Fantmx wrote: » I don't think removing the carrot from the stick would lead to people chasing the stick. I would prefer to see the hardcore PvE content be in the 20% instanced content. The challenge of world bosses should be the PvP component.
NiKr wrote: » Your suggestion in the OP does exactly this
NiKr wrote: » In other words, pvers will have better chances of fighting subsequent hard bosses, while pvpers would have more ways to counter each other while they dance around the ow boss.
morphwastaken wrote: » In other words - you can manage how contested something is by changing how rewarding it is. More reward = more contest. So if you want to have hard boss, that is not as contested - just lower the reward, so it's worth less to fight for. It is still worth killing, it's just not worth fighting for as hard.
Raven016 wrote: » Fantmx wrote: » I don't think removing the carrot from the stick would lead to people chasing the stick. I would prefer to see the hardcore PvE content be in the 20% instanced content. The challenge of world bosses should be the PvP component. I think he wants to offer PvE just for fun but if they complain that they want rewards too then he can show them the battlegrounds. No reward without PvP. He hopes that he can convert PvE players into PvPers. Steven tries too but only for 45 days.
NiKr wrote: » This would only be the case if that low reward boss somehow always respawns at the same time as all the ow bosses. If it's instanced, there's no reason for pvp guilds not to farm it. If it's not instanced and there's not another, supposedly, more valuable boss alive at the time - more guilds will fight for it. Also, even if there are other ow bosses alive, some of those 10 guilds would instead go fight pvers for their boss, because pvpers would, in theory, be better at pvp. Losing against 9 stronger guilds is way worse than most likely winning against 2 pve guilds.
morphwastaken wrote: » Depraved wrote: » do you think they will endure months and months and months of getting trashed in pvp just so they can get bis gear to do a boss? the suggestion is pointless. if they have to pvp to get the gear to do the boss, they wont play. so the solution (to a problem that doesnt exist) would be to add a complete progression path from level 1 to level 50 with bis gear that avoids pvp, avoids competing for resources, etc. and this is not this type of game. so if you add that, it takes away from the game. Depraved wrote: » and you would be splitting content and gear, so no Every player will have access to all content equally, they just need to accept what that entails. PvE player can go get involved in PvP and do a world boss, and vise versa. Everyone will need to do both, if they want to be efficient, just the ratio will differ. This is already true for regular monster farming - you can farm a "top spot" and PvP for it all the time, or you can take less contested one and avoid PvP, for the most part.
Depraved wrote: » do you think they will endure months and months and months of getting trashed in pvp just so they can get bis gear to do a boss? the suggestion is pointless. if they have to pvp to get the gear to do the boss, they wont play. so the solution (to a problem that doesnt exist) would be to add a complete progression path from level 1 to level 50 with bis gear that avoids pvp, avoids competing for resources, etc. and this is not this type of game. so if you add that, it takes away from the game.
Depraved wrote: » and you would be splitting content and gear, so no
Depraved wrote: » pvers dont pve for fun
morphwastaken wrote: » It's counter-intuitive, but makes perfect sense in context of AoC. Most rewarding world bosses can be mechanically most simple, since large portion of the challenge will come from other players. Those bosses just need to feel epic with huge AOEs. It also works the other way. Most complex bosses can be given the least reward. This will make them least contested - perfect for those who primarily seek a great PvE experience. This provides a nice content gradient form primarily PvE to primarily PvP, while being PvX all the way through. Makes sense thematically as well - if there is 200 players around a huge dragon in the field - it's just going to breath fire at 50 of them, not really do some intricate mechanic. While some dungeon dwelling mystery monster can be all kinds of unexpected and complex. Food for thought.
Noaani wrote: » It is not.
morphwastaken wrote: » Noaani wrote: » It is not. Why not? Did you see my example? Players manage risk vs reward.
Dygz wrote: » The primary reward for killing the Winter Dragon should be removing the Perpetual Winter from the effected Region.
morphwastaken wrote: » Dygz wrote: » The primary reward for killing the Winter Dragon should be removing the Perpetual Winter from the effected Region. Isn't that already in the game in some form? Siege bosses?
Noaani wrote: » yet that is not the case here. There is a difference in risk if there is a swing of just 10 players in your favor or against your favor. Thus, this is not a balanced form of risk vs reward. The reward is not directly attached to the risk - each is derrived from different entities.
morphwastaken wrote: » On average it is balanced.
Noaani wrote: » morphwastaken wrote: » On average it is balanced. Yes, but by definition that means it isn't balaced each time.
morphwastaken wrote: » Noaani wrote: » morphwastaken wrote: » On average it is balanced. Yes, but by definition that means it isn't balaced each time. You consider this a downside - i find it to be the main reason to have PvX game - so that encounters differ from time-to-time, based on player activity.