morphwastaken wrote: » As reward goes up - the chance to have competition goes up.
morphwastaken wrote: » TLDR: Logic chain works one way, but not the other (like you are trying to say). Demand goes up - so does the worth - so does the competition - so does the difficulty. Higher competition leads to higher difficulty. But higher difficulty leads to lower competition.
Noaani wrote: » Depraved wrote: » yeah but how many people were after that boss when you were killing it? As I said in the post a few above, the week before there were over 400 people present. well aoc is 80-90% l2 Yeah, but the content in question from Archeage was based on L2 as well. The same thing happened (from what I have been told) on low population L2 servers (including private servers). The point here is fairly simple though. If there is an encounter that has it's reward based on the risk that players assume will come via other players, if those other players do not come, there is no risk and thus the risk vs reward is out of place. I'm not really arguing any other aspect of risk vs reward here other than this fact. 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.
Depraved wrote: » yeah but how many people were after that boss when you were killing it?
well aoc is 80-90% l2
Noaani wrote: » Yes, but my point is that this is still dependent on players, and players are not predictable. That specific kill of that encounter - I literally have no idea why no one else showed up. Same time every week, 400 the week before, over 300 the week after - but only 15 of us that week.
Depraved wrote: » Noaani wrote: » Depraved wrote: » yeah but how many people were after that boss when you were killing it? As I said in the post a few above, the week before there were over 400 people present. well aoc is 80-90% l2 Yeah, but the content in question from Archeage was based on L2 as well. The same thing happened (from what I have been told) on low population L2 servers (including private servers). The point here is fairly simple though. If there is an encounter that has it's reward based on the risk that players assume will come via other players, if those other players do not come, there is no risk and thus the risk vs reward is out of place. I'm not really arguing any other aspect of risk vs reward here other than this fact. 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. so why no one went there the next week, just u?
morphwastaken wrote: » Look at any game that retained popularity over long period of time, 90%+ of them are competitive.
Noaani wrote: » No idea, that is kind of the point. You can't rely on people to provide the risk aspect of your risk vs reward. If you do, you have a game with inherently uneven and unpredictable risk vs reward.
Noaani wrote: » Game yes, MMO no. The popular, longer lasting MMO's are cooperative, not competitive. That is this genres strength.
NiKr wrote: » Noaani wrote: » No idea, that is kind of the point. You can't rely on people to provide the risk aspect of your risk vs reward. If you do, you have a game with inherently uneven and unpredictable risk vs reward. But in the bigger picture the balance stays the same. The ones who missed one farm would now have a higher desire to not miss the next one and definitely win against you, otherwise you might snowball in power. So now they might bring more people to the next farm or do whatever is in their power to mess you up. So between those 2 farms the overall risk/reward equation stays equal.
Noaani wrote: » Except the following week they bought fewer than they did the previous week.
Noaani wrote: » See, what you guys are all doing is talking theory. You are all forgetting that theory doesn't mean shit when you include the human element - and that human element is exactly what this kind of game design relies on.
morphwastaken wrote: » I'm talking based on my experience
NiKr wrote: » Yeah, I dunno the specifics of what AA had in their bosses that people couldn't give fewer shits about them in this way.
NiKr wrote: » Noaani wrote: » Game yes, MMO no. The popular, longer lasting MMO's are cooperative, not competitive. That is this genres strength. Doesn't this go against your own words? You said that EQ2 had the fiercest competition in the genre. You keep saying that EQ2 still releases updates that are amazing and great. Those two things would imply that the most competitive mmo out there is also the longest lasting one, which contradicts this comment.
Noaani wrote: » It isn't that people didn't care - again there were hundreds the week before and hundreds the week after. I straight up don't know the reason for this particular situation - but I did list a whole pile of the reasons I have found over the years for similar situations of lower population/engagement with the game.
NiKr wrote: » But you said that the next week there were fewer people instead of more
Noaani wrote: » I've only given numbers of three weeks - a bit over 400, then 15, then a bit over 300. If we go back a futher 6 weeks and forward a further 6 weeks, that bit over 300 is fairly average. It isn't a low number, it was just lower than the week with a bit over 400. That slightly over 400 was something of an exception in terms of there being more people than normal.
Noaani wrote: » NiKr wrote: » Yeah, I dunno the specifics of what AA had in their bosses that people couldn't give fewer shits about them in this way. It isn't that people didn't care - again there were hundreds the week before and hundreds the week after. I straight up don't know the reason for this particular situation - but I did list a whole pile of the reasons I have found over the years for similar situations of lower population/engagement with the game.
Depraved wrote: » 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
NiKr wrote: » Noaani wrote: » I've only given numbers of three weeks - a bit over 400, then 15, then a bit over 300. If we go back a futher 6 weeks and forward a further 6 weeks, that bit over 300 is fairly average. It isn't a low number, it was just lower than the week with a bit over 400. That slightly over 400 was something of an exception in terms of there being more people than normal. Then it seems that it was just a weird fluke. Those will inevitably happen even if the pve is great
Depraved wrote: » didnt you say there was a boss with better loot?