Azherae wrote: » It's meant to be what the average player wants.
Azherae wrote: » Better to throw us into Alpha-2 with 30-40 of 'fleshed out versions of that' and have people settle into their comfort zones, whether that be New World or WildStar.
NiKr wrote: » Azherae wrote: » It's meant to be what the average player wants. I'm once again cursed with the desire for way above average difficulty, while having way below average skill for clearing it Azherae wrote: » Better to throw us into Alpha-2 with 30-40 of 'fleshed out versions of that' and have people settle into their comfort zones, whether that be New World or WildStar. Yeah, I just hope we have those 30-40. Obviously we'll have them sooner or later in A2, but, just as it was with A1, all the big streamers will stream the release of A2 and then leave back to their usual content. So if start of A2 doesn't have some good content to show the game will be, once again, called doa/scam/shit/etc. Obviously it won't mean much as long as the main release is good, but it's just gonna be a pain to live through for several years until said release
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.
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.
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.
Noaani wrote: » It is the notion that PvX needs to be PvP and PvE together at all times that needs to die. Even more true considering the hypocrisy of the game happily catering to just PvP by itself many times.
Chonkers wrote: » Noaani wrote: » It is the notion that PvX needs to be PvP and PvE together at all times that needs to die. Even more true considering the hypocrisy of the game happily catering to just PvP by itself many times. Going green caters to pve exclusive playstyles. I think boss zone barriers can prevent kiting and zergs from entering the encounter. Instanced pvp content helps reduce presence of pvpers in the open world, technically effectively to pve only players. Not much hypocrisy and pve catering should be pursued more.
Noaani wrote: » The actual point of instanced content is to allow more players access to that content. If a game has an open world boss spawn once a week, 40 players get to kill it. If that boss is instanced, as many players as are in capable guilds get to kill it. There is indeed hypocrisy in saying PvX means PvP and PvE together always, and then adding PvP only arenas and sieges. .
Mag7spy wrote: » Same pattern as usual complain about pvp and get more PvE into the game. Argue drops need to be good from pve instances, argue again for more pve instanced content. Then WoW player base comes and argue for even more and less pvp. Suddenly direction changes like every mmorpg and the WoW players eventually quit for next WoW expansion. IS should do what they are doing in a fun and creative way, they don't need to cater to the same people yelling for instanced PvE content. Create different elements of PvX types of content is much more appealing. 20% instancing is fine, not you spend the day doing 3-5 instance dungeons avoiding people and calling it a day.
Noaani wrote: » Mag7spy wrote: » Same pattern as usual complain about pvp and get more PvE into the game. Argue drops need to be good from pve instances, argue again for more pve instanced content. Then WoW player base comes and argue for even more and less pvp. Suddenly direction changes like every mmorpg and the WoW players eventually quit for next WoW expansion. IS should do what they are doing in a fun and creative way, they don't need to cater to the same people yelling for instanced PvE content. Create different elements of PvX types of content is much more appealing. 20% instancing is fine, not you spend the day doing 3-5 instance dungeons avoiding people and calling it a day. This just highlights your insane inability to comprehend. You and I have talked about instances before. We have talked about how anyone that wants good content in an MMO with both instances and open world knows for a fact that open world content should have the better drops - but that a game like WoW that puts no top end content in its open world can not achieve this. We have also talked about the difference between instanced dungeons and instanced encounters. Based on those discussions, you know full well that running three instanced encounters would see a group or raid spend about 30 minutes total in instances, and several hours getting to each of them in an open dungeon. These are things you and I have discussed many times before, and it is your insistence to just ignore points that don't serve the argument you wish to make that is why so many people here just ignore you. It is why no one takes your arguments even remotely seriously - you aren't here for discussion or debate, you are here to blast your oft ill considered opinion in defiance of any facts. Thing is, it is the implementation of instances that determine if people will just run them all day or not. People are not going to be running a fifth of an MMO a day, meaning 20% instanced content is more than enough for people to not do anything else - depending on how it is designed. If it is implemented poorly,that 20% will see peoplejust run instances. If it is implemented well (individual instanced encounters spread out among open world dungeons), even as much as 33% of content being instanced wouldn't see people just spend all day in instances - as they still need to run open world dungeons to get to said instances.
Mag7spy wrote: » If we are talking about open world dungeons you aren't going to get a giant open world dungeon then a large personal dungeon with multiple bosses that doesn't even sound realistic. Sounds like you are trying to push the goal post for instanced content because you know you just need to have enough for people to start complaining if the game is built around it.
NiKr wrote: » Mag7spy wrote: » If we are talking about open world dungeons you aren't going to get a giant open world dungeon then a large personal dungeon with multiple bosses that doesn't even sound realistic. Sounds like you are trying to push the goal post for instanced content because you know you just need to have enough for people to start complaining if the game is built around it. Iirc WoW classic had open world dungeons that had instance entrances deep within them. Obviously pvp rules are different there, but that's not the point here. L2 also had huge dungeons with an instanced (or caged) room at the end. Sometimes that room would just be a singular 4-wall room and sometimes it would be a a fairly long dungeon on its own. In other words, this part of what Noaani said is definitely normal design (I'm sure EQ2 had this too). Hell, A1 had this in the volcano. You had to TP to the dragon at the end, so functionally that TP could be turned off after a time and you'd have yourself an instanced at the end of a huge dungeon.
Mag7spy wrote: » I'm not talking about a single room, I'm talking about what would equal to someone talking about an instanced dungeon. Else I'd say instanced boss.
NiKr wrote: » Mag7spy wrote: » I'm not talking about a single room, I'm talking about what would equal to someone talking about an instanced dungeon. Else I'd say instanced boss. Like I said, both existed in WoW and in L2, and I'm sure in EQ2 as well.
Mag7spy wrote: » When i mention things I'm talking about what people want and what are their expectations. Aligning with PvE, if you say we have raids and to them its not a raid that is how you create false perceptions.
Noaani wrote: » Chonkers wrote: » Noaani wrote: » It is the notion that PvX needs to be PvP and PvE together at all times that needs to die. Even more true considering the hypocrisy of the game happily catering to just PvP by itself many times. Going green caters to pve exclusive playstyles. I think boss zone barriers can prevent kiting and zergs from entering the encounter. Instanced pvp content helps reduce presence of pvpers in the open world, technically effectively to pve only players. Not much hypocrisy and pve catering should be pursued more. The actual point of instanced content is to allow more players access to that content. If a game has an open world boss spawn once a week, 40 players get to kill it. If that boss is instanced, as many players as are in capable guilds get to kill it. If the only top end encounters players have access to needs to be fought over, the actual content is that fight, the encounters are the rewards from that fight. There is indeed hypocrisy in saying PvX means PvP and PvE together always, and then adding PvP only arenas and sieges. "Going green" does not remove PvP as being potential.
NiKr wrote: » Mag7spy wrote: » When i mention things I'm talking about what people want and what are their expectations. Aligning with PvE, if you say we have raids and to them its not a raid that is how you create false perceptions. I mean, my preferred method of pvx is the "cage" at the end of a huge dungeon. It's still effectively an instance, it's just that there's some pvp before the encounter. Noaani wants that to just be a part of the overall pve encounters and not necessarily the main one. And as he keeps telling you, he wants ow stuff to give best things, so ow bosses would still be valued higher and fought over more. And if the instances, that even Noaani wants, are located deep in dungeons - there's gonna be preventive pvp there, where enemies will try and hold off the farmers from doing the instance for as long as possible. This is where the guild/node wars would come in, but we've got fuckall info on that so it's hard to speculate on that front. I'd personally prefer if both of those could be forced onto people, but for a pretty big cost (exponentially so if a big guilds decs a smaller one). So that people could plan out their resources and timings and delay their opponents' farm for as long as possible. And Noaani suggested in the past that the boss loot from instanced could require a caravan to transfer it back, so there'd still be pvp in that form as well (and again, this could just be one of the options). I obviously don't agree on everything with Noaani, but I feel like we are both willing to give up some part of our arguments to achieve a middle ground. And while I agree with you that WoW players will definitely try and fuck the game over, I also feel like having a middle ground before majority of WoWers even come here would go a long way to prevent most of them from asking for more pve.
Mag7spy wrote: » So at this point I'm saying in this discussion the argument is PvE players want instanced bosses and not dungeons? So right away a rule set would be drops once per day from them.
Depraved wrote: » Noaani wrote: » Chonkers wrote: » Noaani wrote: » It is the notion that PvX needs to be PvP and PvE together at all times that needs to die. Even more true considering the hypocrisy of the game happily catering to just PvP by itself many times. Going green caters to pve exclusive playstyles. I think boss zone barriers can prevent kiting and zergs from entering the encounter. Instanced pvp content helps reduce presence of pvpers in the open world, technically effectively to pve only players. Not much hypocrisy and pve catering should be pursued more. The actual point of instanced content is to allow more players access to that content. If a game has an open world boss spawn once a week, 40 players get to kill it. If that boss is instanced, as many players as are in capable guilds get to kill it. If the only top end encounters players have access to needs to be fought over, the actual content is that fight, the encounters are the rewards from that fight. There is indeed hypocrisy in saying PvX means PvP and PvE together always, and then adding PvP only arenas and sieges. "Going green" does not remove PvP as being potential. i dont disagree here, but what if the devs dont want everyone killing that boss all the time?
regarding arenas, they are different. we can agree that equalized arenas would be the same as instanced pve dungeons. you can get rewards by avoiding the open world. if you have regular non equalized arenas, you still need to be out in the world and pvp / pve to get the gear to do arenas. the equivalent for instanced dungeons would be removing dungeons / raid progression and making the players pvp/pve out in the open to get the gear to do the instances.
Depraved wrote: » for this example lets say ashes has a limit of 100 players (server capacity, costs, customer support costs, management, gm, etc, etc), 10 of them are top pve raiders and the other 90 are the pvx crowd the game caters to. lets remember that you cant make a game for every single gamer in the world (or any product really, for every customer), if you dont add this top pve option, the 10 top pve players will not play the game, now the game has only 90 players. but guess what? 10 spots just open. if you make the best pvx game you can make, the 10 spots that just open will be filled by another 10 pvx player, replacing the 10 top pvers that just left. in the end, it doesnt matter if "noaani" doesnt play the game, because "bobthecasualpvertoppvper" will take his spot. make a full chocolate cake. dont add vanilla.