Texas wrote: » I believe the solution to preventing zergs and making group PvE areas more peaceful is to change the flagging for corruption. Everyone who contributes to the death of a green should go corrupt.
Azherae wrote: » nor would most definitions of 'involved' be difficult for most groups to get around
Azherae wrote: » Texas wrote: » I believe the solution to preventing zergs and making group PvE areas more peaceful is to change the flagging for corruption. Everyone who contributes to the death of a green should go corrupt. I really don't feel that this would contribute too much to a healthy game with regards to specifically OW Raid-tier Bosses. As part of a more 'detailed' shift in the game's design overall, it could work, but Ashes has never seemingly been built or intended to be played in the style that would result, I believe the L2 supporter-side that much, for certain. The inability to CC greens + good boss design should probably mitigate most of the 'disruption for fun' part of 'Raid' PvE. I also asked awhile back about whether or not things like 'Mana Drain' count in 'things you can't do to Greens' and the answer was yes, at the time. This also implies to me (but only implies) that you can't use things like 'buff removal' on nonCombatants either. I believe that disrupting a Tank or Cleric in Ashes without committing to a fight will probably be hard enough that Intrepid wouldn't need to change to a system where contributors get Corruption, even if I'd like to see some variations on that myself. With proper respawn timers, random disruptors will be just that... random. With good design, 'random disruptor' isn't enough to steal OW bosses due to the lack of fast travel. Zergs are something Ashes either has to 'deal with another way' or 'leave as they are because the enduring playerbase likes them', and I don't think that changing the corruption system will disincentivize zerging unless you also add a PK count to anyone mildly involved (nor would most definitions of 'involved' be difficult for most groups to get around).
Texas wrote: » and it will be basically impossible to get flagged as a healer or support as it is right now.
Texas wrote: » Yes. Flagged means flagged red or get corruption in that post. A valid anti-zerg strategy in my system would be to just run in as a tank green and flag as many players as possible. Then, everyone else can attack the reds without being the combatant and if the zerg keeps zerging the corruption just propagates from there.
Noaani wrote: » Veeshan wrote: » How often are 2 groups just happen to run across a boss at the same time doesnt realy happen unless everyone knows X boss is spawning at X time Like it or not, every mob needs to have a spawn window of some description. .
Veeshan wrote: » How often are 2 groups just happen to run across a boss at the same time doesnt realy happen unless everyone knows X boss is spawning at X time
Veeshan wrote: » They realy dont, its only realy the newer games where they used pretty much one type of spawn method for mobs/bosses older games had a bit more variety with spawn methods. - Old games used placeholder system basicly where a Named mob spawns a normal mob would spawn (would have slightly different lower and upper case in their name i think this was a tech limitation)
Ludullu_(NiKr) wrote: » Assuming Rift did try all of those things and still failed, would it have been due to bad AI/player tracking or just absolute inability to ever address anything that players do?
Noaani wrote: » if you give players from multiple guilds the ability to end an attempt, I see no reason why you wouldn't simply end the attempt if you weren't winning.
Ludullu_(NiKr) wrote: » Noaani wrote: » if you give players from multiple guilds the ability to end an attempt, I see no reason why you wouldn't simply end the attempt if you weren't winning. Track the group who did the first hit on the boss (with a timer on it, of course), then apply the wipe mechanic to those who're not included in that group
Noaani wrote: » Cool so I use ungrouped guild members (or even non-members - paying for things like this isn't unreasonable) to kill off your attempts at mobs that I got first hit on. If the fail condition doesn't cause everyone to wipe, then you simply use sacrificial groups to eat up those fail conditions. It being a full wipe of everyone present is a requirement.
Ludullu_(NiKr) wrote: » But I'd still prefer if devs at least tried implementing something deeper than what most games have.
Ludullu_(NiKr) wrote: » Dimitraeos wrote: » Again, if people see pvp as "interrupting content", then why can it not be mirrored by the other side? If anyone can just come and attack you while you're doing whatever - why can't someone else use a mob to retaliate against that person? Because you are looking at it from PvP-ers perspective. Most PvE players have no wish to do so. They don't want to interrupt and mess with other people's content (you could say they don't want to PvP), they just want to complete their own. I know the conversation has moved on since then, but I just wanted to reply to that bit.
Dimitraeos wrote: » Again, if people see pvp as "interrupting content", then why can it not be mirrored by the other side? If anyone can just come and attack you while you're doing whatever - why can't someone else use a mob to retaliate against that person?
iccer wrote: » Because you are looking at it from PvP-ers perspective. Most PvE players have no wish to do so. They don't want to interrupt and mess with other people's content (you could say they don't want to PvP), they just want to complete their own.
Ludullu_(NiKr) wrote: » Several people in these kinds of conversations brought up the issue of "pve has no impact on pvp". And I suggest that it should.
Noaani wrote: » It isn't as if the world will be so packed full of mobs as to make this difficult. That is why PvP can be a factor in PvP, but not the other way around. Players have complete agency over where PvP happens, but developers dictate where PvE happens.
Ludullu_(NiKr) wrote: » Noaani wrote: » It isn't as if the world will be so packed full of mobs as to make this difficult. That is why PvP can be a factor in PvP, but not the other way around. Players have complete agency over where PvP happens, but developers dictate where PvE happens. Well, that's simply a difference in expectations. I do expect mobs to be very populous. Even attacking someone in a node center would still be close to guards, which are npcs.
Noaani wrote: » What we will find is that mobs in areas with mobs are reasonably well packed, but there will be space - a lot of space - between mob areas.