Noaani wrote: » things that are node threatening
Noaani wrote: » In fact, I am all for there not being any loot drops (as in, items, components for items, etc) at all for this kind of content, as I believe that can only detract from the actual purpose of it as a content piece.
JustVine wrote: » The main complaint I have seen is "Why should I help fight a boss if I get nothing out of it?". I think this is an important concern when it comes to 'node loyalty' that Steven seems to be betting on. Guilds swiping all the content local to your node is discouraging.
Laetitian wrote: » Essentially what we're arguing about is whether Steven's speech about scarcity discouraging zerging adds up or not. The best counteragument might be: "Mega guilds are gonna zerg anyway, so all you're doing is making sure other people will interact even less." The best pro argument would be: If mega guilds zerg every encounter that shows up in their vicinity, it's up to other players to decide how to deal with that. If every player gets breadcrumbs, lots of smaller guilds might feel enticed to accept the majority's dominance and just join the zerg. Whereas if there's a small, limited pool of highly valuable rewards to benefit from, and all of it is likely going into the hands of the mega guild, other guilds are more incentivised to properly contest that mega guild. And as a result of cooperation being less of a beneficial default, all players will be more incentivised to take down encounters more quickly with smaller group sizes present, instead of waiting for the full zerg and risking higher chances of interference. Thoughts?
Caeryl wrote: » If loot is restricted to only a few pieces, then that zerg will benefit very little for all that manpower, and my group wouldn't benefit much by fighting them off and claiming it, when I could just go to a different area while they're 100-manning a 40-person lvl25 raid?
Caeryl wrote: » If loot is merit-based and awarded to everyone that meets that merit threshold (damage, healing, mitigation, what have you) in the group that gets the winning tag on looting rights, in addition to those few rare items that act as group loot, then I REALLY have to make sure that mega guild doesn't successfully zerg it down.
Caeryl wrote: » If I saw a 100-person zerg, I'm just not going to bother contesting with my group of 40.
ThevoicestHeVoIcEs wrote: » I cannot believe some here think this was a serious suggestion. Thanks OP for the laugh. I assume your main character is going to be a bard.
Laetitian wrote: » (Fair warning, I think you should read the whole thing before replying, there are some important caveats about co-operation and potential partial solutions acknowledged in there.) Caeryl wrote: » If loot is restricted to only a few pieces, then that zerg will benefit very little for all that manpower, and my group wouldn't benefit much by fighting them off and claiming it, when I could just go to a different area while they're 100-manning a 40-person lvl25 raid? Because you can't. There are limited encounters, especially encounters for highly sought-after rewards, and you two aren't the only groups on the realm. What you call "not benefitting much," other games call "am honest day's work." Top-tier and high-tier loot shouldn't be handed out to everyone within a few months. You keep it top-tier by not letting everyone have it. If you play with 60 people on average, and each of you gets one piece of loot a day, you will each have gained one piece of loot after 2 months. That gets reduced by the fact that some of that loot won't be a completed top-tier craft, which is again offset by the fact that an encounter doesn't usually just give a single item per group, not can you only fit one encounter into an average day; maybe you'll each have one top-tier item after 3 months, that's fine too; and your leadership will have the completed sets earlier, making your group stronger as a whole. If you want things faster, you'll have to try and achieve more in smaller groups. Caeryl wrote: » If loot is merit-based and awarded to everyone that meets that merit threshold (damage, healing, mitigation, what have you) in the group that gets the winning tag on looting rights, in addition to those few rare items that act as group loot, then I REALLY have to make sure that mega guild doesn't successfully zerg it down. That may or may not check out depending on how responsible your playerbase is. Your solution relies on the playerbase to keep gear distribution against zergs balanced within the gameplay design, it rewards zergs for existing, (technically you could scale down the total value of the loot of a zerg gets it, but you're actively suggesting the opposite), and generally rewards passive non-competition over proactive contestation, because everyone who goes where the action is and complies with whatever is happening gets their breadcrumbs. Aside from no contestation (Which can be argued is fine to a degree: Co-operation is fun, too.) this also just doesn't require any coordination. You just wait for more people who want loot at it until it works. That's not awful as a small part of the game experience, but it absolutely shouldn't be the default plan that the game design rewards. You could theoretically solve that last problem by only attributing loot to a single allied party, but that would lead to other complaints, and still doesn't solve that the basic maths are just inferior here. Caeryl wrote: » If I saw a 100-person zerg, I'm just not going to bother contesting with my group of 40. If you ran into the same one or two zergs every time you showed up for the best encounters in your area that your group can handle, you'd just split up and go farm overland map monsters instead, every time? How do you expect to get anything in a self-declared high-risk-high-reward game, if your go-to strategy in the face of opposition is "roll over and die"? What about grouping up with other people to take down those zergs and teach them a lesson about efficiency with their manpower, and sharing objective control?
You could theoretically solve that last problem by only attributing loot to a single allied party, but that would lead to other complaints, and still doesn't solve that the basic maths are just inferior here.
Syblitrh wrote: » Would be cool if each boss in the world gives player a special buff on death to all the nearest players which are in the boss active area. Maybe a defeated boss will give a buff to craft faster, maybe a boss will increase your moving speed, dmg, walk on water, immunity to "something", etc, etc. " GET your buff boys!, let's go!" The buff would be applied for a specific period, hours/days, and you can't have more than two active buffs from the bosses. This way, during node wars, guilds can chose to have an extra buff advantage by killing a boss first, before the battle. This will give bosses a reason to be grinded over and over, even if the loot lacks in quality.