Kilion wrote: » 1) Availability2) There is no "final boss"3) Contest of access4) Compete for more5) Burn bridges
tautau wrote: » Possible solution: Dungeons have multiple entrances and exits. There are various interconnected paths to the boss, some are longer and less defended, others are shorter and more strongly defended. Different paths have different types of mobs AND the types of mobs change each time the boss spawns. Players could learn the different paths in, but they never can predict what mob strengths and types they will face on a given path. Once a group kills the boss and gets the drops, they don't have to go back out the way they came in. If you leave by a different path, you will have to fight different mobs and Might run into another group trying to come in. With many entrances and exits, it will be difficult to try to catch the players leaving with the loot, but you might (particularly if you have a spy in the group).
Neurath wrote: » novercalis wrote: » Neurath wrote: » I'm not against grouped mobs. I think there should be singular mobs and grouped mobs to make a dungeon more inclusive. flat no. They way Steven answered Solo play - he skirted around not to outright say there is no solo play. He said there will be some solo content - caravan, siege, BH. As for solo players doing solo XP - I dont want to see that be a thing. MAYBE 2-3 classes being somewhat capable. To be more specific - I do thing you should be able to single kill a target, but its gonna take you longer and the XP rate is NEEDS to be not worth compared to those who are in groups. Sure, you can solo - lower level single mobs in the open world. In the dungeon - forget about, unless you're a level 40 in a lvl 20 dungeon - then once again - SURE. Therefor I am against seeing individual players of equal level in equal lvl dungeons soloing. Can you single pull from someone, I guess - but dungeon mobs should look like this: level 40 player fighting a "level 40 mob" is technically a lvl 42-43 mob. In EQ a mob 2-3+ levels above you is pretty much impossible to solo. So once again, you, the solo lvl 40 player will need to fight lvl 37 dungeon mob to be MAYBE viable/doable. But you are getting the XP rate of a 37 mob, that is lower level than you, which makes it even less xp. I hope all of that made sense. What are you saying here? You just want grouped mobs and no solid solo mobs? Won't that get boring? Perhaps inclusive was the wrong word to use but I stand by my initial statement.
novercalis wrote: » Neurath wrote: » I'm not against grouped mobs. I think there should be singular mobs and grouped mobs to make a dungeon more inclusive. flat no. They way Steven answered Solo play - he skirted around not to outright say there is no solo play. He said there will be some solo content - caravan, siege, BH. As for solo players doing solo XP - I dont want to see that be a thing. MAYBE 2-3 classes being somewhat capable. To be more specific - I do thing you should be able to single kill a target, but its gonna take you longer and the XP rate is NEEDS to be not worth compared to those who are in groups. Sure, you can solo - lower level single mobs in the open world. In the dungeon - forget about, unless you're a level 40 in a lvl 20 dungeon - then once again - SURE. Therefor I am against seeing individual players of equal level in equal lvl dungeons soloing. Can you single pull from someone, I guess - but dungeon mobs should look like this: level 40 player fighting a "level 40 mob" is technically a lvl 42-43 mob. In EQ a mob 2-3+ levels above you is pretty much impossible to solo. So once again, you, the solo lvl 40 player will need to fight lvl 37 dungeon mob to be MAYBE viable/doable. But you are getting the XP rate of a 37 mob, that is lower level than you, which makes it even less xp. I hope all of that made sense.
Neurath wrote: » I'm not against grouped mobs. I think there should be singular mobs and grouped mobs to make a dungeon more inclusive.
novercalis wrote: » honestly remove the notion of "BOSS" in dungeons. Multiple rooms should have loots that most class desire all spread out. No Bosses, Just Named Mobs. Each Room is of equal value. Raids can have "Bosses" and the obvious World Bosses.
NiKr wrote: » novercalis wrote: » honestly remove the notion of "BOSS" in dungeons. Multiple rooms should have loots that most class desire all spread out. No Bosses, Just Named Mobs. Each Room is of equal value. Raids can have "Bosses" and the obvious World Bosses. Imo it should just be a range of drop chances, that come to a balance for their lvl across the dungeon. If there's 10 rooms with lvl40 mobs - 6 of those rooms can have different types of mobs with, say, 0.1% chance to drop a crafting material for one of 3 pieces (or sets) of gear. Then 3 rooms would have 24+-3h respawn bosses, each having a 50% chance to drop full mats for a single craft of a single piece of gear or several mats for different pieces within the set that relates to it. And maybe 1-3% chance to drop a full piece of gear. And one room would have a 2d+-5h respawn boss that drops mats for all 3 sets and has a higher chance of dropping full pieces. When the boss rooms don't have bosses in them, they're populated with mobs that have the same loot tables as the bosses, but the chances for that loot are lower than the ones in the "normal" rooms, so the overall daily chance is the same, but the ones farming the boss room would also be the first ones to see the boss respawn and would have the first dibs on it. At the end of the dungeon there'd be a super cool and hardcore raid boss with a several-day respawn timer, great chances to drop mats and full gear, and some sort of unique piece of loot. In other words, every room would be pretty much equal in its worth on the grand scale, but boss rooms would give you an edge over the others, so for several hours every day there'd be a higher concentration of players in those rooms fighting for the chance to be the first ones to kill the boss. Chances would obviously have to be properly calculated and balanced and all that.
novercalis wrote: » As for the concept of a boss room in your example.... i dont hate it... problems with set timers creates other issues. RNG timer would be better. If not, it's gonna feel like archeage dailies events. kinda indifferent to your version.
NiKr wrote: » novercalis wrote: » As for the concept of a boss room in your example.... i dont hate it... problems with set timers creates other issues. RNG timer would be better. If not, it's gonna feel like archeage dailies events. kinda indifferent to your version. The +-h in my examples is the rng factor
Azherae wrote: » I'm so sad that you missed FFXI sometimes.
Azherae wrote: » I'll just hope that all those times you suggest something that makes me think "Wait isn't this how it works in all games?" that it is because you got to have exactly that in L2.
Azherae wrote: » I don't usually assume that for PvE though.
NiKr wrote: » novercalis wrote: » The rooms don't look nearly as populated as L2 but EQ difficulty design differs. I am surprised to see soo many mobs compacted in 1 area and looks like if you pull 1, everything gets pulled. A group of 5 in EQ can maybe handle 3-4 mobs with the right CC and prioritizing the right mobs. Anything more and that's a wipe. Dungeons becomes semi safe when all rooms are camped, if not you get them to wander and almost every single fucking mob loves to run away and RUN FAST - which triggers other aggro and aggro range in EQ are LARGE. Shit begins to snowball and trains begin to happen - affecting almost everyone in the zone. L2's groups were 9-man and, yeah, usually you'd try to fight several mobs at once just to speed up your farm. But quite often those rooms would be pulled into the corridors one mob at a time because the groups farming them were too weak. And then just running through the dungeon would be quite dangerous. L2's leashes seem shorter than EQ's though and mobs across the entire dungeon are not as socially agroable, so if a mob from 2 rooms back hits you while you're running through another room (but don't agro its mobs) - other mobs won't just jump on you. I'd prefer Ashes to exist in the middle ground between L2 and EQ. Fewer mobs per room, but they're more difficult and the dungeon is more dangerous overall.
novercalis wrote: » The rooms don't look nearly as populated as L2 but EQ difficulty design differs. I am surprised to see soo many mobs compacted in 1 area and looks like if you pull 1, everything gets pulled. A group of 5 in EQ can maybe handle 3-4 mobs with the right CC and prioritizing the right mobs. Anything more and that's a wipe. Dungeons becomes semi safe when all rooms are camped, if not you get them to wander and almost every single fucking mob loves to run away and RUN FAST - which triggers other aggro and aggro range in EQ are LARGE. Shit begins to snowball and trains begin to happen - affecting almost everyone in the zone.
Strevi wrote: » Kilion wrote: » So what I would like to do is gather ideas for what would be good ways to design contestable dungeons to have variety and avoid all dungeons having a "the strongest group will get the boss loot" design. The game could troll "the strongest group" and drop loot to mediocre players only. I don't care. But no matter what solution is chosen, I hope outside, at dungeon entrance, the best loot of that particular dungeon is 100% drop in a pvp fight. Or at least valuable loot to have higher chance to drop than common tier.Transporting the loot back to a storage should be riskier than driving a caravan.
Kilion wrote: » So what I would like to do is gather ideas for what would be good ways to design contestable dungeons to have variety and avoid all dungeons having a "the strongest group will get the boss loot" design.
Veeshan wrote: » Eq had no leashing btw u either zones out or run to guards to get it killed they were the only way to leash things in EQ which i quite liked tbh these short ass leashes kinda suck in modern games. it like ur fighting a bunch of lazy mobs that can be fucked to chase u more than 10meters away :P in EQ it like get the fk out of my home and chases u all the way to the start of his base lol
novercalis wrote: » It might be more like L2 since they are calling stuff as bosses in AoC I am still holding out more akin to EQ designhttps://youtube.com/watch?v=sH3kOHtx1YE Lower Guk for example - You had multiple rooms, each room usually had specific loot tables and all the frogloks were regular npc but some frogloks were "named" Lord Frogluk, Assassin Frogluk, Magi Frogluk, etc. Their pretty much got the same stat blocks as the rest of the mobs, just ma hit extra, or have a little bit more dps or hit a little bit more harder - nothing wild. Story wise - the Lord is the "final boss" but he isnt treated as anything special from the rest of the dungeon. Just the higher lvl mob, harder hitting but probably the same HP pool. Drops a very nice weapon that many melee classes seeks to camp him. The rooms don't look nearly as populated as L2 but EQ difficulty design differs. I am surprised to see soo many mobs compacted in 1 area and looks like if you pull 1, everything gets pulled. A group of 5 in EQ can maybe handle 3-4 mobs with the right CC and prioritizing the right mobs. Anything more and that's a wipe. Dungeons becomes semi safe when all rooms are camped, if not you get them to wander and almost every single fucking mob loves to run away and RUN FAST - which triggers other aggro and aggro range in EQ are LARGE. Shit begins to snowball and trains begin to happen - affecting almost everyone in the zone. Contesting in EQ - was running mobs against another group if in a PvE server. Or outright kill them in PvP server. The other contesting is DPS Race. P99 rules may differ in terms of "camp protection" first come, first serve but live - I did not remember people obeying the play nice rule. If we wanted to take over - we will out dps the mob. The stronger group wins. Lots of bullying. I would like this version, as it promotes conflict and potential pvp for AoC. I personally dont want to see 1 mob be treated differently as the "boss" of a dungeon. Everything in there should be of equal strength. You can treat the loot tables differently - sure but each room or named critters should be of importance. * Mages may want to fight the Magi Orc for it's robe * Tanks may want to fight the King Orc for its weapon * Rogues and Rangers may want to camp the Assassin Orc * Druids and Shaman may want to camp the Witchdoctor * Clerics may want to camp the King Orc for its armor * Wizard / Necro may want to camp Magi for it's staff every room were importance to some class and needed to form a group. It was a weird way to go about things - cause many times, Warriors has no reasons to be in Magi room and Magi room needs a tank. But the same is true for King room - wizards/mages/necro has no need to ever step foot in King room. but people did it - to help a guildie or cause the room you were looking for is full. so you would join another group solely for the XP and trash loot until a spot opens up. A Necro looking for Magi but the room is full. The Necro whisper that group or their necro and asks "Hey buddy, LMK when you leave so i can take over please". Therefor - If that Necro got his loot or play time is up - it was VERY COMMON and etiquette to always find a replacement before you leave. Now that Necro in king's room would say his peace, and joins the magi group. Usually Magi necro will give a 15 min heads up to the King Necro, so they can find a replacement or at the least, he can warn the kings room he is leaving soon to magi room. SOCIAL INTERACTION and teamwork - GASP. Please bring this back.
Veeshan wrote: » novercalis wrote: » It might be more like L2 since they are calling stuff as bosses in AoC I am still holding out more akin to EQ designhttps://youtube.com/watch?v=sH3kOHtx1YE Lower Guk for example - You had multiple rooms, each room usually had specific loot tables and all the frogloks were regular npc but some frogloks were "named" Lord Frogluk, Assassin Frogluk, Magi Frogluk, etc. Their pretty much got the same stat blocks as the rest of the mobs, just ma hit extra, or have a little bit more dps or hit a little bit more harder - nothing wild. Story wise - the Lord is the "final boss" but he isnt treated as anything special from the rest of the dungeon. Just the higher lvl mob, harder hitting but probably the same HP pool. Drops a very nice weapon that many melee classes seeks to camp him. The rooms don't look nearly as populated as L2 but EQ difficulty design differs. I am surprised to see soo many mobs compacted in 1 area and looks like if you pull 1, everything gets pulled. A group of 5 in EQ can maybe handle 3-4 mobs with the right CC and prioritizing the right mobs. Anything more and that's a wipe. Dungeons becomes semi safe when all rooms are camped, if not you get them to wander and almost every single fucking mob loves to run away and RUN FAST - which triggers other aggro and aggro range in EQ are LARGE. Shit begins to snowball and trains begin to happen - affecting almost everyone in the zone. Contesting in EQ - was running mobs against another group if in a PvE server. Or outright kill them in PvP server. The other contesting is DPS Race. P99 rules may differ in terms of "camp protection" first come, first serve but live - I did not remember people obeying the play nice rule. If we wanted to take over - we will out dps the mob. The stronger group wins. Lots of bullying. I would like this version, as it promotes conflict and potential pvp for AoC. I personally dont want to see 1 mob be treated differently as the "boss" of a dungeon. Everything in there should be of equal strength. You can treat the loot tables differently - sure but each room or named critters should be of importance. * Mages may want to fight the Magi Orc for it's robe * Tanks may want to fight the King Orc for its weapon * Rogues and Rangers may want to camp the Assassin Orc * Druids and Shaman may want to camp the Witchdoctor * Clerics may want to camp the King Orc for its armor * Wizard / Necro may want to camp Magi for it's staff every room were importance to some class and needed to form a group. It was a weird way to go about things - cause many times, Warriors has no reasons to be in Magi room and Magi room needs a tank. But the same is true for King room - wizards/mages/necro has no need to ever step foot in King room. but people did it - to help a guildie or cause the room you were looking for is full. so you would join another group solely for the XP and trash loot until a spot opens up. A Necro looking for Magi but the room is full. The Necro whisper that group or their necro and asks "Hey buddy, LMK when you leave so i can take over please". Therefor - If that Necro got his loot or play time is up - it was VERY COMMON and etiquette to always find a replacement before you leave. Now that Necro in king's room would say his peace, and joins the magi group. Usually Magi necro will give a 15 min heads up to the King Necro, so they can find a replacement or at the least, he can warn the kings room he is leaving soon to magi room. SOCIAL INTERACTION and teamwork - GASP. Please bring this back. EQ dungeon designs were definetly one of the best designed dungeons, there many ways to traverse them many rooms to farm different routes to take and so on, these especialy better for games with pvp too since if it ur standard 1 way tunnel system say in WoW then ur pvp groups know just run straight till u hit people (or group ahead has 1 person behind scouting for other groups cming behind) EQ u have options to escape or ambush/sneak up on players not to mention there largeenough and spread out enough to hold muiltipul groups. i pref the camp and pull to a spot system too over the walking a linear path. Ability to get lost aswell was great along with opportunity for players to make dungeon maps to sell
novercalis wrote: » Seriously - An MMO without a MAP makes a HUGE HUGE DIFFERENCE
Good ideas and I am especially a fan of idea number 5! It also makes me think of two other mechanics which can be included in here: - Shifting bridges. Kind of like shifting staircases in Harry Potter, some dungeons could have moving parts that might move every 30 minutes, forcing groups to chose a different path depending on when they are in the dungeon, and they still might run into another group, but less likely. It will also force an interesting Meta to "time" these shifts and contest certain positions at key times! - Progression permissions. Very simply put, defeating a certain boss, or an internal OR external quest, could grant you an item or key or puzzle answer allowing you to open a certain secret door in a dungeon only for your party or even to everyone, in which case you could need to be very careful about when to open the door and not let a rogue sneak in.
novercalis wrote: » Veeshan wrote: » novercalis wrote: » It might be more like L2 since they are calling stuff as bosses in AoC I am still holding out more akin to EQ designhttps://youtube.com/watch?v=sH3kOHtx1YE Lower Guk for example - You had multiple rooms, each room usually had specific loot tables and all the frogloks were regular npc but some frogloks were "named" Lord Frogluk, Assassin Frogluk, Magi Frogluk, etc. Their pretty much got the same stat blocks as the rest of the mobs, just ma hit extra, or have a little bit more dps or hit a little bit more harder - nothing wild. Story wise - the Lord is the "final boss" but he isnt treated as anything special from the rest of the dungeon. Just the higher lvl mob, harder hitting but probably the same HP pool. Drops a very nice weapon that many melee classes seeks to camp him. The rooms don't look nearly as populated as L2 but EQ difficulty design differs. I am surprised to see soo many mobs compacted in 1 area and looks like if you pull 1, everything gets pulled. A group of 5 in EQ can maybe handle 3-4 mobs with the right CC and prioritizing the right mobs. Anything more and that's a wipe. Dungeons becomes semi safe when all rooms are camped, if not you get them to wander and almost every single fucking mob loves to run away and RUN FAST - which triggers other aggro and aggro range in EQ are LARGE. Shit begins to snowball and trains begin to happen - affecting almost everyone in the zone. Contesting in EQ - was running mobs against another group if in a PvE server. Or outright kill them in PvP server. The other contesting is DPS Race. P99 rules may differ in terms of "camp protection" first come, first serve but live - I did not remember people obeying the play nice rule. If we wanted to take over - we will out dps the mob. The stronger group wins. Lots of bullying. I would like this version, as it promotes conflict and potential pvp for AoC. I personally dont want to see 1 mob be treated differently as the "boss" of a dungeon. Everything in there should be of equal strength. You can treat the loot tables differently - sure but each room or named critters should be of importance. * Mages may want to fight the Magi Orc for it's robe * Tanks may want to fight the King Orc for its weapon * Rogues and Rangers may want to camp the Assassin Orc * Druids and Shaman may want to camp the Witchdoctor * Clerics may want to camp the King Orc for its armor * Wizard / Necro may want to camp Magi for it's staff every room were importance to some class and needed to form a group. It was a weird way to go about things - cause many times, Warriors has no reasons to be in Magi room and Magi room needs a tank. But the same is true for King room - wizards/mages/necro has no need to ever step foot in King room. but people did it - to help a guildie or cause the room you were looking for is full. so you would join another group solely for the XP and trash loot until a spot opens up. A Necro looking for Magi but the room is full. The Necro whisper that group or their necro and asks "Hey buddy, LMK when you leave so i can take over please". Therefor - If that Necro got his loot or play time is up - it was VERY COMMON and etiquette to always find a replacement before you leave. Now that Necro in king's room would say his peace, and joins the magi group. Usually Magi necro will give a 15 min heads up to the King Necro, so they can find a replacement or at the least, he can warn the kings room he is leaving soon to magi room. SOCIAL INTERACTION and teamwork - GASP. Please bring this back. EQ dungeon designs were definetly one of the best designed dungeons, there many ways to traverse them many rooms to farm different routes to take and so on, these especialy better for games with pvp too since if it ur standard 1 way tunnel system say in WoW then ur pvp groups know just run straight till u hit people (or group ahead has 1 person behind scouting for other groups cming behind) EQ u have options to escape or ambush/sneak up on players not to mention there largeenough and spread out enough to hold muiltipul groups. i pref the camp and pull to a spot system too over the walking a linear path. Ability to get lost aswell was great along with opportunity for players to make dungeon maps to sell Seriously - An MMO without a MAP makes a HUGE HUGE DIFFERENCE! Man did it fucking sucked when you get lost in a dungeon while having a train lol. THEN you have to FIND YOUR FUCKING CORPSE. As horrible as this sounds and the amount of Rage / Grief this is - I fucking have fond memories of them. I thought I had 3 hours to play, all spent on finding my fucking corpse and dragging it to safety. Sense of Danger and experience on the line, losing XP and potentially de-leveling. People quickly learned - draw your map or remember landmarks. I can run Upper Guk to Lower Guk with my eyes close. Runneye on the other hand was a nightmare to traverse. Sucks that maps became a staple in mmorpg