Noaani 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. Everyone else talking about instanced encounters and you replying talking about instanced dungeons is literally the definition of a strawman argument.
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: » 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. And this is exactly where we gotta give feedback to Intrepid that we (well, those of us who don't) don't want dailies like that.
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.
Noaani wrote: » 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? That's fine, put *that boss* in the open world. Then create instanced bosses that specifically exist to give people content to play. There is no reason at all you can't have both - even EQ and EQ2 had both despite their lack of PvP. When you break it all down, the only reason to not have instanced encounters is if the developer doesn't want players having reasonable access to encounters. Literally everything is in their control (kind of the point of instances). They can dictate how common the drops are, they can dictate how often a player can take on the encounter, they can dictate how many people can be present, they can dictate how much interaction players need with the open world in order to realize the rewards of the instance, they can even control if there are any special mechanics involved in realizing those rewards - an often stated suggestion of mine has been to require players to carry the mobs corpse (or part thereof) via the caravan system back to a metropolis node for processing. Throw up a serverwide announcement, and watch people come along trying to stop them getting it back. To me, that is far more engaging PvX than having to kill players in order to be able to kill an HP stick which is what most bosses in PvP/PvX games amount to. 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. This would only be the case if the developer created instanced raid content in a manner where the encounters dropped finished items. If a game like Ashes did as a game like Ashes should do, and instead dropped components, then people running instanced raid content still need to be out in the open world with PvP and PvE in order to get gear upgrades, just as people running arenas need to be. This is another of those things that can be how the developer wants it to me. If they wanted to make it so you start a raid progression path and have no need to then look anywhere else for gear, they absolutely can do that. Or the developer could do it the way Archeage did - mobs drop components that are used along with other refined materials to upgrade items to the next tier. If I have a brestplate that took me 10 iron to make, I could upgrade it with 10 steel (made with 10 iron each) and three fairly common components from different open world bosses. Then I could upgrade that item with 10 feysteel (each made from 10 steel), and use a few more common components from above, but also a component from a group based open dungeon boss. Then I could upgrade that item using 10 darksteel (each made from 10 feysteel), using three items from that group based open dungeon, as well as one from a group based instanced dungeon. Following this method, the basic item cost 10 iron, but the item that uses the instance dropped component uses 10,000 iron. Clearly in a situation like this, players wishing to have gear using those instance dropped components would need to expend some effort in the open world. It is literally 100% up to developers as to whether they want players interacting with the world or not. Having instanced encounters does not alter that it is up to them. 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. A few point with this. Sure, 10% clearing it is feasable. However, you are forgetting the friends, family and other community members that come along with top end guilds. If I bring a guild of 50 players to Ashes, I am adding at least 200 accounts to the server we are on - probably closer to 250. This would then mean that in your 100 player limit with 10% being that top end PvE crowd, you now lose at least 25 players for not having this PvE as opposed to the 10 you were thinking. However, you only took in to account the players that were killing the content, not the players that came to the game for the content but are not able to kill the top end of it. While this is different for every game, I can state quite happily that general raid progression sees dozens of guilds killing lower tiers, and only 2 or 3 killing the top tier. Thus, if 10% of the population are killing the top end, 50%+ are killing the low end. While not all of these would be joining the game specifically for this content, some would. For those that aren't joining the game for this content but are participating in it regardless, the game is better off for them for having this content than it would have been. The next question I have for you is in regards to the people that you think would fill in what you think to be 10 spots, but would actually be 25 or more. Why were they not already playing the game? Your scenario had a cap of 100 players, but the game won't have that cap - there will not be a point in Ashes where someone trying to open a new account is refused because the game is at the limit. You say they would come because the game has better PvX due to not having instanced content - but that isn't something that is necessarily the case. Instanced content can absolutely make a games PvX better, just as instanced arenas can make a games PvX better. Edit to add; I absolutely agree with your point that it doesn't matter to Intrepid if *I* play Ashes. It doesn't matter to them if you play, or if NiKr plays, or if Dygz plays. What matters to them is numbers. More people playing means more money for post launch development, more people for cooperative play, and more people for adversarial play. Basically, more is better. If there is a big chunk of players that would play the game based on Intrepid improving one type of content they already plan on having in some manner, and if improving that content didn't have any detrimental effect on any other content, there is no real reason to not improve that content. The kind of player that would look at a game and decide to not play it because it has some content that they themselves don't want to play is not the kind of player that an MMORPG with asperations of a long life should be trying to cater to. A game with such asperations should be catering to people that look at a game to see if it has what they want from a game, and then looks at any other content as something for other people, and perhaps something they may dabble in later.
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?
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.
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: » 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.
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.
Noaani wrote: » Now, there is a crossover point where instanced content could get so hard that rarity becomes a factor again, and at that point these items become even more rare than open world drops, but that is an argument to be had 3 years in to the life of an MMORPG that has both a solid open world and instanced raid scene. It isn't worth discussing in any depth other than that it exists until that point.
NiKr wrote: » Noaani wrote: » Now, there is a crossover point where instanced content could get so hard that rarity becomes a factor again, and at that point these items become even more rare than open world drops, but that is an argument to be had 3 years in to the life of an MMORPG that has both a solid open world and instanced raid scene. It isn't worth discussing in any depth other than that it exists until that point. I forget if I've asked you this before. If you're clearing a hard instance, do you expect the loot to 100% drop or do you expect it to have a non-100% chance? Or is smth in-between, along the lines of "this instance has 10 potential drops, but it only drops 3 per clear (with randomized chances of each)"?
Depraved wrote: » if you have 50 players each buying 4 accounts, thats 200, sure.
pvpers do this a lot too
Depraved wrote: » you are a small, new bakery, you only make chocolate cakes. you cant afford to make 2 types of cakes.
Mag7spy wrote: » But hey if you are making the statement pve players don't want instanced dungeons and want a limited amount of single cage boss room maybe you aren't as far gone as i thought with some your points for AoC.
Noaani wrote: » Depraved wrote: » if you have 50 players each buying 4 accounts, thats 200, sure. In some cases, this is how it is. However, for me, it would be me and my partner having an account, my two brothers having accounts, 4 of their 6 children (the ones that are old enough) having accounts, and a few spare accounts for friends of theirs. Then there is two people I've gamed with for almost two decades that come along with me where ever I go to be support (assisting in learning the combat system and being crafters, mostly). So, from one person, we have 9 other players coming along, and another 2 or 3 accounts on hand. I am a slight outlier in terms of numbers here, I feel it worth pointing out pvpers do this a lot too By this point, you are talking about completely the wrong thing. However, I have no doubt PvX players have similar situations to what I was actually talking about as per the above. The thing is, the part you haven't explained, why is it one or the other? This part doesn't make sense. Depraved wrote: » you are a small, new bakery, you only make chocolate cakes. you cant afford to make 2 types of cakes. The whole cake analogy doesn't work. First, Ashes is the bakery, nit the cake. People should be able to come to Ashes and have a more PvP focused experience center, or a more PvE focused experience. As long as people aren't trying to only have one, then things are just fine. The cake analogy also relies on the notion that more cakes can't be made, which in itself relies on everyone capable of making cakes at this bakery doing so as efficiently as possible. In regards to MMORPG's, the most efficient use of developer time (using player engagement in the content as the only metric) is repeatable instances. The least efficient is non-repeatable instances. As long as Steven is making such inefficient use of his staff, you do not get to say that they don't have time to make both cakes.
The thing is, the part you haven't explained, why is it one or the other? This part doesn't make sense.
Noaani wrote: » As long as Steven is making such inefficient use of his staff, you do not get to say that they don't have time to make both cakes.
Depraved wrote: » also, you are still not getting it. its thre that it doesnt matter if you or me or nikr specifically play the game, but we are different crowds. ashes is more oriened to players like me or nikr than players like you or dygz or azherae.
NiKr wrote: » Noaani wrote: » As long as Steven is making such inefficient use of his staff, you do not get to say that they don't have time to make both cakes. Open world dungeons are as repeatable as instanced ones, except they're about the pvx experience rather than a pure pve one.
Depraved wrote: » intrepid is the bakery. even if you could make an unlimited amount of cakes, people who dont like chocolate cake and like vanilla, arent going to buy your 80% chocolate + 20% vanilla cake.
do you mean why pvers or pvpers? none are more important than the other
im algo kind of against equalized pvp arenas and regular arenas where you can just be there 24/7 for ashes.
Noaani wrote: » They are on paper, though open dungeons tend to get reused less often when people have options.
NiKr wrote: » Noaani wrote: » They are on paper, though open dungeons tend to get reused less often when people have options. This comes down to the loot tables of non-boss mobs and to the amount of instances available to any given person on a daily basis. If non-boss mobs give even a fraction of a boss' value - killing them in ow dungeons is viable when you don't have access to a boss. And if, say, you're a mage and want to craft a new staff you may have 8 open world dungeons that have a few mobs and a few bosses that drop mats for it and you have 2 instances that do so as well (but are on a weekly reset timer) - you'll clear those 2 instances asap and will either have nothing to do or will simply go and fight over mobs/bosses in the ow dungeons. So even if the instanced dungeons are repeatable, unless only the boss drops matter and instances are dailies - ow stuff is still more beneficial to put more devtime into, because it's gonna be the main source of content for the majority of people when it comes to their day-to-day gameplay. And those are the "face" of Steven's PvX design, so they better be presentable and nice.
Azherae wrote: » We definitely don't want whatever the hell THIS is (Talus, guild boss version)
Azherae wrote: » The only connection I see between drops and 'PvX player content goals' is that if you make good drops off boring open World mobs, you water down everything about the game to BDO tier. The solution to this is to make the mobs less boring, nothing else.
NiKr wrote: » Noaani wrote: » They are on paper, though open dungeons tend to get reused less often when people have options. This comes down to the loot tables of non-boss mobs and to the amount of instances available to any given person on a daily basis.
If non-boss mobs give even a fraction of a boss' value - killing them in ow dungeons is viable when you don't have access to a boss.
Noaani wrote: » A MUCH bigger factor than loot in regards to this is the competitiveness of a given server. If you are on a competitive server, there is significantly less reason to go for open world content as you are likely to spend even more time for even less reward. On the other hand, if you are on a less competitive server, you could go after open world content under the assumption that you are likely to see less competition, thus are morelikely to get better rewards for your time.
Noaani wrote: » There has been something more valuable to do in every game I have ever played. Presumably, this is by design as most game developers would probably be somewhat upset with themselves if players thought that sitting there killing trash mobs was a worthwhile way to play the game.
NiKr wrote: » Noaani wrote: » A MUCH bigger factor than loot in regards to this is the competitiveness of a given server. If you are on a competitive server, there is significantly less reason to go for open world content as you are likely to spend even more time for even less reward. On the other hand, if you are on a less competitive server, you could go after open world content under the assumption that you are likely to see less competition, thus are morelikely to get better rewards for your time. This is where Intrepid's world manager could come into play. They have the tools to control drop rates across the board and match them to server statuses, so instanced/ow content is equal in item acquisition pace - as long as that's what Intrepid want of course.
Noaani wrote: » There has been something more valuable to do in every game I have ever played. Presumably, this is by design as most game developers would probably be somewhat upset with themselves if players thought that sitting there killing trash mobs was a worthwhile way to play the game. I'm talking about the overall value of mobs. Say your high skill team can get money through some other means, with which you'd be able to purchase the mats from the non-boss mobs that you want (again, this is in the context of both your instances and the ow bosses being on cd). But other groups of players who're interested in farming mobs and fighting people could then trade you those mats, were they to drop any (this would be me and any other pvx grind enjoyer). Pretty much an "everyone wins" situation. I get to grind mobs, while fighting others who want to grind those mobs; you get to do whatever other content you see more valuable; we both benefit in the way we want, with you buying the item you need from me. And again, any of the drop rates in this situation can be varied/controlled by the devs.
Noaani wrote: » My point is that players should never find themselves in that situation.