novercalis wrote: » Neurath wrote: » novercalis wrote: » Neurath wrote: » I'm not against grouped mobs. I think there should be singular mobs and grouped mobs to make a dungeon more inclusive. flat no. They way Steven answered Solo play - he skirted around not to outright say there is no solo play. He said there will be some solo content - caravan, siege, BH. As for solo players doing solo XP - I dont want to see that be a thing. MAYBE 2-3 classes being somewhat capable. To be more specific - I do thing you should be able to single kill a target, but its gonna take you longer and the XP rate is NEEDS to be not worth compared to those who are in groups. Sure, you can solo - lower level single mobs in the open world. In the dungeon - forget about, unless you're a level 40 in a lvl 20 dungeon - then once again - SURE. Therefor I am against seeing individual players of equal level in equal lvl dungeons soloing. Can you single pull from someone, I guess - but dungeon mobs should look like this: level 40 player fighting a "level 40 mob" is technically a lvl 42-43 mob. In EQ a mob 2-3+ levels above you is pretty much impossible to solo. So once again, you, the solo lvl 40 player will need to fight lvl 37 dungeon mob to be MAYBE viable/doable. But you are getting the XP rate of a 37 mob, that is lower level than you, which makes it even less xp. I hope all of that made sense. What are you saying here? You just want grouped mobs and no solid solo mobs? Won't that get boring? Perhaps inclusive was the wrong word to use but I stand by my initial statement. precisely. I am against the concept of solo game play in an mmorpg. Unfortunately the term MMORPG has been bastardize and encompasses many games that arent in the same vein as EQ/WoW/Lineage. (FF14 Is NOT an mmorpg). Basically what I think an MMORPG is a CO-OPERATIVE MMORPG that requires teamwork and everything is mostly tied to social gameplay and interaction. If I wanted to play solo rpg, I'll play Zelda, FF, Elden Ring, Skyrim, etc. An MMO - I dont want to just share a universe - I want to be reliant by others and others be reliant of me. Team work, group effort, server effort.
Neurath wrote: » novercalis wrote: » Neurath wrote: » I'm not against grouped mobs. I think there should be singular mobs and grouped mobs to make a dungeon more inclusive. flat no. They way Steven answered Solo play - he skirted around not to outright say there is no solo play. He said there will be some solo content - caravan, siege, BH. As for solo players doing solo XP - I dont want to see that be a thing. MAYBE 2-3 classes being somewhat capable. To be more specific - I do thing you should be able to single kill a target, but its gonna take you longer and the XP rate is NEEDS to be not worth compared to those who are in groups. Sure, you can solo - lower level single mobs in the open world. In the dungeon - forget about, unless you're a level 40 in a lvl 20 dungeon - then once again - SURE. Therefor I am against seeing individual players of equal level in equal lvl dungeons soloing. Can you single pull from someone, I guess - but dungeon mobs should look like this: level 40 player fighting a "level 40 mob" is technically a lvl 42-43 mob. In EQ a mob 2-3+ levels above you is pretty much impossible to solo. So once again, you, the solo lvl 40 player will need to fight lvl 37 dungeon mob to be MAYBE viable/doable. But you are getting the XP rate of a 37 mob, that is lower level than you, which makes it even less xp. I hope all of that made sense. What are you saying here? You just want grouped mobs and no solid solo mobs? Won't that get boring? Perhaps inclusive was the wrong word to use but I stand by my initial statement.
novercalis wrote: » Neurath wrote: » I'm not against grouped mobs. I think there should be singular mobs and grouped mobs to make a dungeon more inclusive. flat no. They way Steven answered Solo play - he skirted around not to outright say there is no solo play. He said there will be some solo content - caravan, siege, BH. As for solo players doing solo XP - I dont want to see that be a thing. MAYBE 2-3 classes being somewhat capable. To be more specific - I do thing you should be able to single kill a target, but its gonna take you longer and the XP rate is NEEDS to be not worth compared to those who are in groups. Sure, you can solo - lower level single mobs in the open world. In the dungeon - forget about, unless you're a level 40 in a lvl 20 dungeon - then once again - SURE. Therefor I am against seeing individual players of equal level in equal lvl dungeons soloing. Can you single pull from someone, I guess - but dungeon mobs should look like this: level 40 player fighting a "level 40 mob" is technically a lvl 42-43 mob. In EQ a mob 2-3+ levels above you is pretty much impossible to solo. So once again, you, the solo lvl 40 player will need to fight lvl 37 dungeon mob to be MAYBE viable/doable. But you are getting the XP rate of a 37 mob, that is lower level than you, which makes it even less xp. I hope all of that made sense.
Neurath wrote: » I'm not against grouped mobs. I think there should be singular mobs and grouped mobs to make a dungeon more inclusive.
arsnn wrote: » Caravans in dungeons -Secondly caravans could be used to build infrastructure in dungeons. Opposed to burning bridges you might build them Guilds could bring in materials from both the open world and other dungeons or transport them from the dungeon itself to places where its needed.
Strevi wrote: » This means that - each arriving caravan could actually be important to win against the boss - the retrieved item might be needed in the other metropolis. So if two metropolises cooperate, the other nodes should get a high incentive to intercept and destroy that specific caravan
Strevi wrote: » Transporting the loot back to a storage should be riskier than driving a caravan.
Kilion wrote: » So what I would like to do is gather ideas for what would be good ways to design contestable dungeons to have variety and avoid all dungeons having a "the strongest group will get the boss loot" design.
Strevi wrote: » The dungeons could have areas which favor different classes. For example in some places summoners might have an advantage. In other zones, more thieves with their trap detection and disarming abilities. Or classes which can root or control enemy NPC's. Then in such dungeons, random teams will have different zones where they are 'the strongest'. Maybe these zones would also not stay unchanged and after each area clean, the same team might not always feel ready to stay or would struggle.
NiKr wrote: » Strevi wrote: » The dungeons could have areas which favor different classes. For example in some places summoners might have an advantage. In other zones, more thieves with their trap detection and disarming abilities. Or classes which can root or control enemy NPC's. Then in such dungeons, random teams will have different zones where they are 'the strongest'. Maybe these zones would also not stay unchanged and after each area clean, the same team might not always feel ready to stay or would struggle. This is pretty much what I'm expecting already