Dygz wrote: » Depraved wrote: » not at all. this depends on how you design the game. there are games where you start farming dungeons at low levels, and you do these dungeons everyday as part of your progression until you hit max level. Pretty sure that's what "typically" means. Depraved wrote: » no no and no. you have a very biased notion on what is an rpg or how an rpg should be or must be. what makes an rpg an rpg is the ability to control the progression of your character (stats, skills or both) or the ability to act and pretend you are your character and the effects it has in the game. LMFAO No. That is not what makes an RPG an RPG. That's like saying what makes Ashes of Creation Ashes of Creation is: Engaging and Immersive Story. Depraved wrote: » questing, farming, turn based combat, dice rolls, action combat, etc are just obstacles in progression or extra elements of what already is the core of an rpg, which is the 2 things that i mentioned above. LMFAO That is coming from the biased perspective of a gamer who loves progression from combat. It's defintitely not the perspective of an RPG designer.
Depraved wrote: » not at all. this depends on how you design the game. there are games where you start farming dungeons at low levels, and you do these dungeons everyday as part of your progression until you hit max level.
Depraved wrote: » no no and no. you have a very biased notion on what is an rpg or how an rpg should be or must be. what makes an rpg an rpg is the ability to control the progression of your character (stats, skills or both) or the ability to act and pretend you are your character and the effects it has in the game.
Depraved wrote: » questing, farming, turn based combat, dice rolls, action combat, etc are just obstacles in progression or extra elements of what already is the core of an rpg, which is the 2 things that i mentioned above.
Raven016 wrote: » Instances create an environment easier to control and balance. Sieges will / might be instanced too. It takes away from the sandbox nature of the game. But because are instances, does not mean they are safe space. The way OP describe them, they are accessible to multiple teams. Like 3 teams of 8 players. Could be more, So the 4th team might be alone in the instance until a 5th and a 6th enter.
Depraved wrote: » lets say i play a game and i rpg as a tavern owner.
Depraved wrote: » all im doing is stay in my tavern offering people drinks and making sure there are no unsavory individuals in the tavern. there is no story, no questing and no progression, but im still roleplaying, arent i?
Dygz wrote: » Raven016 wrote: » Instances create an environment easier to control and balance. Sieges will / might be instanced too. It takes away from the sandbox nature of the game. But because are instances, does not mean they are safe space. The way OP describe them, they are accessible to multiple teams. Like 3 teams of 8 players. Could be more, So the 4th team might be alone in the instance until a 5th and a 6th enter. Ashes is a Themebox - not a Sandbox. 80% Open World dungeons; 20% Instanced dungeons. Instanced dungeons are primarily associated with dev curated story, rather than emergent story from PvP."If Design has a specific reason for which they want you to only be able to encounter this area with 8 players, or to only do this boss with 8 players, either from a story perspective, a class progression perspective or racial storyline, whatever... that's where we delegate a majority of the Instance use to. Not necessarily for places you can grind or farm repeatedly. So, these are specific story-arcs we want to give containment to the encounter." ---Steven The Big Cheeked Giant Episode 100
Dygz wrote: » If you don't know what the words mean... maybe the Instanced content is OK?
Raven016 wrote: » Ravicus wrote: » I would not have instanced dungeons at all. If it is PvX then there needs to be pvp, at least in the open world. If the dungeon drops pvp type gear (not sure if there will be a seperation from pvp/pve gear in this game) then it needs to be able to be fought over. The whole foundation of the game is open world, why give safe space in dungeons? Instances create an environment easier to control and balance. Sieges will / might be instanced too. It takes away from the sandbox nature of the game. But because are instances, does not mean they are safe space. The way OP describe them, they are accessible to multiple teams. Like 3 teams of 8 players. Could be more, So the 4th team might be alone in the instance until a 5th and a 6th enter.
Ravicus wrote: » I would not have instanced dungeons at all. If it is PvX then there needs to be pvp, at least in the open world. If the dungeon drops pvp type gear (not sure if there will be a seperation from pvp/pve gear in this game) then it needs to be able to be fought over. The whole foundation of the game is open world, why give safe space in dungeons?
Dygz wrote: » Depraved wrote: » lets say i play a game and i rpg as a tavern owner. I think you mean you RP as a tavern owner. You could try to do that in just about any game. You could do that while playing chess if you wanted to. That would not make chess an RPG. actually by definition it would make chess an RPG
NiKr wrote: » Here's what L2 dungeon are. A dungeon that you TP into ("instanced" in other words). No limit on people inside. lvl40-55 (out of potential 85) content.https://www.youtube.com/watch?v=KwYSPH7uGEw A purely open world dungeon for lvl20-40 content, with a very important boss at the very bottom.https://www.youtube.com/watch?v=yLrccSBRG_w A fight right outside of a top lvl dungeon, with the goal of preventing the enemy to farm said dungeon (and the very important boss inside).https://www.youtube.com/watch?v=0SYNbR-mvfU You see how massive all of those are? That's what "open world dungeon" means to Steven, me and some others. That's the content we want to see.
Chicago wrote: » this looks terrible lol
NiKr wrote: » Chicago wrote: » this looks terrible lol So in the words of a classic game developer: "This game is not for you"
Chicago wrote: » i mean are we making an MMO here or trying to bring back life to an old game that a couple of people miss, there are always ways for games to improve and just because i dont like one aspect of it does not mean the game is not for me, maybe it means some of the dungeon content is not for me, but please tell me how that is good game play
Chicago wrote: » firstly there are literally hundreds of people in the dungeon, witch totally removes the risk vs reward aspect of it, no mobs will be up more than a few seconds including bosses, if pvp breaks out its going to just be an aoe fest, no real combat no real skill, no outplays, just a big aoe fest of 500 people, and most likely who ever has the biggest raid group will win, every single player wanting to go in and test their skills as a 5 man or 8 man party will have next to no chance competing
Chicago wrote: » fecondly, i cant even appreciate the dungeon with this many people, now imagine this with the flashy spell animations ashes has, most peoples computers will probably just shut down at this point,
Chicago wrote: » like i said i dont think dungeons should be instanced to one group but 500 players in one dungeon seems like it will cause more issues than it will fix, and with corruption it will be almost impossible to even pvp your way into a farm spot because as soon as your group flags you are just an easy target for the other 500 players already standing ontop of you that can kill you with no downside, obviously we need to test this but like i said, is ashes of creation a new MMO or is it just L2 being brought back to life because steven misses the game, they can have their own systems
LeRebelle wrote: » Well, it's important to notice that there is not everytime so much players in those dungeons in the videos posted by NiKr. It's crowded because they know approximatively the respawn of the boss. (Or already spawn)