game.
Noaani wrote: » So, we have the situation where if 40 player content is at the end of a dungeon, guilds will rush through that dungeon en masse in order to kill that content, and this would be somewhat disruptive in an 8 player dungeon. So, this is why my suggestion is to make dungeons with 40 player content at the end also have 40 player content all the way through. This way, when those masses of players gather together, the only PvP they are likely to come across are other masses of players. Additionally, those groups of 8 players running content designed for 8 players are likely to only run in to other groups of 8 players. While I'm all for overwhelming an enemy with numbers, that should be something a guild has to actively do, not something they do by accident while going after a different goal.
Noaani wrote: » The notion that people consider this to be content baffles me. This should not be the standard by which Ashes dungeons are measured. They should far surpass this at a bare minimum. If you are in a dungeon, you should be moving between bosses at all times. The only situation in which it is acceptable to consider base population as content is while solo. As soon as you are in even a small group, bosses and mini-bosses should be the only thing you are going after, with base population there simply as a time sink.
NiKr wrote: » akabear wrote: » NiKr perhaps the more recent game has short respawn times and/or private servers but I recall the spawn time for some of the important raid bosses occuring every 2, 4 weeks apart.. one I had to wait 3 months before a chance to finish a quest. On official servers? I don't think I've ever heard that they were that long.
akabear wrote: » NiKr perhaps the more recent game has short respawn times and/or private servers but I recall the spawn time for some of the important raid bosses occuring every 2, 4 weeks apart.. one I had to wait 3 months before a chance to finish a quest.
NiKr wrote: » This is how your guild would be welcomed if your war enemies knew you were planning to come to the boss
NiKr wrote: » Imo making a full dungeon purely for 40-man raids would be a waste of space because 40-man raids should be rare
NiKr wrote: » Noaani wrote: » The notion that people consider this to be content baffles me. This should not be the standard by which Ashes dungeons are measured. They should far surpass this at a bare minimum. If you are in a dungeon, you should be moving between bosses at all times. The only situation in which it is acceptable to consider base population as content is while solo. As soon as you are in even a small group, bosses and mini-bosses should be the only thing you are going after, with base population there simply as a time sink. So yeah, we were in fact talking about different types of content.
akabear wrote: » I was thinking of Baium, the boss that was needed to visit to complete a class quest or something. The reality of the 5 days +/- 1-8 hrs was it had to fall on a day off AND also spawn when my own clan was online! Correlating the three too 3 months!
Noaani wrote: » In my experience, MMO players are significantly more apathetic than they used to be. I would fully expect there to be one or two.spawn cycles with a turnout like you posted, and that is likely to end in a stalemate. However, those people wont turn out in those numbers every spawn - people just dont care that much any more.
Noaani wrote: » This is basically saying any existing, organized guild shouldn't consider Ashes.
Noaani wrote: » Yes. You are talking about filler for a PvP game, I am talking about PvE content.
NiKr wrote: » But how often to they gather though? Did people in EQ2 always play as a 40-man stack? And if yes, how long and how often did they play?
Noaani wrote: » In EQ2 the raid cap was 24. We would be in 24 person raids for 12 to 20 hours per week taking on content. If Ashes wants to attract PvE players, that is the expectation. If they want to make the raid cap 40 people, then they should be providing that amount of content for that size raid. Or, you know, just make a PvP game.
NiKr wrote: » Noaani wrote: » In EQ2 the raid cap was 24. We would be in 24 person raids for 12 to 20 hours per week taking on content. If Ashes wants to attract PvE players, that is the expectation. If they want to make the raid cap 40 people, then they should be providing that amount of content for that size raid. Or, you know, just make a PvP game. Ah, so barely 2-3 hours a day. Was that hours of pure content from start to finish or does that include the time required to gather up the people and get to the boss locations? I'm assuming it's the former.
NiKr wrote: » Have 10-15 raid bosses with weekly respawns and you'll have yourself around 2h a day of pvx content (which includes the pve content you'd deem good). Another hour would be required for travel, but with some good planning and good coordination, I think that can be cut down somewhat.
Noaani wrote: » If they want more PvE players, where is their content?
Abarat wrote: » Noaani wrote: » If they want more PvE players, where is their content? Given that none of us, not one single person here, has even played the game for a second... No one has seen the game, right? Why are you so insistent there is not content? How do you know anything about what pve content there will be? I can understand if you are concerned there wont be enough, but you somehow have convinced yourself (and are working really really hard to convince the rest of us) there IS NO PVE CONTENT. Why?
Depraved wrote: » /facepalm