Ludullu wrote: » What if raids just made the World Manager change mob spawn rates on the spot? So instead of "raids don't get xp" it was a "raid simply can't get enough mobs to earn that much xp from a location". This would make the raids just split up into separate groups and at that point it's no different from just several groups trying to farm a location and this would also be the solution to your suggestion too, so nothing would be different in this regard.
Songcaller wrote: » The designs do not allow such dev intervention. It would mean the combined Dungeons would be empty most of the time and those who are spread out could be wiped out by whoever has come to contest the area. Furthermore, I do not want or ask for an easy experience - the raid mobs should be numerous, difficult and another risk factor in a pvx engagement. Not cheesable by a 40 man raid split into groups of 8 in different tactical areas. If the raid content is doable by an 8 man it is not an actual raid.
Ludullu wrote: » Songcaller wrote: » The designs do not allow such dev intervention. It would mean the combined Dungeons would be empty most of the time and those who are spread out could be wiped out by whoever has come to contest the area. Furthermore, I do not want or ask for an easy experience - the raid mobs should be numerous, difficult and another risk factor in a pvx engagement. Not cheesable by a 40 man raid split into groups of 8 in different tactical areas. If the raid content is doable by an 8 man it is not an actual raid. I was more addressing OP's concern that raids would be farming normal mobs and somehow getting enough xp from that to benefit. Also, judging by this, my suggestion is already kinda planned.https://ashesofcreation.wiki/World_manager#Population_based_scalingDynamic world populations and reward tables allow the spawn tables and loot tables of mobs to dynamically adapt to changes in player activity and world state.[8][9] Dynamic World populations and reward tables is those monster settings within the playable space changing based off of those world state predicates, so keeping in mind that that system being up and running is a very important part to feeling like the world is different.[9] – Steven Sharif I might just be thinking of a shorter reaction timeframe than what Steven was talking about here. I do agree with the OP (and you) that raids should come together for their own type of content. But I can also see how raids could just sweep through locations back and forth and clear it out while gaining normal party xp for it, even though they're x5 parties instead of one. The World Manager will already be tracking player xp acquisition, so I think the thing I suggested could be applied if the WM sees the raid gaining repetitive xp (say, 3 respawn cycles?) within a certain location. Slowing down respawn would directly affect the raid itself, but not really affect anyone else, because everyone else would've already been either gone from the location cause a raid has taken it over or they'd be pvping for the location against the raid, so the pve side wouldn't matter to them at that particular moment.
Githal wrote: » Well i can see some pros in your suggestion, but it has a lot flaws also. If raid group can deplete spawn locations, The raid will move to another location after. This may lead to no available spawn locations for normal groups to farm.
Githal wrote: » Other flaw is that with such numbers the devs cant make any hard content. If they make it too hard, it wont be balanced for party groups and ect.
Githal wrote: » From the look of it in the current alpha testing, you could see many streamers form raid groups to farm high level mobs. Leveling fast + better loot drops. This is big advantage. And while yes they will split the loot to more players, but they will also be killing mobs a lot faster, so more loot. And if as a party group you are getting some lower level gear, that you will change to better once you get some more levels. The raid group will be farming the higher level gears from the same low level.
Ludullu wrote: » Githal wrote: » From the look of it in the current alpha testing, you could see many streamers form raid groups to farm high level mobs. Leveling fast + better loot drops. This is big advantage. And while yes they will split the loot to more players, but they will also be killing mobs a lot faster, so more loot. And if as a party group you are getting some lower level gear, that you will change to better once you get some more levels. The raid group will be farming the higher level gears from the same low level. As I pointed out in my own suggestion, you simply cannot stop this. Even if your suggestion was implemented, those groups would simply split their raid into separate parties and still farm in the exact same way. Nothing would change.
Noaani wrote: » This is just a result of old school MMORPG design being put up against new school MMORPG player mentality. Nothing that can be done about it other than not using old school MMORPG design, or pretending it isn't an issue.
Ludullu wrote: » Noaani wrote: » This is just a result of old school MMORPG design being put up against new school MMORPG player mentality. Nothing that can be done about it other than not using old school MMORPG design, or pretending it isn't an issue. Old vs new in which way? The xp sharing way? Or something else? The "limited content" way?
Noaani wrote: » So, the old school way of developing an MMO was for this kind of content to be based around individual players, or perhaps small groups, but with an eye to full groups being present. The new school mentality of players is to throw a hundred players at it.
Ludullu wrote: » Noaani wrote: » So, the old school way of developing an MMO was for this kind of content to be based around individual players, or perhaps small groups, but with an eye to full groups being present. The new school mentality of players is to throw a hundred players at it. I mean, L2 is an oldschool game and it was all about parties right from the start and its first years of updates only made that design point stronger. Later on they went backwards and decreased amount of classes and party members.