Enigmatic Sage wrote: » The attention to detail in the game's design is astonishing but what's more astonishing is how a year later these forums still going around in circles so people can metaphorically listen to themselves
Xeeg wrote: » Enigmatic Sage wrote: » The attention to detail in the game's design is astonishing but what's more astonishing is how a year later these forums still going around in circles so people can metaphorically listen to themselves Thanks for joining! Please keep it on topic or close to topic.
Azherae wrote: » Enigmatic Sage wrote: » The attention to detail in the game's design is astonishing but what's more astonishing is how a year later these forums still going around in circles so people can metaphorically listen to themselves Hey now, we don't really have options on that front, do we? It's either listening to ourselves, listening to Intrepid, or leaving. Plus, we stopped talking as much so there's less to listen to, and a lot of people did leave, so it's not astonishing at all!
Noaani wrote: » better off being something akin to a 9 hour +/-4 hours.
Ludullu wrote: » Noaani wrote: » better off being something akin to a 9 hour +/-4 hours. I highly doubt Steven would ever go for smth like this, cause this (at least in most likely his opinion) would reduce the amount of pvp contestation of that content.
Noaani wrote: » i assume this was the case for L2 as well.
Ludullu wrote: » Noaani wrote: » i assume this was the case for L2 as well. Majority of bosses were on a 24h respawn (with some kind of random window), so fights were mainly over those rough times and the mobs around those locations. Prime time was a big thing, but it mostly consisted of holding a farm spot and/or helping your guildies do the same.
Ludullu wrote: » Human nature really makes it hard to try and equalize people's enjoyment w/o just letting everyone be in their own little instance with their own little boss
Noaani wrote: » Having content like that takes players out of the aspects of the world that set this game apart.
Noaani wrote: » Yeah, but who would want to make a game that works with human nature in order to provide enjoyment.
Noaani wrote: » Seems like a silly way to make literally billions of dollars in profit.
Ludullu wrote: » Noaani wrote: » Having content like that takes players out of the aspects of the world that set this game apart. We have a differing outlook on this. To me that is THE best design possible, exactly because of the stuff you mentioned. The big bois would be preoccupied with their own important content, so the weaker players would have the time to do the stuff that they couldn't do before due to attacks from the big bois.
Ludullu wrote: » But that has only worked for a single game though.
Because every damn night turned from "let's figure out what we're doing and then see what happens then" to "let's do this instance then this instance, then each of us can do the soloable content and then that's pretty much it for the night".
Noaani wrote: » That notion of having a plan but not knowing what will happen is the exact thing I am saying Ashes should be. The basic plan should be node, castle or guild based, with caravans in there as well. The "see what happens" should include unpredictable boss spawns, as well as other forms of PvP (wars especially come to mind).
Ludullu wrote: » And as I see it so far, all of AoC's plans fit this kind of gameplay just fine. So what am I missing here that makes it not fit? Am I forgetting one of our previous conversations on this topic?
Azherae wrote: » c) The game is heavily built around that contesting of specific content (that's what they keep showing us they want, PoIs, static respawns, Starred mobs, less solo content), not contesting of 'space' or the dynamics around that
Azherae wrote: » For Ashes to offer this as it is designed now, is impossible. Because the big guilds will have alts at the boss login location and a smaller team intended to watch the area and grab the spawn and bait corruption, while their main characters are still 'gatekeeping' the dungeon/PoI.