Dygz wrote: » Dolyem wrote: » I already know this is going to open a big steaming pile of semantics but risk is to incur the CHANCE of unfortunate consequences by engaging in (an action). It's not meant to always be consistent. Sometimes you can get away with it, sometimes you can't. Predictability is the staple of NPCs, while players tend to be much harder to predict. Every time Steven talks about Risk it always seems to just mean more PvP encounters.
Dolyem wrote: » I already know this is going to open a big steaming pile of semantics but risk is to incur the CHANCE of unfortunate consequences by engaging in (an action). It's not meant to always be consistent. Sometimes you can get away with it, sometimes you can't. Predictability is the staple of NPCs, while players tend to be much harder to predict.
Dygz wrote: » Risk from mobs and NPCs are good enough for me. But, instead of obsessing over Risk v Reward - I wish Steven had kept the original pillar: Meaningful Conflict.
Dygz wrote: » Risk from mobs and NPCs are good enough for me. But, actually, instead of obsessing over Risk v Reward - I wish Steven had kept the original pillar: Meaningful Conflict.
Noaani wrote: » or can make it so the encounter is literally impossible to kill (EQ2 PvP servers - hardest PvP content of any game, literally unkillable).
Abarat wrote: » Dygz wrote: » Risk from mobs and NPCs are good enough for me. But, instead of obsessing over Risk v Reward - I wish Steven had kept the original pillar: Meaningful Conflict. if I bet $5 at the blackjack table it is ok. At some point, as you increase the bet, it becomes "meaningful". Losing will feel bad. Winning will feel great. All 'meaningful conflict' means to me is high stakes outcomes, which is almost literally how i understand risk vs. reward.
Dhaiwon wrote: » I would have focused on there being some good and compelling reason for fighting instead.
Raven016 wrote: » Abarat wrote: » Dygz wrote: » Risk from mobs and NPCs are good enough for me. But, instead of obsessing over Risk v Reward - I wish Steven had kept the original pillar: Meaningful Conflict. if I bet $5 at the blackjack table it is ok. At some point, as you increase the bet, it becomes "meaningful". Losing will feel bad. Winning will feel great. All 'meaningful conflict' means to me is high stakes outcomes, which is almost literally how i understand risk vs. reward. If I such a thing would happen in a dream and the one who plays is Steven and those 5$ are taken from the game budget, that dream will be a nightmare. Especially if he will say 5$ is not meaningful enough.
Abarat wrote: » Raven016 wrote: » Abarat wrote: » Dygz wrote: » Risk from mobs and NPCs are good enough for me. But, instead of obsessing over Risk v Reward - I wish Steven had kept the original pillar: Meaningful Conflict. if I bet $5 at the blackjack table it is ok. At some point, as you increase the bet, it becomes "meaningful". Losing will feel bad. Winning will feel great. All 'meaningful conflict' means to me is high stakes outcomes, which is almost literally how i understand risk vs. reward. If I such a thing would happen in a dream and the one who plays is Steven and those 5$ are taken from the game budget, that dream will be a nightmare. Especially if he will say 5$ is not meaningful enough. not sure i understand what you mean? is this a haiku?
Raven016 wrote: » Abarat wrote: » Raven016 wrote: » Abarat wrote: » Dygz wrote: » Risk from mobs and NPCs are good enough for me. But, instead of obsessing over Risk v Reward - I wish Steven had kept the original pillar: Meaningful Conflict. if I bet $5 at the blackjack table it is ok. At some point, as you increase the bet, it becomes "meaningful". Losing will feel bad. Winning will feel great. All 'meaningful conflict' means to me is high stakes outcomes, which is almost literally how i understand risk vs. reward. If I such a thing would happen in a dream and the one who plays is Steven and those 5$ are taken from the game budget, that dream will be a nightmare. Especially if he will say 5$ is not meaningful enough. not sure i understand what you mean? is this a haiku? yes
Dolyem wrote: » Noaani wrote: » George_Black wrote: » Noaani wrote: » Vyril wrote: » Dolyem wrote: » What PVE am I looking forward to the most? I think world bosses will be fun. But it's hard to say anything will be strictly PVE in this game, since it's focus is PvX. I am mostly looking forward to seeing how well PvP will be incorporated into PvE content and vice versa across all aspects of the game to achieve the best PvX experience. Would you say as somebody looking forward to PvX you enjoy having PvE with risk vs reward? Is the current implementation of risk vs reward appealing to you? I find it funny when people call PvP "risk vs reward". I find it funny that you still dont realize that the risk is "losing a pvp encounter, gaining xp debt, dropping raw mats, spawning back to the nearest village far away, lose morale, lose the raid and perhaps hear the guild complains" and the reward is "you won the pvp encounter, you get the raid, you get to keep leveling grinding getting closer to lv cap/better gear, you become a guild/server legend" over and over again in the owpvp mmo. I find it funny that you think any of this is true. If the risk component of risk vs reward comes from PvP in the most part, then that risk is at best inconsistent - yet the rewards will be the same. In my experience, that PvP presence can range from literally no one attacking you the entire pull (had this on Kraken and Red Dragon in Archeage, both for different reasons), or can make it so the encounter is literally impossible to kill (EQ2 PvP servers - hardest PvP content of any game, literally unkillable). Clearly, there are many points in between these two points - but the real point is the inconsistent nature of the "risk" while the rewards remain the same. I already know this is going to open a big steaming pile of semantics but risk is to incur the CHANCE of unfortunate consequences by engaging in (an action). It's not meant to always be consistent. Sometimes you can get away with it, sometimes you can't. Predictability is the staple of NPCs, while players tend to be much harder to predict.
Noaani wrote: » George_Black wrote: » Noaani wrote: » Vyril wrote: » Dolyem wrote: » What PVE am I looking forward to the most? I think world bosses will be fun. But it's hard to say anything will be strictly PVE in this game, since it's focus is PvX. I am mostly looking forward to seeing how well PvP will be incorporated into PvE content and vice versa across all aspects of the game to achieve the best PvX experience. Would you say as somebody looking forward to PvX you enjoy having PvE with risk vs reward? Is the current implementation of risk vs reward appealing to you? I find it funny when people call PvP "risk vs reward". I find it funny that you still dont realize that the risk is "losing a pvp encounter, gaining xp debt, dropping raw mats, spawning back to the nearest village far away, lose morale, lose the raid and perhaps hear the guild complains" and the reward is "you won the pvp encounter, you get the raid, you get to keep leveling grinding getting closer to lv cap/better gear, you become a guild/server legend" over and over again in the owpvp mmo. I find it funny that you think any of this is true. If the risk component of risk vs reward comes from PvP in the most part, then that risk is at best inconsistent - yet the rewards will be the same. In my experience, that PvP presence can range from literally no one attacking you the entire pull (had this on Kraken and Red Dragon in Archeage, both for different reasons), or can make it so the encounter is literally impossible to kill (EQ2 PvP servers - hardest PvP content of any game, literally unkillable). Clearly, there are many points in between these two points - but the real point is the inconsistent nature of the "risk" while the rewards remain the same.
George_Black wrote: » Noaani wrote: » Vyril wrote: » Dolyem wrote: » What PVE am I looking forward to the most? I think world bosses will be fun. But it's hard to say anything will be strictly PVE in this game, since it's focus is PvX. I am mostly looking forward to seeing how well PvP will be incorporated into PvE content and vice versa across all aspects of the game to achieve the best PvX experience. Would you say as somebody looking forward to PvX you enjoy having PvE with risk vs reward? Is the current implementation of risk vs reward appealing to you? I find it funny when people call PvP "risk vs reward". I find it funny that you still dont realize that the risk is "losing a pvp encounter, gaining xp debt, dropping raw mats, spawning back to the nearest village far away, lose morale, lose the raid and perhaps hear the guild complains" and the reward is "you won the pvp encounter, you get the raid, you get to keep leveling grinding getting closer to lv cap/better gear, you become a guild/server legend" over and over again in the owpvp mmo.
Noaani wrote: » Vyril wrote: » Dolyem wrote: » What PVE am I looking forward to the most? I think world bosses will be fun. But it's hard to say anything will be strictly PVE in this game, since it's focus is PvX. I am mostly looking forward to seeing how well PvP will be incorporated into PvE content and vice versa across all aspects of the game to achieve the best PvX experience. Would you say as somebody looking forward to PvX you enjoy having PvE with risk vs reward? Is the current implementation of risk vs reward appealing to you? I find it funny when people call PvP "risk vs reward".
Vyril wrote: » Dolyem wrote: » What PVE am I looking forward to the most? I think world bosses will be fun. But it's hard to say anything will be strictly PVE in this game, since it's focus is PvX. I am mostly looking forward to seeing how well PvP will be incorporated into PvE content and vice versa across all aspects of the game to achieve the best PvX experience. Would you say as somebody looking forward to PvX you enjoy having PvE with risk vs reward? Is the current implementation of risk vs reward appealing to you?
Dolyem wrote: » What PVE am I looking forward to the most? I think world bosses will be fun. But it's hard to say anything will be strictly PVE in this game, since it's focus is PvX. I am mostly looking forward to seeing how well PvP will be incorporated into PvE content and vice versa across all aspects of the game to achieve the best PvX experience.
Abarat wrote: » Noaani wrote: » or can make it so the encounter is literally impossible to kill (EQ2 PvP servers - hardest PvP content of any game, literally unkillable). Which encounter are you referring to? or are you just saying being contested while fighting mobs made the mobs unkillable.
Dolyem wrote: » Dygz wrote: » Risk from mobs and NPCs are good enough for me. But, actually, instead of obsessing over Risk v Reward - I wish Steven had kept the original pillar: Meaningful Conflict. Wouldn't this purely be encounter mechanics and mob difficulties? I could see maybe talking about how to identify risks in difficulty of mobs through things like normal NPCs, Rare NPCs, Elites, and bosses. But PvE risk assessment tends to USUALLY be more straightforward in terms of risking death. Maybe start another discussion with new PVE risk suggestions?
Abarat wrote: » I think we are not as far off as you think in our thinking. Meaningful just means you are motivated to win and losing will cause some difficulty/hardship/cost/disappointment. I dont think Steven wants meaningful to mean you can get a prize/reward/benefit without the risk of some penalty/cost.
Abarat wrote: » Dhaiwon wrote: » I would have focused on there being some good and compelling reason for fighting instead. I think we are not as far off as you think in our thinking. Meaningful just means you are motivated to win and losing will cause some difficulty/hardship/cost/disappointment. I dont think Steven wants meaningful to mean you can get a prize/reward/benefit without the risk of some penalty/cost.
Dhaiwon wrote: » You are still somewhat focusing on, or at least describing, meaningful in terms of direct gains/losses. Whereas i'm more thinking in the general term for there to be "a good reason" to fight. As in, not fighting for fighting sake.