tautau wrote: » @Veeshan Had the best idea in the thread, that the spawn of bosses should have, as a part of their timing, a relationship to the amount of player activity in an area. If no one hunts in a region, or mines, or farms etc. then the bosses in that area can be very slow in spawning. If a different area has a lot of player activity, that would speed up the spawn. This would be another example of the players impacting the world and what happens in it. Kill a lot of goblins and the Goblin Godking starts wandering the goblin lands. Start a lot of active farming freeholds and the Dire Wolf pack spawns to feed on the sheep. Keep killing the undead in the graveyard and the LichKing shows up to settle the score.....
Noaani wrote: » Also, open world bosses are not the content that PvE players plan around - the nature of open world bosses makes that inherently impossible. If the idea is to attract PvE players that would be interested in these open world bosses, you give them content they can plan around (instanced content), and then you add these open world bosses in on top of that.
Texas wrote: » Noaani wrote: » Also, open world bosses are not the content that PvE players plan around - the nature of open world bosses makes that inherently impossible. If the idea is to attract PvE players that would be interested in these open world bosses, you give them content they can plan around (instanced content), and then you add these open world bosses in on top of that. Most would not consider OW bosses pve content. In games with "pvp stats" you would wear pvp gear to go do the boss.
Texas wrote: » That's not the point I'm making. For OW bosses, the PvP is the greater threat, wearing PvP gear even in primarily PvE games is an acknowledgement of that fact. The boss is a PvP reward for winning a PvP battle. It's not PvE content.
iccer wrote: » Instanced dungeons and raids, will basically be the only pure PvE content in this game (if we get those). Everything else is pretty much PvP. World bosses = primarily a PvP event, whoever wins gets to kill the boss or rather you kill the boss and defend at the same time. Open-world dungeons = PvX event, you have to clear the dungeon, but also be wary that there is possibility for PvP Caravans = risk of PvP (it's not PvE) Gathering = risk of PvP (it's not PvE)
Veeshan wrote: » iccer wrote: » Instanced dungeons and raids, will basically be the only pure PvE content in this game (if we get those). Everything else is pretty much PvP. World bosses = primarily a PvP event, whoever wins gets to kill the boss or rather you kill the boss and defend at the same time. Open-world dungeons = PvX event, you have to clear the dungeon, but also be wary that there is possibility for PvP Caravans = risk of PvP (it's not PvE) Gathering = risk of PvP (it's not PvE) Here ill use the same logic in reverse World Bosses = Primary PvE event since people might not contest it Open world Dungeons PvX event a pvp intended group might not enter so might not have any possible pvp from occuring Caravans = Risk of no PvP occuring (So not PvP Gather = High risk of no pvp (so not PvP) Soooo yeah it can work both ways too.
In my opinion, instanced, challenging content should absolutely be added..
Veeshan wrote: » Also if you played games from WoW onwards your most likely gonna get a surprise on how dungeons actually function. There a high probability they function much like dungeons in Pre WoW games where you dont fight ur way through from start to end but set up a camp in X area and farm around that spot and there be muiltipul spots and non linear path through the place. This is how i see open world dungeons and general how they work in every game that has open world dungeons ive played. Instances will be a ur standard start to finish clear though.
Veeshan wrote: » Here ill use the same logic in reverse World Bosses = Primary PvE event since people might not contest it
Noaani wrote: » Veeshan wrote: » Here ill use the same logic in reverse World Bosses = Primary PvE event since people might not contest it Primary PvE because there might not be PvP. That isn't a strong argument. In your experience of PvP enabled open world MMORPG's with open world raid bosses, how often do they go uncontested? I've seen a handful of spawns over many years, with many hundreds of contested spawns. If that is the best argument you have at your disposal, I would drop the point all together, to be honest.
iccer wrote: » Veeshan wrote: » iccer wrote: » Instanced dungeons and raids, will basically be the only pure PvE content in this game (if we get those). Everything else is pretty much PvP. World bosses = primarily a PvP event, whoever wins gets to kill the boss or rather you kill the boss and defend at the same time. Open-world dungeons = PvX event, you have to clear the dungeon, but also be wary that there is possibility for PvP Caravans = risk of PvP (it's not PvE) Gathering = risk of PvP (it's not PvE) Here ill use the same logic in reverse World Bosses = Primary PvE event since people might not contest it Open world Dungeons PvX event a pvp intended group might not enter so might not have any possible pvp from occuring Caravans = Risk of no PvP occuring (So not PvP Gather = High risk of no pvp (so not PvP) Soooo yeah it can work both ways too. I don't understand your point. Just the fact that another group can come in and kill you, makes it not purely a PvE thing, but rather a PvX thing. Now in most cases, and this is based on my experience from other games, killing a boss isn't even the main or the most exciting thing about the whole event. It's the PvP against other group(s) itself that makes it fun and engaging.
Veeshan wrote: » iccer wrote: » Veeshan wrote: » iccer wrote: » Instanced dungeons and raids, will basically be the only pure PvE content in this game (if we get those). Everything else is pretty much PvP. World bosses = primarily a PvP event, whoever wins gets to kill the boss or rather you kill the boss and defend at the same time. Open-world dungeons = PvX event, you have to clear the dungeon, but also be wary that there is possibility for PvP Caravans = risk of PvP (it's not PvE) Gathering = risk of PvP (it's not PvE) Here ill use the same logic in reverse World Bosses = Primary PvE event since people might not contest it Open world Dungeons PvX event a pvp intended group might not enter so might not have any possible pvp from occuring Caravans = Risk of no PvP occuring (So not PvP Gather = High risk of no pvp (so not PvP) Soooo yeah it can work both ways too. I don't understand your point. Just the fact that another group can come in and kill you, makes it not purely a PvE thing, but rather a PvX thing. Now in most cases, and this is based on my experience from other games, killing a boss isn't even the main or the most exciting thing about the whole event. It's the PvP against other group(s) itself that makes it fun and engaging. This is kinda my point most PvE task are PvX, Most PvP tasks are PvX aswell. Even things people see as only PVP still comes back to being PvX, Ganking greens like an ass you then have to PvE to clear corruption, Seiging/nodewars has PvE involved aswell, Caravans might not get attacked by other players but u most likly need to PvE to clear a path through mobs somewhere. With a couple of exceptions everything in this game boils down to PvX so slapping the PvE/PvP label on things is pointless since u can flip it around and it still works.
Dimitraeos wrote: » I think the argument about pve vs pvp content though is that pvp can interfere with pve but not visa versa. That's a problem. As a primarily pvp motivated player myself, there's a long term issue if there isn't a way for people who enjoy pve to have meaningful content that pvp cant interfere with. They need their own loop.