Noaani wrote: » Thus, the basic point I am making is something you agree with.
Noaani wrote: » Yeah, this is poor game design. Leaving the challenge of your game up to it's players means that as your player population wanes, your games challenge wanes.
morphwastaken wrote: » Noaani wrote: » Yeah, this is poor game design. Leaving the challenge of your game up to it's players means that as your player population wanes, your games challenge wanes. It's really wild to see someone say that difficulty based on challenge from other players is bad design. Main pillar of AoC "risk vs reward" is inspired by content being open world and contested by other players in L2. The more value something has - more players will be competing for it and harder it will be to obtain. Who are you going to compete against to become a Mayor, to collect rare ore, skin an animal, play auction house? Everything you do in AoC will involve competing with other players one way or another at some point (not always and not necessarily through violence, scaling up with reward). Would you say MOBAs are also bad design, because if you have no opponent to play against - there is no challenge? You don't say! Conclusion that should come from this is that player base is important, not that it's bad design.
Noaani wrote: » Your insistance on not actually bothering to read before replying really is tiresome.
Raven016 wrote: » morphwastaken wrote: » Noaani wrote: » Yeah, this is poor game design. Leaving the challenge of your game up to it's players means that as your player population wanes, your games challenge wanes. It's really wild to see someone say that difficulty based on challenge from other players is bad design. Main pillar of AoC "risk vs reward" is inspired by content being open world and contested by other players in L2. The more value something has - more players will be competing for it and harder it will be to obtain. Who are you going to compete against to become a Mayor, to collect rare ore, skin an animal, play auction house? Everything you do in AoC will involve competing with other players one way or another at some point (not always and not necessarily through violence, scaling up with reward). Would you say MOBAs are also bad design, because if you have no opponent to play against - there is no challenge? You don't say! Conclusion that should come from this is that player base is important, not that it's bad design. If you focus onto a PvE fight, it is easy to not notice PvPers approaching behind you. They can even damage you to help the NPCs win.
Dygz wrote: » Bigger issue is that it actually taints the basic foundations of an RPG - poisoned by PvP gamers. Because the true motivation for killing the Winter Dragon should be to save the region from the Perpetual Winter it brings, rather than killing others attempting to achieve that goal out of greed and/or the desire for glory.
morphwastaken wrote: » Now, would it break anything to replace effort put into processing materials within safe zone of a node, with an effort to kill an instanced boss for let's call it a mid-tier trade pack, that can only be claimed once delivered to a node through Caravan System?
NiKr wrote: » Noaani has already suggested this in the past So you agree on this.
Depraved wrote: » Dygz wrote: » Bigger issue is that it actually taints the basic foundations of an RPG - poisoned by PvP gamers. Because the true motivation for killing the Winter Dragon should be to save the region from the Perpetual Winter it brings, rather than killing others attempting to achieve that goal out of greed and/or the desire for glory. what if my true motivation is fame greed and glory? am i not allowed to RP as the villain, or anti villain, or anti hero? why do i have to RP the way you want me to RP? also, again, games (and i dont mean video games only) were pvp. you had to compete vs other players to win. i could actually say that it was pvers who "poisoned" games
Depraved wrote: » Raven016 wrote: » morphwastaken wrote: » Noaani wrote: » Yeah, this is poor game design. Leaving the challenge of your game up to it's players means that as your player population wanes, your games challenge wanes. It's really wild to see someone say that difficulty based on challenge from other players is bad design. Main pillar of AoC "risk vs reward" is inspired by content being open world and contested by other players in L2. The more value something has - more players will be competing for it and harder it will be to obtain. Who are you going to compete against to become a Mayor, to collect rare ore, skin an animal, play auction house? Everything you do in AoC will involve competing with other players one way or another at some point (not always and not necessarily through violence, scaling up with reward). Would you say MOBAs are also bad design, because if you have no opponent to play against - there is no challenge? You don't say! Conclusion that should come from this is that player base is important, not that it's bad design. If you focus onto a PvE fight, it is easy to not notice PvPers approaching behind you. They can even damage you to help the NPCs win. that comes with practice and being good ;3
morphwastaken wrote: » To further simplify and generalize the idea. Have a set of boss fights that are neither contested, nor give a reward, but instead are followed by secondary objective in which both risk and the reward are present. I think I'd be ok with that. Would PvE players be happy?
Raven016 wrote: » Depraved wrote: » Raven016 wrote: » morphwastaken wrote: » Noaani wrote: » Yeah, this is poor game design. Leaving the challenge of your game up to it's players means that as your player population wanes, your games challenge wanes. It's really wild to see someone say that difficulty based on challenge from other players is bad design. Main pillar of AoC "risk vs reward" is inspired by content being open world and contested by other players in L2. The more value something has - more players will be competing for it and harder it will be to obtain. Who are you going to compete against to become a Mayor, to collect rare ore, skin an animal, play auction house? Everything you do in AoC will involve competing with other players one way or another at some point (not always and not necessarily through violence, scaling up with reward). Would you say MOBAs are also bad design, because if you have no opponent to play against - there is no challenge? You don't say! Conclusion that should come from this is that player base is important, not that it's bad design. If you focus onto a PvE fight, it is easy to not notice PvPers approaching behind you. They can even damage you to help the NPCs win. that comes with practice and being good ;3 You can also designate somebody to observe the area. But the consequence is the same. You have to be able to disengage safely the fight, heal up and be ready for the PvP part. Normally PvE encounters do not let you do such things easily or don't let you leave the area at all. If you cannot, then is like having human opponents with very powerful summons fighting against you. Imagine a summoner getting summons as strong as the strongest NPCs the other classes can barely solo. Everyone would rage and ask the summoner to be nerfed, either his summon or the player attributes.
morphwastaken wrote: » It's really wild to see someone say that difficulty based on challenge from other players is bad design.
Noaani wrote: » morphwastaken wrote: » It's really wild to see someone say that difficulty based on challenge from other players is bad design. No, it really isn't. Lets imagine we have a game, lets call it Archeage. Lets imagine this game has an encounter, it's big, red and dragon like, lets call it Red Dragon. Now, this encounter drops the best items in the game, and lets also imagine the design of this encounter is based on other players showing up preventing you from killing it. Explain to me how risk vs reward works here if no one shows up to stop you killing it. As I've said, the above has happened, specifically on that encounter in that game, but on other encounters in that game, and other games as well. My guild killed the Kraken with no one else even in sight, no ships (or even clippers) on the radar, let alone putting up a fight. This is back in early days of Archeage as well, when the Kraken was still the hardest boss that was able to be killed - and it was on one of the most populated servers in the game at the time. FIghting players should result in rewards for fighting players that is approiate to the risk that players pose. Fighting encounters should result in rewards from fighting those encounters that are appropriate to the risk that those encounters pose. That is how risk vs reward properly functions. As soon as you have a situation where you are fighting players for rewards from bosses, you have lost any sense of actual valid risk vs reward, and have just set up a pinata for players to fight over. This is fine if the objective is to encourage mass PvP (it works at that goal just fine). However, attempting to call it risk vs reward is just an outright fallacy, because the risk you undertake and the reward you stand to get are not actually connected to each other at all.
Depraved wrote: » did you kill it after everybody had killed it and had its loot or did you kill it when everybody wanted to kill it? did you kill at 4 am when everybody was sleeping? at 10 am when everybody was working? during prime time? when.
ashes is a different game.
just because a game is pvx doesnt mean tis automatically risk vs reward.
Noaani wrote: » Depraved wrote: » did you kill it after everybody had killed it and had its loot or did you kill it when everybody wanted to kill it? did you kill at 4 am when everybody was sleeping? at 10 am when everybody was working? during prime time? when. So, when I left the game it was considered the second highest boss in the game. It had a regular spawn time of the same time every week. ashes is a different game. As have no proof at all that Ashes is designed to be any different. Since Archeage is one of the main games that Ashes takes insperation from, we actually have reason to believe it will be the same. Also, this same thing happened in L2, because the design was the same. just because a game is pvx doesnt mean tis automatically risk vs reward. Every game ever made that has progressive loot "is risk vs reward" - at least every game I have ever played.
Depraved wrote: » yeah but how many people were after that boss when you were killing it?
well aoc is 80-90% l2
Noaani wrote: » This is fine if the objective is to encourage mass PvP (it works at that goal just fine). However, attempting to call it risk vs reward is just an outright fallacy, because the risk you undertake and the reward you stand to get are not actually connected to each other at all.
Noaani wrote: » In regards to Ashes, it is perfectly believable that there may well just be times when people don't show up for world boss kills. They may have sieges or wars that need their attention - meaning that this situation where a world boss that offers no challenge itself spawns, and no one shows up to contend it is actually even more likely to happen in Ashes than it does in other games.