Noaani wrote: » NiKr wrote: » "we farm a spot or two and spend our entire primetime engaged in combat". 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.
NiKr wrote: » "we farm a spot or two and spend our entire primetime engaged in combat".
Noaani wrote: » The only reason I'd be looking at this is to get an idea of if Ashes is still just an MMO for Steven, or if he actually wants it to be a successful product. It's the most clear cut situation I can see where these two aspects are diametrically opposed.
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.
NiKr wrote: » Open world dungeons imply that there'll be a party for each boss as soon as that boss respawns.
Dygz wrote: » Farming mobs sounds like some kind of a combat sim, rather than an RPG. Doing stuff you like is not a grind.
Noaani wrote: » NiKr wrote: » Open world dungeons imply that there'll be a party for each boss as soon as that boss respawns. I am talking about a dungeon where people are having to fight their way around, looking for boss mobs. Each of these bosses will fight differently already providing more variation. On top of that, while fighting your way between dungeons you are constantly happening upon cross roads, where groups could come at you from any number of directions making PvP also more variable.
Noaani wrote: » The only way people will spend their time in game "running around" is if Intrepid don't put in base population - which would be a mistake.
Noaani wrote: » Your assumption on how it will be played is only true if the design is wrong. Essentially, you are saying you want dungeons where players sit still and dare the same boring mobs over and over, with the only variation at all coming from potential PvP - but where everyone knows where your group is. It is the definition of boring, mundane predictable content.
Noaani wrote: » I am talking about a dungeon where people are having to fight their way around, looking for boss mobs. Each of these bosses will fight differently already providing more variation. On top of that, while fighting your way between dungeons you are constantly happening upon cross roads, where groups could come at you from any number of directions making PvP also more variable.
Noaani wrote: » NiKr wrote: » Open world dungeons imply that there'll be a party for each boss as soon as that boss respawns. Only in a game with a low ratio of content to players. The only way people will spend their time in game "running around" is if Intrepid don't put in base population - which would be a mistake. What I will say is as someone that has played your ideal of dungeon (Archeage library), and the kind I am talking about (EQ2 PvP server), there is a reason I am excited about the prospect of one ideal, and consider the other to be the worst gameplay in have seen in any genre. Your assumption on how it will be played is only true if the design is wrong. Essentially, you are saying you want dungeons where players sit still and dare the same boring mobs over and over, with the only variation at all coming from potential PvP - but where everyone knows where your group is. It is the definition of boring, mundane predictable content. I am talking about a dungeon where people are having to fight their way around, looking for boss mobs. Each of these bosses will fight differently already providing more variation. On top of that, while fighting your way between dungeons you are constantly happening upon cross roads, where groups could come at you from any number of directions making PvP also more variable. That is how it worked in a game where the dungeons were just built for pure PvE rather than attempting to be backdrops for PvP. It was easily the best PvP group content I've ever played (some large scale PvP events beat it out, but aren't what dungeons are for).
NiKr wrote: » Was this not the case in the AA Library?
Depraved wrote: » I like combat, and I want to roleplay as the savior of the continent, and for that reason, I like slaying mobs. how dare you tell me that's not roleplaying? I'm going to roleplay as the witcher and kill all those monsters and you cant tell me I'm not roleplaying. shame on you.
Depraved wrote: » unless you are willing to say that running around for several hours talking to npc's and maybe killing 5 mobs per hour is more fun. at this point, you aren't even playing your character anymore.
NiKr wrote: » By "base population" do you mean general mobs that I'm talking about? So you agree that there should be plain mobs in these locations as well?
Why would I (or any other group) fight people in-between farms? If we're just boss hunting then the most optimal course of action is to run around each and every room where a boss should spawn any minute (again, if they'll be respawning super fast or if there's a shitton of them throughout the server's primetime). And there'd be literally 0 point in wasting time on pvp, while running between rooms, because that pvp would simply hold us back from being the first ones to see a newly respawned boss.
The second best course of actions is to literally sit in an empty room and wait for the boss to respawn. Though this one only applies if bosses have a very short +-period on their respawns.
I literally want the same thing as you, but with even more good content. And if a well-coordinated group of top lvl pvxers have a planned route each evening, where they farm out a room until its boss respawns (because they knew the earliest timer) - they should be able to clear 5-6 such rooms throughout their gameplay on that day (3-4h worth of it). Those rooms could be located within one huge dungeon or spread out over several, that's beside the point imo.
JamesSunderland wrote: » NiKr wrote: » Was this not the case in the AA Library? Sadly AA Ayanad library had no PvP(on Trion NA/EU servers)(RU OFF had pvp tho) for it to be properly applied to the PvX context even tho they were far from being useless to farm, not a lot of bosses there(around ~9) but they had reasonably fast ~4 hour spawns, both monsters and bosses were even easier than L2 ones, so i don't think it can be considered "your ideal dungeon"... L2-like open world dungeons sadly wasn't really a thing in AA(closest thing was possibly Arcadian Sea Sunken Ruins).
Noaani wrote: » JamesSunderland wrote: » NiKr wrote: » Was this not the case in the AA Library? Sadly AA Ayanad library had no PvP(on Trion NA/EU servers)(RU OFF had pvp tho) for it to be properly applied to the PvX context even tho they were far from being useless to farm, not a lot of bosses there(around ~9) but they had reasonably fast ~4 hour spawns, both monsters and bosses were even easier than L2 ones, so i don't think it can be considered "your ideal dungeon"... L2-like open world dungeons sadly wasn't really a thing in AA(closest thing was possibly Arcadian Sea Sunken Ruins). Yeah, the NA/EU version of library didn't have PvP, but it really didn't matter. One of the private servers I played on well after I left the Trion version of the game had PvP enabled in the library, and it was just as shit of a zone to be in. The best description I have of the zone (PvP or no) is that it is basically just the 3D manifestation of the notion of "meh".
JamesSunderland wrote: » Noaani wrote: » JamesSunderland wrote: » NiKr wrote: » Was this not the case in the AA Library? Sadly AA Ayanad library had no PvP(on Trion NA/EU servers)(RU OFF had pvp tho) for it to be properly applied to the PvX context even tho they were far from being useless to farm, not a lot of bosses there(around ~9) but they had reasonably fast ~4 hour spawns, both monsters and bosses were even easier than L2 ones, so i don't think it can be considered "your ideal dungeon"... L2-like open world dungeons sadly wasn't really a thing in AA(closest thing was possibly Arcadian Sea Sunken Ruins). Yeah, the NA/EU version of library didn't have PvP, but it really didn't matter. One of the private servers I played on well after I left the Trion version of the game had PvP enabled in the library, and it was just as shit of a zone to be in. The best description I have of the zone (PvP or no) is that it is basically just the 3D manifestation of the notion of "meh". Other than it's rather unique outside view and it's "creative"(not really) layout, i have little to no praises for AA's Ayanad library(even with PvP, without PvP it's a complete joke), its system design flaws were too big to be ignored, like it lagging the hell up when holding not a very high number of players inside of it and such number not being even near enough to create spot/room scarcity for conflict, very little to none drop variation/uniqueness between the monsters(again no scarcity for conflict), worthless mini bosses(not even decently rewarding or challenging to compete for), completely static respawns timers, location and types of monsters of each room, It's main quest was not terrible, i guess. "meh" almost looks like a compliment for it in my eyes tbh.