Noaani wrote: » Also, moving around the world killing things won't see running as the biggest part of your gameplay - bigger than if you stayed in one room, but that is a good thing.
NiKr wrote: » Noaani wrote: » Also, moving around the world killing things won't see running as the biggest part of your gameplay - bigger than if you stayed in one room, but that is a good thing. Are we talking about that example of yours of moving through a huge single dungeon or about real world travel?
Noaani wrote: » This is why it doesn't matter.
NiKr wrote: » Noaani wrote: » This is why it doesn't matter. Ok, people wanna run around, good for their health. What would they be running towards? Cause as I said, it's either all instances or they'll simply won't have the content that you're arguing for, because that content will be farmed by someone who just so happened to be closer to it or was simply already waiting for it. L2 had some general open world bosses (Named mobs by your standards) who had relatively ok drops. Their respawns were known by several guilds and controlled to their best ability by them as well. So if you tried to just run around between those bosses, even if you did know their respawn - you might've at best gotten a single one per day (they were on a daily respawn), because everyone one else was already killed by people who chose to farm those first or were simply there just a few minutes before you. And don't forget that L2 had teleportation. And that was true even on barely filled servers. AoC's full servers would kill such bosses even quicker. So you'd ultimately just come back to the "people don't have content to do all the time because they gotta fight over it first" (and that's if they are in the right place at the right time in the first time). My point is, running around doesn't work in an open world game, because most of the time someone will have already been there before you. If bosses respawn so quick that anyone at any point can come and farm one - why would others even move, if they already have a boss with their preferred loot table in one place respawning constantly. And if it's instances for every damn boss, just so that people have content every day (and for any gear) - that's a different game.
Azherae wrote: » Again, lottery pops.
Noaani wrote: » With this, fighting will only really break out if the dungeon is too full - aka Intrepid didn't make enough content for their players. Obviously it will still break out between rivals and such, but that is to be expected. To me, that is how a dungeon should be - you to to a dungeon for the encounters in the dungeon, and only get in to fighting other players if they are actual rivals, or if the dungeon is too crowded. If you have mobs to kill (the reason you are there), just focus on that.
NiKr wrote: » And this is where we come to the Steven's "every reward gotta have risk in it".
Dygz wrote: » Probably better to craft the thing that you want.
Noaani wrote: » I will also say, you are over thinking the spawn mechanic. Kill a mob, it respawns, when it does it rolls to see if the boss for that location spawns or not. Keeping it this simple means players can't game the system - the more complicated you make it, the more intertwined you make it, the more ways players have of gaming it.
Azherae wrote: » The Lottery Pop doesn't result in entlrely random gameplay. You're just patmat optimizing subconsciously. The social dynamics around these systems are complex and 'deep', and rather fun, for different mentalities of people. Even the 'I want my thing and I'm gonna push for hours and hours for it and kill whoever comes!' people still get to experience what they want if they know how to have certain social interactions.
Noaani wrote: » The drop from the mobs should be a crafting material - one that is common among many smaller bosses. This is then used to craft the specific item you want. With this, there is no need for encounter specific loot tables until you hit a hgligher tier of content (if even then).
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
Mag7spy wrote: » I do agree there needs to be random timers. Shouldn't be a point where one guild just comes at the same time every time to get it, that is pretty boring and not dynamic gameplay. AoC is doing a lot of exploration i feel there is going to be plenty of reason to move around the map and not sit at one point the entire time. Sitting in one area is more older style gameplay do to lack of content + 0 dynamic content.
NiKr wrote: » Noaani wrote: » I will also say, you are over thinking the spawn mechanic. Kill a mob, it respawns, when it does it rolls to see if the boss for that location spawns or not. Keeping it this simple means players can't game the system - the more complicated you make it, the more intertwined you make it, the more ways players have of gaming it. So why move then?
NiKr wrote: » Should weapons have any specific mob mats or just "random bone fits any weapon that requires a bone, and any mob drops a bone (except slime or smth)"?
Noaani wrote: » That means moving.
NiKr wrote: » Noaani wrote: » That means moving. I'll stick to me opinion for now, until Intrepid can show us 10 50-room dungeons under a single metro. Because w/o that your moving simply doesn't work in a full server. You miiight get a room or two, though even that depends on how precise the mob spawn timers are, cause I got an example for super precise mob spawns in L2 as well
Noaani wrote: » Again though, you are arguing the point from what you have seen in a game that didn't have what I am talking about, while I am talking about what ACTUALLY happens in games with it.
NiKr wrote: » wait till Intrepid shows us so many damn dungeon rooms that even a full server wouldn't be able to fill them up. Right now I simply do not believe they will accomplish that.
NiKr wrote: » Noaani wrote: » Again though, you are arguing the point from what you have seen in a game that didn't have what I am talking about, while I am talking about what ACTUALLY happens in games with it. I think I asked this before, but I'm not sure I remember the answer correctly. How many rooms did EQ2's dungeons have and how many groups wanted to farm stuff in that dungeon at any given time? Because again, what you're saying only works if there's more mobs than people. Which is why I said that I'm gonna wait till Intrepid shows us so many damn dungeon rooms that even a full server wouldn't be able to fill them up. Right now I simply do not believe they will accomplish that.