Pyrolol wrote: » Maybe they should look into a tougher dungeon design, one where you progress forward into tougher mobs and better loot? That way the stronger group will push passed the lower content freeing that up for others, and also giving the other groups a chance to farm that content til they themselves can then progress forward and so on
Ludullu wrote: » Pyrolol wrote: » Maybe they should look into a tougher dungeon design, one where you progress forward into tougher mobs and better loot? That way the stronger group will push passed the lower content freeing that up for others, and also giving the other groups a chance to farm that content til they themselves can then progress forward and so on Fairly sure that's not only the plan, but is already implemented in Alpha. Not only at the scale of a dungeon, but the whole location too. Plain/1* mobs on the outskirts of a location, 2* and harder mobs deeper in and then 3* in the center, with groups of them in the most difficult spots.
Pyrolol wrote: » At the moment it’s not in, could be coming later down the track in the Alpha, but level 3 carph is all the exact same loot and the curator boss spawns every hour and it’s just down to which ever group grips him. I meant more of a track style instead of big open area where everyone picks a spot to afk farm at. Just an idea anyway
Ludullu wrote: » Pyrolol wrote: » At the moment it’s not in, could be coming later down the track in the Alpha, but level 3 carph is all the exact same loot and the curator boss spawns every hour and it’s just down to which ever group grips him. I meant more of a track style instead of big open area where everyone picks a spot to afk farm at. Just an idea anyway Ah, you mean wow-like instanced bs (even if you might not want it instanced). Yeah, at best, that's gonna come with storyarcs, but even then I highly doubt it. Ashes is not really that kind of game. Though we will have instances that will tell the game's story and will most likely have a proper one-time progression through them. Having a "you need to progress through this dungeon every time you wanna farm it" design w/o instancing would simply lead to camping, especially if the reward is only good at the very end (which this kind of design always implies). And then people will complain that they spend a ton of time going through a dungeon, but they always get killed at the last boss.
Pyrolol wrote: » Not at all hinting at WoW, more like Forge actually (the only one OP didn’t mention), but didn’t know if that’s a different style raid. Forge in Ashes where you keep moving forward to different areas. Bit unfair to assume was at all about WoW. The only thing i want taken from that stupid sell out of a game is 3v3 and 5v5 ranked arena. Everything else that game destroyed can stay with it
Ludullu wrote: » Pyrolol wrote: » Not at all hinting at WoW, more like Forge actually (the only one OP didn’t mention), but didn’t know if that’s a different style raid. Forge in Ashes where you keep moving forward to different areas. Bit unfair to assume was at all about WoW. The only thing i want taken from that stupid sell out of a game is 3v3 and 5v5 ranked arena. Everything else that game destroyed can stay with it I'm confused now. Now you say that Ashes does have the dungeons with progression, even though you claimed they weren't in when I said they were. And I said WoW because that's the usual go-to for any "you clear this dungeon by progressing through it" examples. Pretty much any other game with that design is really similar to wow, so it's just an easier game to point to.
Pyrolol wrote: » Fair enough, but i meant why couldn’t the tower of carph be similar instead of just standing in the same spot for hours if that makes sense? Anyways, like I said earlier was just an idea. If you go into the tower of carph there’s so much good detail and mobs in there, but they all get skipped to just go to farming spots
Arya_Yeshe wrote: » It would be fair splitting the xp among both groups, if group A did 70% dmg on the mob then give them 70% of the xp and group A would have a 70% chance of owning the loot. The end, thank you, sent the dollars to my bank accout for my great visiion.
HiddenDaggerInn wrote: » Do you believe these hot spot grinding areas should be flagged when you enter them allowing groups to fight for their spots or are you happy with the current system? I know most would worry if part of these grind spots were flagged, then large guilds would enter and try to take over, this is a very real possibility and one I really don't have a solution for.
HiddenDaggerInn wrote: » The only other option is to flagged up, and show you would like to fight for the spot,however the current system dictates others will often not fight back in the hopes you go red and then attack. I find this very annoying, and takes the fun out of what is supposed to be conflict. Going red is not the answer.