NiKr wrote: » Noaani wrote: » and Ashes non PvP content from what we have seen is a long way short of that bar (Age of Conan is in my top 5 best top end PvE MMO's). Which is exactly why we gotta give our feedback to Intrepid to make that pve much better Like I keep saying, we gotta hold Intrepid to higher standards. It doesn't have to be EQ2 lvls of content release pace, but the quality of what is released should be at that lvl (especially on the open world stuff side).
Noaani wrote: » and Ashes non PvP content from what we have seen is a long way short of that bar (Age of Conan is in my top 5 best top end PvE MMO's).
Mag7spy wrote: » To make arguments to deny things they have shown based on logic "No end game pve shown" (at lvl 25-30???!) is disingenuous but those are his usual takes.
NiKr wrote: » Mag7spy wrote: » To make arguments to deny things they have shown based on logic "No end game pve shown" (at lvl 25-30???!) is disingenuous but those are his usual takes. This is why I've been asking them to at least talk about their plans for hardcore pve designs. Do a spreadsheet stream (like they did with nodes) and talk to AI/pve designers about their ideas for hardcore pve. If Ashes ends up with amazing pve - cool, but so far we've heard a shitton of plans for pvp, but barely any for pve (outside of super vague statements from years ago).
Azherae wrote: » It's probably me being elitist, but telling me 'there will be sieges and arenas and owPvP' tells me nothing about the quality of that PvP. I don't feel we have the PvP information either, and certainly nothing that would inform anything whatsoever about any PvX.
NiKr wrote: » Azherae wrote: » It's probably me being elitist, but telling me 'there will be sieges and arenas and owPvP' tells me nothing about the quality of that PvP. I don't feel we have the PvP information either, and certainly nothing that would inform anything whatsoever about any PvX. But what do we know about the pve plans? The only real statement about the hardcore design was from yeaars ago (and a tiiny bit from an interview several months back). The Tumok fight we got is supposedly the "low lvl content" design, so, in theory, it shouldn't be even counted when thinking about complex pve. To me pvp quality relies on 2 things. Class design and situations where you can have that pvp. Obviously we got fuckall info on class design, but this relates to the pve side as well, cause it's also influenced by class design. And we've gotten a shitton of info about pvp situations, and we've even gotten huge updates on that (seas, node ruins). We've seen sieges in A1, we've now seen caravans, we're about to see some other pvp, we've seen Steven getting corruption in the last stream (which relates to the overall owpvp part of the game), we've gotten confirmation that GWs will have always-on pvp - and all of that is just the stuff that I remember off the top of my head rn. Yes, we can't speak to the innate quality of that pvp, but like I said, I don't want to directly see the complex pve right now. I want them to talk about their plans, just as they've talked about those pvp situations. Maybe I'm forgetting some details, but have we ever gotten a discussion on what kind of tools pve devs are working with? I wanna hear some dev being super excited for all the possibilities that their tools allow them to explore. And if all of that is impossible to really talk about until the game has a more stable class design presentation - then we're in for, potentially, years of everyone calling Ashes a pvp game, because all we see/hear about is pvp. Imo this would simply ruin the image of the game (or at least the supposedly desired image). If we had a pve plans stream, we'd be able to point to that any time some new rando comes here yelling that this will be a shitty pvp game that will be DOA.
Azherae wrote: » If that is basically what you want, they've got videos already, they're just old and we're 'hoping nothing changed too much'. Copium!
unknownsystemerror wrote: » They have been pretty clear over what they intend to deliver. You can advocate and say "I want this. They should do this!" all you like. Won't change what you are going to get. And as mentioned in the quotes below, they are ok if you take your toys and go home. What we're creating is a PvX game; and what that means is our target audience is the PvX player; and that is our golden cohort. And so to a degree if a player is solely interested in the most elaborate raid boss mechanics within a controlled and curated setting that is instanced gameplay, Ashes might not be the game for them and that's okay. However, with that being said, we do have a division of curated experiences that exist in an 80:20 ratio; and what that means is roughly 20% of the content that players will experience will be instanced, because where we want to have that granular control over the design and mechanics of a particular storyline or encounter we utilize the instance setting to provide that.[1] – Steven Sharif They won't be best-in-slot type items. You will not accomplish that from in from instanced-based content. Those will be found within the open-world. It'll be a competitive area for you to achieve those things, because other forces will want to achieve them as well; and because it's open-world there will be a limited number of those who can successfully complete on: Whether it be some timer for a world boss, or some condition or other world state predicate. Those are things that people are going to have to contend with each other for.[6] – Steven Sharif In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[2] – Steven Sharif There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[13] – Steven SharifIn a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[2] – Steven Sharif
Stalwart wrote: » Content Suggestion: - Put the final boss at the end of an open-world dungeon in an instanced arena. - Look at making 3+ of these boss arenas for release. - Have the number available to the server based on node setup. - Fight lengths will be long (10-15+ mins), have multiple stages/waves and possibly separate rooms to change up the arena. - Content needs to take time to learn and complete. Nothing you can walk into and master in a couple of days. - Look to current games that are focused on PvE Raiding. - Only allow one party in the instance at a time. It's not required from a PvP aspect, see paragraph above, I do think it could help eliminate people zerging your fine-tuned mechanics. - Consider allowing only one instance at a time. This has a lot of implications. Especially around watching the door for PvE and PvP. Just something to consider. - Consider reduced death penalties in this "event". I'm not positive about this, but I tend to think tough content will require wiping and plenty of it. - Include achievements like speed, no-death and other fun unique ones. Reward Suggestion: - Do not drop exclusive materials, but valuable ones. - Small chance to drop a unique gear recipe (that can be sold). - Small chance to drop a low-quality version of that gear. - Very small chance to drop skins/cosmetic items. - Miniscule chance to drop a flying mount. - Performance metrics drive drop rates. - Completing achievements awards small cosmetics or titles. It is important to remember that your group will have to fight through an open-world dungeon to get there and to bring the loot home. Thank you for reading.
Vaknar wrote: » Stalwart wrote: » Content Suggestion: - Put the final boss at the end of an open-world dungeon in an instanced arena. - Look at making 3+ of these boss arenas for release. - Have the number available to the server based on node setup. - Fight lengths will be long (10-15+ mins), have multiple stages/waves and possibly separate rooms to change up the arena. - Content needs to take time to learn and complete. Nothing you can walk into and master in a couple of days. - Look to current games that are focused on PvE Raiding. - Only allow one party in the instance at a time. It's not required from a PvP aspect, see paragraph above, I do think it could help eliminate people zerging your fine-tuned mechanics. - Consider allowing only one instance at a time. This has a lot of implications. Especially around watching the door for PvE and PvP. Just something to consider. - Consider reduced death penalties in this "event". I'm not positive about this, but I tend to think tough content will require wiping and plenty of it. - Include achievements like speed, no-death and other fun unique ones. Reward Suggestion: - Do not drop exclusive materials, but valuable ones. - Small chance to drop a unique gear recipe (that can be sold). - Small chance to drop a low-quality version of that gear. - Very small chance to drop skins/cosmetic items. - Miniscule chance to drop a flying mount. - Performance metrics drive drop rates. - Completing achievements awards small cosmetics or titles. It is important to remember that your group will have to fight through an open-world dungeon to get there and to bring the loot home. Thank you for reading. The conversation is moving away a bit from what I believe OP was suggesting, which I found to be some interesting thought-starters. While we can discuss PvX, I do think some idea generation on different or unique ways to blend PvE and PvP with the established systems of Ashes of Creation could be neat c:
Azherae wrote: » NiKr wrote: » Mag7spy wrote: » To make arguments to deny things they have shown based on logic "No end game pve shown" (at lvl 25-30???!) is disingenuous but those are his usual takes. This is why I've been asking them to at least talk about their plans for hardcore pve designs. Do a spreadsheet stream (like they did with nodes) and talk to AI/pve designers about their ideas for hardcore pve. If Ashes ends up with amazing pve - cool, but so far we've heard a shitton of plans for pvp, but barely any for pve (outside of super vague statements from years ago). You find so? I don't feel like that.
Noaani wrote: » NiKr wrote: » Mag7spy wrote: » To make arguments to deny things they have shown based on logic "No end game pve shown" (at lvl 25-30???!) is disingenuous but those are his usual takes. This is why I've been asking them to at least talk about their plans for hardcore pve designs. Do a spreadsheet stream (like they did with nodes) and talk to AI/pve designers about their ideas for hardcore pve. If Ashes ends up with amazing pve - cool, but so far we've heard a shitton of plans for pvp, but barely any for pve (outside of super vague statements from years ago). This is the point. Mag has been arguing for a long time that "the developers don't know, you can't ask them to give details on what they don't know". I have long told him that details of PvE are worthless - I never want details. I want plans. I want to know what Intrepid want to do, and what they feel they are capable of doing. If all they are able to do is say they want multiple phase fights (arguing as if this is a good thing - it is not), adds, and random skill usage, then my faith and trust in their ability to pull off meaningful PvE content is at rock bottom. This is kind of like saying "yeah, we will have PvP, you'll be able to, like, cast spells and hit each other with melee weapons and stuff", but the developer having nothing else to add to that. Every single person I play MMO's with regularly knows someone at Intrepid (past or present) in a capacity where they are on a first name basis. We all know the staff is competent at pulling off content. However, we all also know that they can only do that if there is creative desire to do so - which so far there straight up isn't. I don't know if Steven thinks what he talks about is good PvE or not, all I know is that what little he talks about in regards to PvE is not good PvE.
Depraved wrote: » Noaani wrote: » NiKr wrote: » Mag7spy wrote: » To make arguments to deny things they have shown based on logic "No end game pve shown" (at lvl 25-30???!) is disingenuous but those are his usual takes. This is why I've been asking them to at least talk about their plans for hardcore pve designs. Do a spreadsheet stream (like they did with nodes) and talk to AI/pve designers about their ideas for hardcore pve. If Ashes ends up with amazing pve - cool, but so far we've heard a shitton of plans for pvp, but barely any for pve (outside of super vague statements from years ago). This is the point. Mag has been arguing for a long time that "the developers don't know, you can't ask them to give details on what they don't know". I have long told him that details of PvE are worthless - I never want details. I want plans. I want to know what Intrepid want to do, and what they feel they are capable of doing. If all they are able to do is say they want multiple phase fights (arguing as if this is a good thing - it is not), adds, and random skill usage, then my faith and trust in their ability to pull off meaningful PvE content is at rock bottom. This is kind of like saying "yeah, we will have PvP, you'll be able to, like, cast spells and hit each other with melee weapons and stuff", but the developer having nothing else to add to that. Every single person I play MMO's with regularly knows someone at Intrepid (past or present) in a capacity where they are on a first name basis. We all know the staff is competent at pulling off content. However, we all also know that they can only do that if there is creative desire to do so - which so far there straight up isn't. I don't know if Steven thinks what he talks about is good PvE or not, all I know is that what little he talks about in regards to PvE is not good PvE. what is good pve?
Noaani wrote: » Vaknar wrote: » Stalwart wrote: » Content Suggestion: - Put the final boss at the end of an open-world dungeon in an instanced arena. - Look at making 3+ of these boss arenas for release. - Have the number available to the server based on node setup. - Fight lengths will be long (10-15+ mins), have multiple stages/waves and possibly separate rooms to change up the arena. - Content needs to take time to learn and complete. Nothing you can walk into and master in a couple of days. - Look to current games that are focused on PvE Raiding. - Only allow one party in the instance at a time. It's not required from a PvP aspect, see paragraph above, I do think it could help eliminate people zerging your fine-tuned mechanics. - Consider allowing only one instance at a time. This has a lot of implications. Especially around watching the door for PvE and PvP. Just something to consider. - Consider reduced death penalties in this "event". I'm not positive about this, but I tend to think tough content will require wiping and plenty of it. - Include achievements like speed, no-death and other fun unique ones. Reward Suggestion: - Do not drop exclusive materials, but valuable ones. - Small chance to drop a unique gear recipe (that can be sold). - Small chance to drop a low-quality version of that gear. - Very small chance to drop skins/cosmetic items. - Miniscule chance to drop a flying mount. - Performance metrics drive drop rates. - Completing achievements awards small cosmetics or titles. It is important to remember that your group will have to fight through an open-world dungeon to get there and to bring the loot home. Thank you for reading. The conversation is moving away a bit from what I believe OP was suggesting, which I found to be some interesting thought-starters. While we can discuss PvX, I do think some idea generation on different or unique ways to blend PvE and PvP with the established systems of Ashes of Creation could be neat c: I'm going to be super blunt, @Vaknar The title of this thread is "Supporting PvE raiders in Ashes". Even if the discussion has moved away from the specific particulars of what the OP had in mind, it is still (mostly) PvE raiders talking about what Ashes needs to do in order to support that playstyle. Now for the blunt part. As a representative of Intrepid Studios, assuming PvE raiding is a playstyle you (Intrepid Studio) wishes to support, you should be listening and taking notes - not interrupting. The absolute most you should be doing in this thread - assuming you want a discussion from PvE raiders on what Ashes needs to do to support PvE raiding, is removing posts of people that have no experience or interest in PvE raiding - as such posts simply can not add to a discussion on what Ashes needs to do to support PvE raiding as a playstyle in Ashes. I'm going to carry on replying to a few other posters in this thread totally ignoring this post of yours. How you wish to moderate from there will say more about Intrepids desire to support PvE raiding than it will anything else.
Vaknar wrote: » Noaani wrote: » Vaknar wrote: » Stalwart wrote: » Content Suggestion: - Put the final boss at the end of an open-world dungeon in an instanced arena. - Look at making 3+ of these boss arenas for release. - Have the number available to the server based on node setup. - Fight lengths will be long (10-15+ mins), have multiple stages/waves and possibly separate rooms to change up the arena. - Content needs to take time to learn and complete. Nothing you can walk into and master in a couple of days. - Look to current games that are focused on PvE Raiding. - Only allow one party in the instance at a time. It's not required from a PvP aspect, see paragraph above, I do think it could help eliminate people zerging your fine-tuned mechanics. - Consider allowing only one instance at a time. This has a lot of implications. Especially around watching the door for PvE and PvP. Just something to consider. - Consider reduced death penalties in this "event". I'm not positive about this, but I tend to think tough content will require wiping and plenty of it. - Include achievements like speed, no-death and other fun unique ones. Reward Suggestion: - Do not drop exclusive materials, but valuable ones. - Small chance to drop a unique gear recipe (that can be sold). - Small chance to drop a low-quality version of that gear. - Very small chance to drop skins/cosmetic items. - Miniscule chance to drop a flying mount. - Performance metrics drive drop rates. - Completing achievements awards small cosmetics or titles. It is important to remember that your group will have to fight through an open-world dungeon to get there and to bring the loot home. Thank you for reading. The conversation is moving away a bit from what I believe OP was suggesting, which I found to be some interesting thought-starters. While we can discuss PvX, I do think some idea generation on different or unique ways to blend PvE and PvP with the established systems of Ashes of Creation could be neat c: I'm going to be super blunt, Vaknar The title of this thread is "Supporting PvE raiders in Ashes". Even if the discussion has moved away from the specific particulars of what the OP had in mind, it is still (mostly) PvE raiders talking about what Ashes needs to do in order to support that playstyle. Now for the blunt part. As a representative of Intrepid Studios, assuming PvE raiding is a playstyle you (Intrepid Studio) wishes to support, you should be listening and taking notes - not interrupting. The absolute most you should be doing in this thread - assuming you want a discussion from PvE raiders on what Ashes needs to do to support PvE raiding, is removing posts of people that have no experience or interest in PvE raiding - as such posts simply can not add to a discussion on what Ashes needs to do to support PvE raiding as a playstyle in Ashes. I'm going to carry on replying to a few other posters in this thread totally ignoring this post of yours. How you wish to moderate from there will say more about Intrepids desire to support PvE raiding than it will anything else. Hi Noaani! I can see how my post could be misinterpreted. No worries! Let me reiterate for clarification
Noaani wrote: » Vaknar wrote: » Stalwart wrote: » Content Suggestion: - Put the final boss at the end of an open-world dungeon in an instanced arena. - Look at making 3+ of these boss arenas for release. - Have the number available to the server based on node setup. - Fight lengths will be long (10-15+ mins), have multiple stages/waves and possibly separate rooms to change up the arena. - Content needs to take time to learn and complete. Nothing you can walk into and master in a couple of days. - Look to current games that are focused on PvE Raiding. - Only allow one party in the instance at a time. It's not required from a PvP aspect, see paragraph above, I do think it could help eliminate people zerging your fine-tuned mechanics. - Consider allowing only one instance at a time. This has a lot of implications. Especially around watching the door for PvE and PvP. Just something to consider. - Consider reduced death penalties in this "event". I'm not positive about this, but I tend to think tough content will require wiping and plenty of it. - Include achievements like speed, no-death and other fun unique ones. Reward Suggestion: - Do not drop exclusive materials, but valuable ones. - Small chance to drop a unique gear recipe (that can be sold). - Small chance to drop a low-quality version of that gear. - Very small chance to drop skins/cosmetic items. - Miniscule chance to drop a flying mount. - Performance metrics drive drop rates. - Completing achievements awards small cosmetics or titles. It is important to remember that your group will have to fight through an open-world dungeon to get there and to bring the loot home. Thank you for reading. The conversation is moving away a bit from what I believe OP was suggesting, which I found to be some interesting thought-starters. While we can discuss PvX, I do think some idea generation on different or unique ways to blend PvE and PvP with the established systems of Ashes of Creation could be neat c: I'm going to be super blunt, Vaknar The title of this thread is "Supporting PvE raiders in Ashes". Even if the discussion has moved away from the specific particulars of what the OP had in mind, it is still (mostly) PvE raiders talking about what Ashes needs to do in order to support that playstyle. Now for the blunt part. As a representative of Intrepid Studios, assuming PvE raiding is a playstyle you (Intrepid Studio) wishes to support, you should be listening and taking notes - not interrupting. The absolute most you should be doing in this thread - assuming you want a discussion from PvE raiders on what Ashes needs to do to support PvE raiding, is removing posts of people that have no experience or interest in PvE raiding - as such posts simply can not add to a discussion on what Ashes needs to do to support PvE raiding as a playstyle in Ashes. I'm going to carry on replying to a few other posters in this thread totally ignoring this post of yours. How you wish to moderate from there will say more about Intrepids desire to support PvE raiding than it will anything else.
As a reminder, Ashes of Creation is a PvX game. Players will naturally encounter both PvP and PvE elements. It is unlikely that a player could purely focus on just PvP or just PvE. You can read more about PvX here, on the wiki: https://ashesofcreation.wiki/PvX You can also read about Raids here, on the wiki: https://ashesofcreation.wiki/Raids
NiKr wrote: » Azherae wrote: » If that is basically what you want, they've got videos already, they're just old and we're 'hoping nothing changed too much'. Copium! Yeah, guess we'll have to see. I just feel like referencing those vids would lead back to the thing you mentioned at the start. People will be saying "well, things change so it's gonna be how I want it". Which is why a new dev stream going over that stuff would be great. But I doubt that'll happen before A2, so we're shit outta luck.
Azherae wrote: » I suppose it couldn't hurt, but in the end, they don't plan to make 'hyper complex PvE', because that isn't very compatible with PvX.
Azherae wrote: » PvX gamers are few, as I perceive it, and hard to please. Average PvE gamers and average PvP gamers are much easier to appease through explanations and simple stopgaps like 'close the Boss door' and 'flag everyone for PvP'. So I take back the first thing I said: If Intrepid went into detail about their PvX encounter design philosophy, it'd probably do more harm than good.
NiKr wrote: » Azherae wrote: » PvX gamers are few, as I perceive it, and hard to please. Average PvE gamers and average PvP gamers are much easier to appease through explanations and simple stopgaps like 'close the Boss door' and 'flag everyone for PvP'. So I take back the first thing I said: If Intrepid went into detail about their PvX encounter design philosophy, it'd probably do more harm than good. Yeah, I guess you're right. My idealistic PvX boss design would most likely not appeal to either side of the pvx player scale. If that TL boss is an "instanced" one then daaamn I sure hope AoC's instanced stuff is harder. Hell, I hope ow stuff is harder That party barely even lost hp throughout the fight, and that's a lvl 50 fucking boss!