Noaani wrote: » What will happen (feel free to save this to quote in a few years) is that they will make content that 500+ people will fight over, and since the "kill" only goes to the raid that is awarded loot rights, that means only 40 people will "get the kill".
NiKr wrote: » I also doubt their ability to keep adding hundreds if not thousands of top quality bosses into the game too, so even if they did go for the "proper" difficulty, I don't think they'd be able to keep up with people coming from EQ2 or FF11 (cause Azhe said it was somewhat similar to EQ in this respect).
NiKr wrote: » Solvryn wrote: » Devs will always decide how difficult their game is, which I'm hoping for advanced AI. Yeah, except, as Noaani likes to say, that decision will depend on the top players. Intrepid have already (allegedly) decided on the difficulty. There'll supposedly be content that only <10% of the playerbase can beat. That seems somewhat difficult. But it only does so to the normal player. To a player like Noaani or Azherae, I'd assume, that content will at best be somewhere below their favorite top quality pve. So a theoretical guild (or a dozen of them) with people like those two can easily clear anything that Intrepid would find difficult. And those guilds would do so with the help of trackers (even if Intrepid say that they're banned). And Intrepid would now have a hugeass dilemma in front of them: do they keep making even harder content to keep those top players in the game or do they say "ya see, there's your <10% who managed to beat it! We succeeded in our goal". If they go the first route, they're now concentrating a ton of their dev time on coming up with unique and super hard content that only those top guilds will be able to clear. And this will be repeated for each new content release. And Intrepid will either need to release new abilities or gear to help everyone else beat the last top difficulty content or they can say "fuck you" to 90% of the playerbase and keep the power creep at a slow pace. There's a third way of "let's make a ton of easier content too, so that 90% can play as well", but at some point you'll hit the devtime limit wall and will need to choose a path. If they go the second route, they keep the difficulty at what they consider a perfect lvl, but lose the top 10% of players in the process (cause they got bored). And now there's a question of "will the other players follow them", because majority of normal people follow trends. And if there's a new trend from the trendy people (the strong dudes at the top and the content creators that work with them) of "we're leaving cause this shit is boring now" - there's quite a high chance that the majority will start doubting whether the game is really fun, which usually destabilizes the community and snowballs to "death of the game" sooner or later. So overall we have a choice of "power creep the fuck out of your game if you don't want to lose players" and "disregard the top players that you attracted with a silly promise, which can potentially lead to failure". Imo both are kinda bad, so what would be the solutions? The easiest solution would be to backtrack the difficulty promise as soon as possible. You'll lose some nerds now, but you won't risk losing a ton of people on release. And we all know how popular WoW was back in the day, due to it being waaaay easier than the competition, so this might be a winning strat. The other solution is "ban meters" and pretend that top players won't just still use them (the ff14 way). But, as Noaani says, Intrepid would still need to balance their bosses around the people who'll most likely use meters, so the ban wouldn't matter either way, which just brings us back to sped up power creep. Now my personal solution to this is to tell those top players "just don't use meters 4Head", but I understand that this would the same as them telling me to shut the fuck up about corruption balancing, so it all would be a pointless discussion either way. So the only true solution imo is Intrepid removing the promised difficulty from the game, but I somehow doubt that Steven would do that. As I see it rn, we'll either get a game that lied to top pvers and lose those pvers in the process or we'll hit a pretty fast power creep within the first 1-2 years of the game. I hope I'm just being too pessimistic here, but I really don't see another result coming from this.
Solvryn wrote: » Devs will always decide how difficult their game is, which I'm hoping for advanced AI.
Noaani wrote: » A specific boss in EQ2 was only actually killed by 2 guilds game wide before the release of the next expansion. Within a month of that new expansion though, over 100 guilds had killed it.
Solvryn wrote: » Ashes was never for the instanced raider or the PVP arena player, people should not hold out hope for it. The best we can get is dynamic AI that creates challenging fights in the open world which you compound on top of PvP to create an intense PvX experience, which is where some of the difficulty will lie
NiKr wrote: » Solvryn wrote: » Ashes was never for the instanced raider or the PVP arena player, people should not hold out hope for it. The best we can get is dynamic AI that creates challenging fights in the open world which you compound on top of PvP to create an intense PvX experience, which is where some of the difficulty will lie And, as I'm sure Noaani would tell you, that pvx experience would be considered a trash lvl difficulty for any pve-centric player. And only pve-centric players care about meters to a ridiculous degree. Sure, some pvpers might care about it to check for builds and stuff, but 1v1 pvp will be RPS and any group pvp could vary from 8v8 to 8vX, at which point your meter wouldn't really matter, so the impact gets diluted a bit too much imo. But the main point would still be "the difficulty is too low, so top pvers are gone, which might pull other players with them". And even before that, if pvx is what's bringing the difficulty - Intrepid would've kiiiinda lied? Yes, effectively it'd be what Noaani described, but I'd assume that most pvers would just call Steven on his bullshit at that point and call him a liar.
NiKr wrote: » Rng mechanics could probably do that, but at that point how effective would a meter even be, if the boss has enough rng on it to create completely new encounters each and every time.
NiKr wrote: » Noaani wrote: » A specific boss in EQ2 was only actually killed by 2 guilds game wide before the release of the next expansion. Within a month of that new expansion though, over 100 guilds had killed it. This is what I was talking about though. Say they keep a half-year cycle of expansions. Each expac would need at least a few new top lvl bosses, right? And the previous top bosses would have (or at least should be) to be beatable by more people, either through gear or new abilities (cause decreasing difficulty would probably be frowned upon).
Solvryn wrote: » Yeah, but I already said that the game isn't for the end game raider, especially if they don't enjoy PvP. This game is for those who truly enjoy PvX and logistics. Not even the arena or battlegrounds player will play this game. Maybe the answer is to restrict and filter heavy amounts of statistical data and make the guessing that much harder. Who knows, we have to see how challenging the AI is.
Azherae wrote: » RNG build stats -> Tracker usage. There's a clear benefit, almost always.
Noaani wrote: » They won't maintain a 6 month expansion cycle. A 6 month DLC cycle, sure, but a cycle like this would probably need 4 DLC's to equal a full expansion (EQ2 expansions were basically full game sized - proper expansions rather than the DLC that is common these days) If a game had a 6 month DLC cycle, a new top end boss would be expected every 2 DLC's - as opposed to expecting two every DLC. If the game has actual good content (as in, best in the genre), they could get away with one top end content every three DLC's. The key then (realistically with both) is that the raid content other than that top end encounter needs to still be interesting.
NiKr wrote: » So say one top boss a year. How long would that have to be unsolvable to satisfy top pvers? 2 months? 6?
NiKr wrote: » Azherae wrote: » RNG build stats -> Tracker usage. There's a clear benefit, almost always. Then I guess I had unrealistic expectations of rng within boss fights. I was thinking more along the lines of "there's so damn many variables in the fight that the best your tracker could tell you is that your rotation is good (or maybe your party's)". But if that's an impossible design within the current dev ability, then I guess meters are absolutely unavoidable.
Noaani wrote: » This means it could well be expected to be 20 weeks or so before even arriving at that actual difficult boss. Keep in mind that all of that content can be assumed to be content for the 50% - it isn't made for top end raiders specifically.
Noaani wrote: » Now, to be sure, I would expect there to be other raid content in the game that is being run on other nights of the week, and in that 32 or so week period I would expect to see other raid content released - just not necessarily with a top end encounter, which is what we are talking about here.
Azherae wrote: » Once again, the 'tell you that your rotation is good' is often the ONLY thing the Tracker is FOR in FF (except that there are no rotations). The randomness is then the reason you need it.
Noaani wrote: » Mag7spy wrote: » If they have already stated game is not going to allow third party add ons, them talking about difficulty is not going to be based on that. You still seem to not be getting it. It seems perhaps you are unaware that developers actually never know what kind of power level top end players are going to have. They make the game, but players very quickly come to understand it better than the developers do. We take advantage of things developers never considered, combine effects and classes in ways developers didn't foresee. Literally the only way developers have of seeing how hard a new piece of content will be is to put it on live and see how hard players in top end guilds find it. Based on the above, would you please explain to me, good sir, how Intrepid are going to fine tune content to be a serious challenge to players, but without taking combat trackers in to account, when they have no means of telling who is and who is not using combat trackers? It is worth pointing out that the tracker I have right now connects to a server, so I can get everyone in my guild/raid to join the same server. Rather than parse each individual player locally, all clients connected to the server are collated in to a single log file which is then simply run through ACT.
Mag7spy wrote: » If they have already stated game is not going to allow third party add ons, them talking about difficulty is not going to be based on that.
NiKr wrote: » Noaani wrote: » This means it could well be expected to be 20 weeks or so before even arriving at that actual difficult boss. Keep in mind that all of that content can be assumed to be content for the 50% - it isn't made for top end raiders specifically. Would it be though? If the difficulty is high enough for top end dudes to take a week or two of proper prep to clear a single boss, any non-meter non-hardcore group would probably take months on that single boss (probably even if they look up how to beat it). And with, say, 15 of these getting added every year, majority of players would never catch up. And if the game provides gear that lets even the 50% clear this, that would mean that the power creep got high enough to trivialize that hardcore content. Which imo is just too damn fast. Noaani wrote: » Now, to be sure, I would expect there to be other raid content in the game that is being run on other nights of the week, and in that 32 or so week period I would expect to see other raid content released - just not necessarily with a top end encounter, which is what we are talking about here. That other content would probably be completely trivial for those top players, right? Otherwise those 50%s wouldn't be able to clear enough content. And I'd assume that trivial content would get real fucking boring if it was the same daily bosses, right? So the game would probably need a few hundred higher quality bosses to provide at least some variety for several group types of people. And considering gear progress, each dlc would probably need to add several hundred new ones. And I personally don't see any current dev company keeping up with that kind of pace. Maybe UE5 can help out with that, which would be great, but will have to wait till there's way more UE5 mmos out there. Azherae wrote: » Once again, the 'tell you that your rotation is good' is often the ONLY thing the Tracker is FOR in FF (except that there are no rotations). The randomness is then the reason you need it. This is why I'd be fine with a dummy that helps you perfect your rotation, so then you know your limit and will have to figure out how your limit matches up with your current encounter. But I also support a good combat log and I understand that people will just write their own parsers for it (or use act I guess), so no matter how much I might be against the increased pace of content clearing that meters bring, I understand that they're completely inevitable in the context of "players have the info to know what's happening during a fight". And I want players to have that, because otherwise it's a feelbad situation. Guess this is the biggest contradiction with my current views
Bobsyns wrote: » One more note: DPS meters only serve delivering some flat data in a final form without giving any details of why said person did more or less of said numbers. There is no positivity out of DPS meter system. Only gain is that neckbeards and ego players can brag about something and feel better for themselves Personally. In an MMO game the major impact from DPS meters is negative. This meter isn't going to gauge your Fun factor and that's what most people play games to begin with - FUN. Numbers does not contribute in a positive manner to the Fun factor, more often than not contributes in a negative manner to the Fun factor. So the real question is - will this be a Fun game to play, or a Numbers game to play.
NiKr wrote: » Noaani wrote: » This means it could well be expected to be 20 weeks or so before even arriving at that actual difficult boss. Keep in mind that all of that content can be assumed to be content for the 50% - it isn't made for top end raiders specifically. Would it be though? If the difficulty is high enough for top end dudes to take a week or two of proper prep to clear a single boss, any non-meter non-hardcore group would probably take months on that single boss (probably even if they look up how to beat it).
That other content would probably be completely trivial for those top players, right?
And considering gear progress, each dlc would probably need to add several hundred new ones. And I personally don't see any current dev company keeping up with that kind of pace. Maybe UE5 can help out with that, which would be great, but will have to wait till there's way more UE5 mmos out there.