Liniker wrote: » that was an exhausting reading, feels like we are stuck in hell with the same people repeating the same old arguments over and over until someone goes nuts lol
NiKr wrote: » Noaani wrote: » My point is that players should never find themselves in that situation. Yes, we've discussed this before. You want EQ2 amounts of bosses in the game, while I simply do not see that happening in Ashes. Like, nowhere near that. Especially considering the 80/20 split, cause even if we somehow do get hundreds and hundreds and hundreds of bosses (which is still nowhere near enough for a full server) - they will all be killed at all times, so, unless we have endless daily instances, no one will have that kind of content fulfillment.
Noaani wrote: » My point is that players should never find themselves in that situation.
If anything, I think your evaluation of instances just doesn't match Steven's. Instanced stuff will mostly be story-based, and for Steven it's important to tell his cool story, so it won't be wasted dev time even if those instances are one-offs (which I expect AT LEAST a half of them to be).
Liniker wrote: » I think the most important part that is missing, is understanding that there is not a dictionary definition of PvX and it does not mean 50/50 perfect balance of PvE and PvP
why? pvp arenas are easy to develop, they are popular, common and inside the original scope, that's about it, ... open world content is the way to go,
Stalwart wrote: » 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.
Noaani wrote: » As such, there is no excuse to not have many of them - a dungeon should have at least one of these mobs capable of spawning in every single room - if the dungeon has a broom closet, it should also have "Hal, Master of Brooms" as a potential spawn.
NiKr wrote: » We agree on the "needs better pve" part, so main point of this post is "what respawn timer did you have in mind"?
And this comes back to your point of "the game doesn't give content to people" and that is EXACTLY what Steven has been saying for years.
Noaani wrote: » So, say you have a blacksmith workshop in your dungeon. You may have 8 spawns of mobs called "blacksmith assistant". One of these mobs (indistungishable to players) has a respawn table that includes the rooms boss as somewhere between a 10% and a 25% chance. This means the spawn rate is based on the amount of use the dungeon gets. More people running through it means more bosses will spawn. It's an elegant, functional, self contained system.
Noaani wrote: » However, we want access to content. If we need to make our way for 15 minutes overland to get to a dungeon, then fight our way for an hour down in that dungeon all the while facing potential PvP, thats fine - if we know there is some real content (my definition of content) for us to take on at the end of it. Having content we need to fight others for is also great, but there needs to be content that we know we can participate in. I would like to add that a 75 minute adventure in a world with open PvP in order to get to content is not what any reasonable person could consider "giving people content". That is content that the players in question have earned uninterrupted access to just by getting there.
NiKr wrote: » Noaani wrote: » So, say you have a blacksmith workshop in your dungeon. You may have 8 spawns of mobs called "blacksmith assistant". One of these mobs (indistungishable to players) has a respawn table that includes the rooms boss as somewhere between a 10% and a 25% chance. This means the spawn rate is based on the amount of use the dungeon gets. More people running through it means more bosses will spawn. It's an elegant, functional, self contained system. Kinda sounds like my idea for "growing difficulty dungeon rooms" Then a question related to that, what's the difference between having well-designed hardcore plain mobs and these mini bosses you want? Cause to me this seems exactly the same. And I'd imagine these mini bosses would also have fairly low drop rates, as to not destroy the economy by overfarming them, so it would literally be the same as what I want, except in the name.
NiKr wrote: » Then a question related to that, what's the difference between having well-designed hardcore plain mobs and these mini bosses you want? Cause to me this seems exactly the same.
And I'd imagine these mini bosses would also have fairly low drop rates, as to not destroy the economy by overfarming them, so it would literally be the same as what I want, except in the name.
So yeah, again, my main point is "all pve should be of high quality, so that the PvX name fits the gameplay". My room suggestion plays into that, and I feel like Steven's supposedly planned "dungeons know how fast you clear stuff" is somewhat similar to that in nature.
Azherae wrote: » You might need to use a word for 'Raid/Alliance tier content for the level or area' (FFXI terminology doesn't do well here, they just call them 'HNMs' and no one even agrees on what the H stands for).
Azherae wrote: » And of course, we all need 'something to fight over'. Bonus if it can spawn in different rooms that aren't super close to each other and none of the parties are entirely sure which one.
Azherae wrote: » Basically nothing. Their special attacks do more things, they have more health so that you have to think more about if you can afford to just offload damage to remove their threat quickly, etc. They're effectively required because normal mobs 'must be easier' (complexity wise) if you want players to grow, or to retain those that don't play at a high level.
Noaani wrote: » There are a number of reasons - but the biggest is psychology.
Noaani wrote: » 100% drop rate - but of a material of which you need several of in order to make an item (either three or five). If people want to put the time in to farm them so much that they tank the price on the open market, have at it. That is kind of the point of a game with a complex economy.
Noaani wrote: » In that above example, if me and my guild take that 75 minute trek to the botton of that dungeon, access to that content should not be conditional on anything other than us getting there. We shouldn't miss out because someone killed the mob yesterday, and if we kill it today that shouldn't stop someone else having access to it (if they earn it) tomorrow. This is the function instances provide.
NiKr wrote: » Yeah, I disagree with this too, cause, like I said, to me the whole packages IS the content.
Noaani wrote: » If you want to say that the whole thing is the content, then you have no appeal to PvE players. There isn't any more to that specific conversation.
NiKr wrote: » Noaani wrote: » If you want to say that the whole thing is the content, then you have no appeal to PvE players. There isn't any more to that specific conversation. Here's 2 situations: you run from the node to the dungeon you run through the dungeon to the room that has your desired loot you kill some mobs that aggro onto you throughout the dungeon you kill some people that are your GWs/NWs/flagged randoes/PKers you come to the room and fight a few respawns of increasingly difficult Named mobs you, potentially, fight off some newcomers that wanted to farm the same room after, say, 3 respawns your room gets locked and after a minute (or however it takes to regen to full in the game), or after triggering the spawn on your own, you get a well-designed complex group boss with the loot chances that you mentioned here before you run from the node to the dungeon you run through the dungeon to the room that has your desired loot you kill some mobs that aggro onto you throughout the dungeon you kill some people that are your GWs/NWs/flagged randoes/PKers you come to the room and fight a few respawns of increasingly difficult Named mobs you, potentially, fight off some newcomers that wanted to farm the same room after, say, 3 respawns you drop a key to a door that takes you into an instanced room with the same boss as the situation above What is the functional difference between these 2 situations?
Noaani wrote: » Point 7 above shouldn't exist. It serves no purpose.
Noaani wrote: » Anything that is open world can be blocked - whether by legitimate means or by cheesing/exploiting game systems. I've yet to see any game with open world content where players have not been able to block off portions of that content in unintended ways to the point where developers need to get involved (developers - not CS).
Noaani wrote: » Instances do not have this weakness.
Noaani wrote: » The second is that because the first of these would require a timer, the content within it actually can't be all that hard. Actual hard content takes hundreds of attempts to get right, which would mean actual years with this kind of thing. As such, if this is what we have, we have mid tier PvE at best. If the idea is to get actual good PvE, then group or guild wanting to participate needs access to the content at the same time - not just one.
Azherae wrote: » Hierarchy of PvE content vs exclusivity of PvE content.
NiKr wrote: » Azherae wrote: » Hierarchy of PvE content vs exclusivity of PvE content. The first one in your example is the exclusivity one, right? Or did I misunderstand? To me it should be both. The one who earn the right to fight first is the one who gets the exclusive reward if they manage to clear the content. So you either have a strong pvx team that can both pvp and pve, or you have more people part of whom protect the pvers' rights to farm. And any contenders gotta figure out how they'll approach the situation. And if that's still just exclusivity of content, then I don't think I understood the second part of your example.
Azherae wrote: » Hierarchical content access leads to 'matchmaking'. Exclusive content access leads to 'gatekeeping'. PvEMainly raiders have no incentive to play a PvX game built on gatekeeping.
NiKr wrote: » Again, I don't think I understand what you're trying to say here.
NiKr wrote: » It serves the same purpose as the "lottery pop", as Azherae called it. It adds more chances to drop your preferred loot and eases you into the peak content (especially if the changing nature of the world is considered, and these preliminary mobs can indicate what abilities the boss will have this time).
I don't really get this point. What exactly are you trying to stop here?
But then how does it even matter if the boss is so damn hard that you can't even kill it.
This does bring up another question though. If this was an instance, do you expect a wipe inside of the instance to bring you right outside the room with full HP/MP, so that you can reattempt it all again instantly? Cause that's what you make it sound like.
so I see no reason for people to fight over these instances.