oOLu_BuOo wrote: » Noaani wrote: » Mag7spy wrote: » Noaani wrote: » Mag7spy wrote: » First thing so we are moving away from good / bad and your main complaint is the amount of content players have access to not being enough as I said before those are two different issues. This thread has primarily been about access to content, not about quality of content. I agree with you that these are different things, but it doesn't matter how good the content is if people don't have reasonable access to it. Thus, this thread has been mostly about access to content. Noooow If you are talking about PvE only focused players that hate pvp and don't want to do it that is a whole other topic in itself. The only time I ever talk about such players on these forums is to state that Ashes is not the game for them. Every time I talk about PvE players - as I pointed out earlier in this thread - it is players that accept and enjoy PvP, but prefer PvE. And so my point stands, if someone prefers PvE, and the game doesn't offer them access to PvE, then Ashes isn't the game for them. Everyone has access to content, and there should be plenty of content. But with it being one server and im unsure the level of amount of content I can see why there might be some challenges / concerns. But it is development and things they can adjust / test. If the pve is good and fun that is a main challenge they won't have to worry about. If both are a issue than it is a much bigger task. No, with everything we know of the game to date, access to content is indeed an issue in Ashes. Open world games can not provide enough content for 10k players in a way where access to content isn't going to be an issue. Keep in mind, to the people we are talking about in this thread, being able to fight in order to gain access to content is not in itself access to content. It may be to you, and that's great - but it isn't to the people we are talking about here. Most ppl will be around high level nodes so you can always find some place where less ppl or more friendly ppl are. Also having a guild will help you gain access to content.
Noaani wrote: » Mag7spy wrote: » Noaani wrote: » Mag7spy wrote: » First thing so we are moving away from good / bad and your main complaint is the amount of content players have access to not being enough as I said before those are two different issues. This thread has primarily been about access to content, not about quality of content. I agree with you that these are different things, but it doesn't matter how good the content is if people don't have reasonable access to it. Thus, this thread has been mostly about access to content. Noooow If you are talking about PvE only focused players that hate pvp and don't want to do it that is a whole other topic in itself. The only time I ever talk about such players on these forums is to state that Ashes is not the game for them. Every time I talk about PvE players - as I pointed out earlier in this thread - it is players that accept and enjoy PvP, but prefer PvE. And so my point stands, if someone prefers PvE, and the game doesn't offer them access to PvE, then Ashes isn't the game for them. Everyone has access to content, and there should be plenty of content. But with it being one server and im unsure the level of amount of content I can see why there might be some challenges / concerns. But it is development and things they can adjust / test. If the pve is good and fun that is a main challenge they won't have to worry about. If both are a issue than it is a much bigger task. No, with everything we know of the game to date, access to content is indeed an issue in Ashes. Open world games can not provide enough content for 10k players in a way where access to content isn't going to be an issue. Keep in mind, to the people we are talking about in this thread, being able to fight in order to gain access to content is not in itself access to content. It may be to you, and that's great - but it isn't to the people we are talking about here.
Mag7spy wrote: » Noaani wrote: » Mag7spy wrote: » First thing so we are moving away from good / bad and your main complaint is the amount of content players have access to not being enough as I said before those are two different issues. This thread has primarily been about access to content, not about quality of content. I agree with you that these are different things, but it doesn't matter how good the content is if people don't have reasonable access to it. Thus, this thread has been mostly about access to content. Noooow If you are talking about PvE only focused players that hate pvp and don't want to do it that is a whole other topic in itself. The only time I ever talk about such players on these forums is to state that Ashes is not the game for them. Every time I talk about PvE players - as I pointed out earlier in this thread - it is players that accept and enjoy PvP, but prefer PvE. And so my point stands, if someone prefers PvE, and the game doesn't offer them access to PvE, then Ashes isn't the game for them. Everyone has access to content, and there should be plenty of content. But with it being one server and im unsure the level of amount of content I can see why there might be some challenges / concerns. But it is development and things they can adjust / test. If the pve is good and fun that is a main challenge they won't have to worry about. If both are a issue than it is a much bigger task.
Noaani wrote: » Mag7spy wrote: » First thing so we are moving away from good / bad and your main complaint is the amount of content players have access to not being enough as I said before those are two different issues. This thread has primarily been about access to content, not about quality of content. I agree with you that these are different things, but it doesn't matter how good the content is if people don't have reasonable access to it. Thus, this thread has been mostly about access to content. Noooow If you are talking about PvE only focused players that hate pvp and don't want to do it that is a whole other topic in itself. The only time I ever talk about such players on these forums is to state that Ashes is not the game for them. Every time I talk about PvE players - as I pointed out earlier in this thread - it is players that accept and enjoy PvP, but prefer PvE. And so my point stands, if someone prefers PvE, and the game doesn't offer them access to PvE, then Ashes isn't the game for them.
Mag7spy wrote: » First thing so we are moving away from good / bad and your main complaint is the amount of content players have access to not being enough as I said before those are two different issues.
Noooow If you are talking about PvE only focused players that hate pvp and don't want to do it that is a whole other topic in itself.
Arya_Yeshe wrote: » Depraved wrote: » i prefer something like baium, anthars or valakas and with no player limit. you have to fight outside the boss lair for the right to get in, then whoever can get in when the boss spawns gets in and tries to kill it. That's how I think: if there's a dispute among contenders in the dungeon, they should settle it first. Then, one group gets to enter the final boss room and hang out with the boss for 10-15 minutes. If they can't take down the boss, a second group could bust in, bash the final door and PvP kicks off in the boss room I mentioned this idea in the gated dungeons thread. I like the idea of people duking it out, then shutting the door behind them and having some alone time. But if you want to claim the room just for yourself, you shouldn't be able to stay there forever without being contested. Others should be able to challenge your right to be in that room and take you out
Depraved wrote: » i prefer something like baium, anthars or valakas and with no player limit. you have to fight outside the boss lair for the right to get in, then whoever can get in when the boss spawns gets in and tries to kill it.
Noaani wrote: » A far better way to do it is to have those encounters, but also have some encounters elsewhere in that same dungeon that are instanced. Then guilds will make plans to fight down in the open dungeon to those instanced encounters, kill them, everyone will be satisfied that they have accomplished something valuable for the day, and THEN you have that encounter that everyone can fight over.
NiKr wrote: » Noaani wrote: » A far better way to do it is to have those encounters, but also have some encounters elsewhere in that same dungeon that are instanced. Then guilds will make plans to fight down in the open dungeon to those instanced encounters, kill them, everyone will be satisfied that they have accomplished something valuable for the day, and THEN you have that encounter that everyone can fight over. Btw, how do you foresee your caravan idea working with this kind of setup? There's a high chance that several raids will happen at the same time, and a relatively high chance that they'll end at the same time as well, so how would those post-pve caravans would be happening? Just a ton of caravans running out of the depth of the dungeon? Cause that kinda sounds like a big mess.
Noaani wrote: » The kind of encounter where you could have 10+ guilds killing it a night would primarily drop crafting components that are subject to potentially dropping via open world PvP - so utilizing the corruption/open world PvP system to add an increased risk post encounter (you do still need to fight your way back out of the dungeon), rather than the caravan system.
NiKr wrote: » Guild wars will supposedly have no loot, cause it's an "event". I'd assume node wars will be the same. So only corrupted attacks would apply.
In other words, instances will simply let guilds farm everything they can get out of said instances for absolutely free.
So we're back to the "repeatable instances give "gear", while repeatable arenas don't"
Noaani wrote: » ]If guilds in the above scenario have an free path out of their instance, I would blame the PvP guilds on their server.
Noaani wrote: » PvP arenas are repeatable ad infinitum. PvE instances are able to be run once a week (if done properly). Who is able to spend all day hiding in an instance again?
Noaani wrote: » Arenas also do have rewards.
NiKr wrote: » Noaani wrote: » ]If guilds in the above scenario have an free path out of their instance, I would blame the PvP guilds on their server. Corrupting your entire guild just to have a tiny chance to get a small piece of the boss loot is literally never worth it.
And my mention of n/g wars was in the context of "if you declare war against the guild that's farming the boss - your kills won't reward you, because loot doesn't drop during wars".
Noaani wrote: » I'm down for making raids flagged as combatants while in the dungeon after killing an instanced encounter. Problem solved, imo.
Noaani wrote: » Not what node and guild wars in Ashes are about.
NiKr wrote: » Noaani wrote: » I'm down for making raids flagged as combatants while in the dungeon after killing an instanced encounter. Problem solved, imo. Except now it's even less loot Yes, probably dying one extra time will be an inconvenience to people (though, once again, that's a free TP out of the dungeon), but it has pretty much no impact on the redistribution of loot. Your caravan idea achieved that goal, though I still believe that you previously didn't point out that part of your idea was that only a fraction of the loot would be in the caravan, so even that could potentially just be seen as "a sunk cost that's worth it, because instance was completely for free".
Noaani wrote: » Not what node and guild wars in Ashes are about. Here we come to that "planning doesn't survive conflict" or whatever. Depending on the cost of wardeccing (and if it is a forced one, rather than a "requires acceptance from the victim to go through") - I guarantee that guilds will use wars as a means of blocking content. Mainly because wars provide free pvp anywhere, against your enemy. Like, if anything, my strat works much better against your suggestion than what I'd prefer, because guilds would just block out the instance entrance by simply killing the guild.
Obviously in my preferred design that would also happen, but at least then the enemy guild would be ready for it, because they'd be pvxers (or at the very least hire pvpers for it). And I understand that your group's point is the existence of the instance itself, because it allows parallel farming, but majority of people care more about being simply flagged upon (let alone killed). Today's twitch chat seems to have confirmed that point once again. People were whining about CARAVANS (like, the most pvpiest non-siege part of the game). This is why I said that there's no real way to attract pvers into the game. This is simply not a game like that. You can have good pve, to attract anyone who's willing to pvx, but then they'd also be competitive and would want to secure their farm, rather than share it.
Noaani wrote: » It is very unlikely that a guild in the above situation wouldn't flag up if attacked, so it really isn't less loot.
Noaani wrote: » Thing is, one if the objectives of a guild war could be to steal the drop from a raid mob, if the guild in question recently killed it. So, if you want to use guild wars against my guild in the context of raid encounters, you are best served by leaving us with access to that encounter and then trying to take the rewards afterwards via that war objective.
Noaani wrote: » Give most players the choice between the optimum way to play a game being to sit in the same few rooms for an hour (or several) killing the same mobs over and over again, or running around the entire game world killing many different kinds of mobs, each offering up unique combat, and I would wager that most players would say they would rather the second be made optimal - probably stating that the first sounds horrid.
Dygz wrote: » I think Steven is closer to having players exploring the world, rather than farming one Dungeon. Which is why the focus of PvP options is really on Caravans, Castle Sieges, Node Sieges and The Open Seas. And why those PvP modes have no Corruption.
Dygz wrote: » And I think most people would prefer a Tower over one instanced room in a Dungeon.
Dygz wrote: » BCG 100 Episodes Sep 29, 2021
NiKr wrote: » And to me "running" being the biggest part of my gameplay is horrid.