wrms wrote: » Maybe there will be some raid content that is not the very top tier which will be instanced, so it won't be a problem, but if all or most of the raid content is open world, I just cant imagine that they can make enough of it to scale to their server sizes without something like the lockouts I suggested. Even 200 max level but second tier bosses would only average out to 1 boss per week per 40 person guild on a server with an 8000 active population. Obviously that's just some rough math, but the point is just to highlight the kind of number range we are talking about for there to be enough content for a server population to fight over. Maybe not every guild will be max level, but most guilds will also want to do a lot more than one boss per week.
Noaani wrote: » Abarat wrote: » Noaani wrote: » I never said there wont be any PvE content. I have said that what many people are calling PvE content (base population) is in fact just filler and not content at all. Read the two sentences above again... slowly. I am sure you will understand my confusion. Nope, I still dont get it. Base population is filler, and not content. Boss mobs are PvE content if implemented in an appropriate manner. I have said I expect Ashes to have those boss mobs, and as such there will be some (though not much) PvE content.[/quote| you are way more super important that i am. ignore me going forward
Abarat wrote: » Noaani wrote: » I never said there wont be any PvE content. I have said that what many people are calling PvE content (base population) is in fact just filler and not content at all. Read the two sentences above again... slowly. I am sure you will understand my confusion.
Noaani wrote: » I never said there wont be any PvE content. I have said that what many people are calling PvE content (base population) is in fact just filler and not content at all.
Abarat wrote: » So, basically he wants to be locked in instanced raiding five nights a week? Is that it, or am i missing it still?
NiKr wrote: » And to me L2 is still a pvx game. It's just that, be it just you or your circle of people (or potentially all pvers), I don't differentiate content like that. Anything in the game is content for me. Farming easy mobs, farming hard mobs, farming bosses of any difficulties - all of that is just pve for me. And I'm used to the system where even the easy mobs are valuable to some extent, so it's not like I'm wasting time farming them. And if on top of that pve content I also have pvp encounters (also of any difficulty) - that makes it pvx content. If literally all mob pvers have the same opinion as you - I'm 99% sure they'll dislike Ashes, because I'm almost as strongly sure that Ashes will not have that amount of that type of content. Hell, I doubt it'll have that even in 2-3 years after release, even if it's super successful. Now, I could be wrong of course, but I somehow doubt that.
NiKr wrote: » How many of those 8k people will be raiding at all?
Noaani wrote: » NiKr wrote: » How many of those 8k people will be raiding at all? If the content is actually good, history would suggest 6k. .
akabear wrote: » Noaani wrote: » NiKr wrote: » How many of those 8k people will be raiding at all? If the content is actually good, history would suggest 6k. . Prefer an MMO, not a Raiding Game.
NiKr wrote: » This is why I said that I have a high standard for what I'd want to see. I want plain dungeon mobs to be as difficult as overworld low difficulty boss. With that difficulty growing throughout the dungeon.
Noaani wrote: » If we are talking real for a minute, all the bosses from L2 and Archeage (which seem very similar in terms of difficulty) would probably fit here if we are talking purely in terms of difficulty, though some of them would still be too easy for this.
NiKr wrote: » Cause you said that we don't get what instances are, but you reinforce the idea that only instances can provide real content and then say that you want real content in the game.
Noaani wrote: » No I didnt. My previous post didn't talk about anything to do with instances, or any mobs that would be in instances. Imagine a zone with goblins, because why not. Random_goblin_87 is the base population. It isnt content, it is filler, there are literally thousands of these in the dungeon, because the dungeon is large. This is the mob above that in a raid dungeon, your raid can safely pull 2, but not 3. Killing two of these will probably take your raid a few minutes. In that same dungeon, in the same room, is a mob called 'Goblin Master Pyromancer'. This is a boss mob, it absolutely is content, there are hundreds of similar mobs to this in this dungeon, and is probably going to attack you with fire. If you aren't ready for that, you'll die. This will probably be a 10 - 15 minute fight for your raid. Then, at the end of the dungeon, you'll find "*Harold, King of all things Goblin*". This guy has a unique model, an overly complex script, and is going to be a 30 minute or more fight. Again, it is content, and there are two other mobs of similar difficulty in the dungeon. None of the above is in instances.
NiKr wrote: » To me that'd be mob, elite mob, boss.
Noaani wrote: » That Pyromancer above wouldn't be sharing abilities with other goblins, other than perhaps a basic attack. It would have it's own loadout of unique abilities - they just wouldn't have animations specific to them (not needing specific models or animations cuts 90% or so of the development work needed to add a mob like this).
Noaani wrote: » Every game I have ever played would call an encounter that takes that experienced, geared raid 15 minutes to kill, and that has it's own set of abilities that aren't used anywhere else a boss, without a second thought.
NiKr wrote: » There's fat mobs with big damages.
Noaani wrote: » Perhaps this is the disconnect here. This is something I would consider to be one type of base population - the unnamed masses. Take your Elden Ring comments, assume these high DPS mobs are simply one type of the base population (which should have high DPS, CC, high HP and also healer varieties - hence not wanting to pull more than two at a time), and then carry on from there.
NiKr wrote: » Noaani wrote: » Perhaps this is the disconnect here. This is something I would consider to be one type of base population - the unnamed masses. Take your Elden Ring comments, assume these high DPS mobs are simply one type of the base population (which should have high DPS, CC, high HP and also healer varieties - hence not wanting to pull more than two at a time), and then carry on from there. At this point we'd just need to see how low and how high in difficulty design Intrepid want to go. Maybe base pop mobs have 1 ability. Thiccq mobs have 2-3. Named mobs have 2-3 abilities and a few special mechanics. Plain bosses have 5 abilities, several mechanics and an envi hazard (with a range of differences between all of those to create different difficulties within the Boss type creatures). And top lvl epic bosses have up to 10 abilities with rng uses, several stages with several mechanics each (plain bosses could have two or three stage too maybe) and a few envi hazards.
Noaani wrote: » NiKr wrote: » Noaani wrote: » Perhaps this is the disconnect here. This is something I would consider to be one type of base population - the unnamed masses. Take your Elden Ring comments, assume these high DPS mobs are simply one type of the base population (which should have high DPS, CC, high HP and also healer varieties - hence not wanting to pull more than two at a time), and then carry on from there. At this point we'd just need to see how low and how high in difficulty design Intrepid want to go. Maybe base pop mobs have 1 ability. Thiccq mobs have 2-3. Named mobs have 2-3 abilities and a few special mechanics. Plain bosses have 5 abilities, several mechanics and an envi hazard (with a range of differences between all of those to create different difficulties within the Boss type creatures). And top lvl epic bosses have up to 10 abilities with rng uses, several stages with several mechanics each (plain bosses could have two or three stage too maybe) and a few envi hazards. I mean, if you multiply those ability numbers by 3 or 4, you have about what I am thinking, for a PvX game I am used to most raid based trash mobs having more than 10 abilities at their disposal (these are still mobs I dont consider content), so cutting that down to 3 or 4 to me seems like a fairly big compromise already. As I've said in the past, the PvE experiences you and I have had are on somewhat different levels, due to the games we have played.