DeadlyDave wrote: » These raid & World bosses hp need to scale with players present in the fight.
Githal wrote: » Yep, well guess we should wait and see how intrepid will handle this.
Noaani wrote: » Githal wrote: » Yep, well guess we should wait and see how intrepid will handle this. This is true, but keep in mind that as an MMORPG player, zergs are basically what he knows. His time in Archeage was literally just being in charge of a large guild that dominated the server due to numbers alone - that is what he sees MMORPG gameplay as consisting of. Keep that in mind when waiting to see what they do.
Yep, well guess we should wait and see how intrepid will handle this. Just concerned that atm Guild sizes are 30 players max, And if they increase this cap toward stage 3 or something, we may not see too many zergs for intrepid to test if their systems will handle those groups and if smaller groups will have chance. Regarding the Rewards - I dont think the way intrepid should handle this is as you described. For me the best rewards should be focused around 40 man raid groups. Yes the content has to be hard and requires skills and so on. But i dont think that just coz 1 group can bring 1k randoms to fight the boss that they should get better loot drop, because they can kill harder boss than the 40 man. Maybe this can be solved by giving the harder bosses spells like "Burn" where all affected targets deal dmg to themselves and everyone around them. So if the boss hit 300 ppl from the zerg group and all start burning, then they have to split from the group, but since they are that many they would die almost instantly. So you risk wiping your whole group by a boss spell if you dont position right, or dont react to split from the group fast (starting even before the spell actually hit you). To get the reward that the boss will take A LOT more dmg per second from all those players. Intrepid just has to have in mind that if a boss is designed to be killed for 30 min by 40 man group, A 1200 man zerg with full burst at start can kill the boss for 1 min.. (thats why a lot of games scale the boss hp with players present in the fight, since else the boss wont have time to even use his mechanics before it die, And since Intrepid wont take this approach some of the hardest boss fights will be just farm spots for zergs without any hardships to kill). And this goes the other way around, if you make the boss hp enough to survive for example 20 min from the zerg group, then a raid group will have to fight the boss for 10 hours (600 minutes) to kill. So in general i doubt that Intrepid will manage to make content that is both challenging and fun for 40 man raid groups, and in the same time zerg groups dont just oneshot the boss. But guess if they manage i will be happily surprised . And i also dont like the idea of content that is designed to be killed only by zerg groups.
Ludullu wrote: » DeadlyDave wrote: » These raid & World bosses hp need to scale with players present in the fight. https://ashesofcreation.wiki/BossesThe level or stats of bosses will not scale due to player levels or numbers, however boss AI is able to adapt to player numbers through the selection of mechanics and behaviors.[32][33][31][34][35]
Its_Me wrote: » Arya_Yeshe wrote: » You people trying to fight the zerg by just clicking in the game are missing the point. The developers should be able to track the groups responsible for zerg behavior. I have not followed too closely on some things so have the developers come out and mentioned that zerging will not be tolerated or even given a definition of what zerging entails? Many games are known as large scale combat games (think Atlas) just based upon what is allowed for clan/guild size, and what is allowed for alliance size and server cap. The developers can control some of this by limiting guild size and alliance size and I am just not seeing that as a focus right now. 'If' what we have seen discussed so far plays out and we have a guild size up to 300 and 3 alliances are allowed, expect a game that is developed toward larger scale combat and 'zergs/zerging' should be expected as it is not really a small scale combat/guild game to begin with.
Arya_Yeshe wrote: » You people trying to fight the zerg by just clicking in the game are missing the point. The developers should be able to track the groups responsible for zerg behavior.
Githal wrote: » Noaani wrote: » Githal wrote: » Yep, well guess we should wait and see how intrepid will handle this. This is true, but keep in mind that as an MMORPG player, zergs are basically what he knows. His time in Archeage was literally just being in charge of a large guild that dominated the server due to numbers alone - that is what he sees MMORPG gameplay as consisting of. Keep that in mind when waiting to see what they do. I know, Thats why i try to show Intrepid that this will be big problem for regular players.
abc0815 wrote: » Its_Me wrote: » Arya_Yeshe wrote: » You people trying to fight the zerg by just clicking in the game are missing the point. The developers should be able to track the groups responsible for zerg behavior. I have not followed too closely on some things so have the developers come out and mentioned that zerging will not be tolerated or even given a definition of what zerging entails? Many games are known as large scale combat games (think Atlas) just based upon what is allowed for clan/guild size, and what is allowed for alliance size and server cap. The developers can control some of this by limiting guild size and alliance size and I am just not seeing that as a focus right now. 'If' what we have seen discussed so far plays out and we have a guild size up to 300 and 3 alliances are allowed, expect a game that is developed toward larger scale combat and 'zergs/zerging' should be expected as it is not really a small scale combat/guild game to begin with. Parts of MMO communities have a weird fetish for punishment.It#s in the Design. Players already asking for Discord so they can pretend to play "solo" while looking for a group is just the beginning. In the end everything has to go quick quick and efficient since the rewards matters the most. Not the game play
Noaani wrote: » Githal wrote: » Noaani wrote: » Githal wrote: » Yep, well guess we should wait and see how intrepid will handle this. This is true, but keep in mind that as an MMORPG player, zergs are basically what he knows. His time in Archeage was literally just being in charge of a large guild that dominated the server due to numbers alone - that is what he sees MMORPG gameplay as consisting of. Keep that in mind when waiting to see what they do. I know, Thats why i try to show Intrepid that this will be big problem for regular players. But what you are really showing them (well, Steven) is that his goal for game design is working. Ashes isn't a game for regular players. It is a game for people with sycophantic followers. The game is designed from the perspective of people at the top with others following them, not for those people following. In Ashes, those people are essentially incidental. That is by design, not by oversight.
Githal wrote: » It is not inevitable. Just needs Control from Intrepid. If they leave the solution in players hands - then yes, its inevitable. But there are enough measures Intrepid can put in order to make sure zerg guilds dont exist at all.
Ecii wrote: » Githal wrote: » It is not inevitable. Just needs Control from Intrepid. If they leave the solution in players hands - then yes, its inevitable. But there are enough measures Intrepid can put in order to make sure zerg guilds dont exist at all. So you're saying that in a social sandbox MMO, the devs should implement systems that restrict, penalize, or disincentivize organized group play? Isn't that taking player agency away?