NiKr wrote: » I feel like this would play a pretty big part in how much pvxness there is in the game.
Noaani wrote: » That is not an acceptable argument.
NiKr wrote: » Yes, it's not an acceptable argument for you, who're used to how EQ2 (and instanced games) did things.
Noaani wrote: » I'm here arguing for the second - make more content - I am not arguing for instanced content to plug this specific gap. Instanced content has a purpose in Ashes - this is not it. It should exist to guarantee access to "some" content at all tiers for players - not to make up the bulk of the content.
NiKr wrote: » If everyone has their own piece of content at any and all times - there's no reason to fight over said content, because fighting only happens over a scarce thing.
Noaani wrote: » This is the internet. There won't be a lack of conflict. There will never be a lack of conflict. There is never a need to be concerned about there being a lack of conflict.
Mag7spy wrote: » I liked it because he is right with the statement people will fight and you can make content where people move around and will want to fight over content and not farm just the same rotation.
NiKr wrote: » Mag7spy wrote: » I liked it because he is right with the statement people will fight and you can make content where people move around and will want to fight over content and not farm just the same rotation. Why fight if there's always content though? What are you fighting for at that point? And why waste time on fighting when you can just farm to be stronger for more meaningful content.
Mag7spy wrote: » Because not all content will be made equal, you will need to go to other areas to make certain pieces of gear and deal with other players challenging you or for you to contest spawns. Its not that the amount of content is lacking but soft friction between the goals you want. Which you will have multiple of them + the rest of your guild or friends. Sometimes you might lose a fight and do content else where.
NiKr wrote: » Mag7spy wrote: » Because not all content will be made equal, you will need to go to other areas to make certain pieces of gear and deal with other players challenging you or for you to contest spawns. Its not that the amount of content is lacking but soft friction between the goals you want. Which you will have multiple of them + the rest of your guild or friends. Sometimes you might lose a fight and do content else where. Then you disagree with Noaani. His point is that people will fight "just cause" and not for friction reasons, because there's gonna be no friction due to abundance of content. And as for mats, we'll have to see to which extent the mat difference matter, especially when it comes to boss mob drops. This does bring another question related to semi-specialized loot. @Noaani , would it matter if the bosses you farmed on your runs dropped better quality mats or do you care more about the sheer fact that you can farm bosses nearly non-stop? You said that you'd want specialized mats to drop from higher tier of bosses and I can agree with that, but Mag brought up a good point. We'll supposedly have a range of mat tiers in loot tables, so I could definitely see people trying to fight for only the highest tier of mats. But then the question would be, how would those mats be distributed throughout the multiple locations that you plan on running between? Cause as I see it, if my party plans to farm the best bones and those best bones only drop from mob/boss in a skeleton dungeon - anyone else who comes there after us would not have the content to farm, because we'd be clearing anything there is to clear (or let's say there's enough for 3 parties so the 4th doesn't have content). Would you see this as bad design or smth normal?
NiKr wrote: » Noaani wrote: » This is the internet. There won't be a lack of conflict. There will never be a lack of conflict. There is never a need to be concerned about there being a lack of conflict. The funny thing is, I know for sure that conflict goes away when there's enough content to go around, because I've played on L2 servers with low population, where there was always enough farming spots for the amount of people that went after it. And no one fought each other, because there was no point in doing so. It was always more beneficial to just sit in your spot and farm.
Grudges only appear when there's soft friction between people. PvP events might create some, but outside of said events one side will always be at the benefit of "why should I fight back? that dumbass will just get corrupted and fuck himself over". So those grudges will be addressed in the pvp events rather than in the open world.
What I "get" is that you simply want a different game. If you can persuade Steven to change his vision to that game - good for you. Right now I don't see that happening, which is the exact reason why I don't see your preferred design happening. Steven's been saying "this game is not for everyone" for years now. Yet here you are trying to make me get that the game should be for everyone Which makes it even funnier that Mag liked your post. Real funny times we're living in.
Noaani wrote: » And what about boss spawns? Assuming these servers had enough people to compete for weekly spawns, I would have to assume there was competition for them.
Noaani wrote: » What you are talking here is how it should be. There should be no need to fight over content - until you are talking about rarer content. And no, not all content should be rare.
Noaani wrote: » I mean, if Mag and I saw each other in a dungeon, do you honestly think there wouldn't be a fight?
Noaani wrote: » So, to be clear, my point is that a game like Ashes should have base leve quality content that is there for players to participate in, and then from there should have further content for players to fight over. Your counter to this is that players shouldn't have quality content to participate in.
NiKr wrote: » Noaani wrote: » And what about boss spawns? Assuming these servers had enough people to compete for weekly spawns, I would have to assume there was competition for them. I assumed we were talking about general population mobs (of which these small dungeon bosses would be).
Because imo dungeons should be that rarer content. They should be the penultimate content in the game, with weeklies and the like being the ultimate one.
You disagree with that and think that Steven will see the error of his ways and will change the game to the preference of the majority. Right now I doubt that.
Noaani wrote: » Dungeons should be large zones with much content and many players. There should be nothing rare about dungeons as a whole. That isn't to say dungeons cant have aspects to them that are more rare, but dungeons as a whole aren't and shouldn’t be.
NiKr wrote: » In other words, I want the same thing as you. General population mobs/bosses to be abundant as hell, while quality stuff is rarer and peak content is singular. It's just that our views on the definition of those things seems to differ.