Chicago wrote: » a large part of the game will be just un obtainable by a vast majority of players
NiKr wrote: » Chicago wrote: » a large part of the game will be just un obtainable by a vast majority of players That is kind of the point 3 parties per a dungeon that can support 20 parties is kinda silly. And considering Steven's preferences and likes, 20 parties would probably be on the lower end of dungeon size. Also, the world is huge. Say there's 3 huge top lvl dungeons (30 groups) per each metro. That's enough content for 1/3 of the entire active server population w/o any pvp at max lvl. Add to that any smaller dungeons at top lvl and a few big dungeon that have a few rooms of top lvl content - and you have yourself ~1/2 of the entire active population farming stuff w/o any pvp. So in theory, the entire other half can go fight for their right to pvp w/o too much chaos. Except those numbers would probably be insane because people don't just spend 100% of their in-game time in dungeons (well, majority doesn't). Open world dungeons are not just about the boss at the end, they are about a constant flow of mobs. So unless Intrepid do in fact decide to go the WoW route of dungeons (as one of their dev discussions implicated) - this will most likely not be that big of an issue. And as for bosses - they would've always been "not for everyone" and Steven wants them that way.
NiKr wrote: » Open world dungeons are not just about the boss at the end, they are about a constant flow of mobs.
Talents wrote: » I was gonna actually make an argument but seeing as you got a detail about Ashes wrong almost as soon as you started talking about it (10-20,000 players at a given time) I won't bother. At least read the wiki before suggesting changes to the game.
Noaani wrote: » Open world dungeons most certainly are about the boss at the end. It is only Korean games that are designed to keep players in their internet Cafe that design dungeons are the constant flow of base population.
NiKr wrote: » Noaani wrote: » Open world dungeons most certainly are about the boss at the end. It is only Korean games that are designed to keep players in their internet Cafe that design dungeons are the constant flow of base population. Yes, and we have a creative director who loved it that korean way (with his favorite dungeon being one from L2) and now a lead designer who pretty much created the design you're talking about. We'll see who wins out at the end.
Noaani wrote: » I think we both know who should win.
NiKr wrote: » Noaani wrote: » I think we both know who should win. I mean, I know who you want to win. But I'd prefer the L2 type of dungeons, because those are way more fun for me than "completable" corridors.
Noaani wrote: » An open dungeon isn't "completable". Not until you have literally everything you want from it (including gold).
NiKr wrote: » Noaani wrote: » An open dungeon isn't "completable". Not until you have literally everything you want from it (including gold). Then I feel like I might've misunderstood what you said in the original response. If dungeons are all about the boss at the end, would it not mean that you've completed the run of that dungeon once you've killed the boss? And then the boss goes on respawn and you have no point in being in that dungeon any more, until the boss respawns? Is that not the case?
Chicago wrote: » i like the fact that the dungeons in ashes of creation are open world, however i think they should have a cap of players that can enter each dungeon, a good example is anarchy online, they had a player cap of about 16-24 players per dungeon before a new ID was formed, or a new Layer the problem with open world dungeons is, on paper it sounds fun, you can pvp for the chance of loot, etc etc, but in reality it will be chaos, with servers holding anywhere between 10-20,000 players at a given time people will just skip dungeons all together as competing against 500 other players for a chance of loot is just not worth it, once the game matures and there becomes twink items dropping from certain bosses in certain dungeons this will be even worse, and i feel that a large part of the game will be just un obtainable by a vast majority of players, i dont think dungeons instance locked like wow to a 5 man team is the way to go but maybe they should have a player cap, whats everyones thoughts
Noaani wrote: » NiKr wrote: » Open world dungeons are not just about the boss at the end, they are about a constant flow of mobs. Open world dungeons most certainly are about the boss at the end. It is only Korean games that are designed to keep players in their internet Cafe that design dungeons are the constant flow of base population.
NiKr wrote: » Then I feel like I might've misunderstood what you said in the original response. If dungeons are all about the boss at the end, would it not mean that you've completed the run of that dungeon once you've killed the boss? And then the boss goes on respawn and you have no point in being in that dungeon any more, until the boss respawns? Is that not the case?
Dygz wrote: » NiKr wrote: » Then I feel like I might've misunderstood what you said in the original response. If dungeons are all about the boss at the end, would it not mean that you've completed the run of that dungeon once you've killed the boss? And then the boss goes on respawn and you have no point in being in that dungeon any more, until the boss respawns? Is that not the case? Dungeons are not all about the boss at the end. Dungeons are about collecting the "loot" that allows you to outfit your group (including guilds) in the gear necessary to face the next level of challenge. Which is why "compleatable" is in quotes. Noaani is not talking just about completing on run of the dungeon. In NWO, it was commonly expected that the group would stay together long enough to repeat a dungeon by killing the bosss at least 4 times in rapid succession. Also, it's typically possible to farm the "trash" mobs that have respawned in the dungeon or near the dungeon while waiting for the boss to respawn.
Noaani wrote: » The reason having so many singular points (in both time and space - due to respawn timers) of interest in a large, winding, criss-crossing dungeon is so that players in dungeons will always be on the move - around very large parts of the dungeon - if not the whole dungeon itself.
Chicago wrote: » i like the fact that the dungeons in ashes of creation are open world, however i think they should have a cap of players that can enter each dungeon, a good example is anarchy online, they had a player cap of about 16-24 players per dungeon before a new ID was formed, or a new Layer the problem with open world dungeons is, on paper it sounds fun, you can pvp for the chance of loot, etc etc, but in reality it will be chaos,
NiKr wrote: » "we farm a spot or two and spend our entire primetime engaged in combat".
Noaani wrote: » Do you realize how insanely boring that sounds to most people? Farming a spot, or location, is the worst gameplay I've seen in any game genre, honestly. I wouldn't want to put a time on what the respawn rate should be, it is determined by things like character movement speed, distance between bosses, number of encounters between bosses, etc. Boss respawn timers are one of those things that Intrepid can set up as levers to achieve a desired result. To me, that desired result is players being mobile in criss-crossing dungeons so that they encounter other groups (and often the same group) frequently.