McShave wrote: » This is only because the goal of WoW is to do everything as fast as possible, and waiting for any reason is "not optimal".
Tyranthraxus wrote: » Without a group-finder function, the entrances to dungeons/group-content have greater social potential. This seems to be an overarching theme for a lot of the design for AoC, so probably yes; Waiting around will be functional, at times.
McShave wrote: » I was watching a video about old-style mmo dungeons and how they would have places to farm mobs in front of the entrance while you wait to find party members. My only experience with this is in Classic WoW dungeons and I would consider it a failure. This is only because the goal of WoW is to do everything as fast as possible, and waiting for any reason is "not optimal". In Ashes' open-world dungeons, I hope we will approach them with a different mindset. The goal of open-world dungeons, as far as I understand, is that people are there to kill bosses (who respawn) and gather resources, implying you can spend as much or as little time as you want. My question is, is it reasonable to expect players to wait somewhere in the world for a chance to not even do what they are planning to do? In principle, I like the idea of areas in the world where you see lots of players hanging out (that's not in the cities, it gives a sense of a living world). However I think it is more reasonable to build a party in a city or through a third party app like discord than to expect random chance to go your way. But what if it's not random chance to find some party members for a mid-level dungeon run? This would take some big-brain world and quest design, but would it be possible to funnel players into doing dungeons at certain level ranges so that players naturally want to do the same thing and will form groups? Do you have any experience of this working or failing in games you played? Cheers.
Taerrik wrote: » As in, just the major places near the biggest nodes will have the best top tier loot only. Which means, all of the smaller dungeons from lesser nodes will not have a reason to group up to go in them.
Taerrik wrote: » See, I hope the mid tier loot stays relevant all the way through endgame loot. Let me have my tryhard days, and let me have my go farm some mid loot days. Make the world not be populated ONLY at the big nodes.
Taerrik wrote: » Honestly, after having thought about it for how things work out logically. Raid/Dungeon loot should be best in the metropolis areas sure, because there would be explorers in the area to discover such places. However gatherable quality and quantity, should be worse in metropolis areas, due to the higher density of collectors. Should have to travel further from cities to get the good stuff, so gatherers would go to the smaller vassal nodes which are less populated to get the high tier gatherable loot. Something that will keep the world populated in the smaller areas, so folks advertising for going into the small dungeons are not just shouting into the wind with no one around to hear them.
NiKr wrote: » As for waiting for a group of whatever. We'll have to see how Ashes' community will get built, but afaik Steven wants it to be way more guild-based, which means party-based, which means that you won't be just waiting for some randoes near a dungeon - you'll be waiting for your mates to come to you. The game won't be kind to solo players (allegedly), so we'll see how it'll be played by the masses.
Vaknar wrote: » Let's not forget Bulletin Boards either!
Noaani wrote: » Almost every dungeon in EQ2 had a solo suitable area either outside or just inside the dungeon, specifically for this purpose. Most of them had a gradual incline towards full group content, so if you had 3 out of 6 of your group, you didn't still need to farm solo content.
Taerrik wrote: » Seems the right place to raise this concern for me. I like to pve, a lot. What worries me, in a game as gigantic and ever shifting as ashes is shaping out to be, is that there will be just a handful of dungeons or places to farm for 'endgame' loot. As in, just the major places near the biggest nodes will have the best top tier loot only. Which means, all of the smaller dungeons from lesser nodes will not have a reason to group up to go in them. My hope, is that the crafting recipe's for the top end gear, require both materials from these big dungeons, and also lesser ones, so that I will have reason to go explore them still and have not a difficult time getting a group together to do so.And, for me that means, I hope to have a way to see what groups are being advertised around the world, who is looking for players to do what. Not just the immediate closest thing, but things elsewhere I can go play with people. As far as my experiences with grouping up to go in places, I have the most nostalgic good memories of waiting near dungeons, or in the town nearby spamming in shout chat. But I recognize that these experiences are heavily seen through rose tinted glasses. The best experiences for me involves having a party finder menu system where I can advertise my groups or see what other players are advertising for and join up. I am not a fan of automatic queuing systems except for things necessary for story progression or daily leveling requirements. This is because this is the place where player toxicity is born in my experience. Folks want to queue up, do their content as fast as possible, and anyone slowing them down turn into an annoyance.
Taerrik wrote: » See, I hope the mid tier loot stays relevant all the way through endgame loot. Let me have my try hard days, and let me have my go farm some mid loot days. Make the world not be populated ONLY at the big nodes.
Noaani wrote: » Taerrik wrote: » Honestly, after having thought about it for how things work out logically. Raid/Dungeon loot should be best in the metropolis areas sure, because there would be explorers in the area to discover such places. However gatherable quality and quantity, should be worse in metropolis areas, due to the higher density of collectors. Should have to travel further from cities to get the good stuff, so gatherers would go to the smaller vassal nodes which are less populated to get the high tier gatherable loot. Something that will keep the world populated in the smaller areas, so folks advertising for going into the small dungeons are not just shouting into the wind with no one around to hear them. I think what you are talking about here is basically what will happen with the system the way it is now. There is also the caveat that due to resource depletion and regeneration, that population out looking for materials is likely to be in flux, even if nodes around them are static for a long period of time. This is, imo, a good thing.
Percimes wrote: » Noaani wrote: » Taerrik wrote: » Honestly, after having thought about it for how things work out logically. Raid/Dungeon loot should be best in the metropolis areas sure, because there would be explorers in the area to discover such places. However gatherable quality and quantity, should be worse in metropolis areas, due to the higher density of collectors. Should have to travel further from cities to get the good stuff, so gatherers would go to the smaller vassal nodes which are less populated to get the high tier gatherable loot. Something that will keep the world populated in the smaller areas, so folks advertising for going into the small dungeons are not just shouting into the wind with no one around to hear them. I think what you are talking about here is basically what will happen with the system the way it is now. There is also the caveat that due to resource depletion and regeneration, that population out looking for materials is likely to be in flux, even if nodes around them are static for a long period of time. This is, imo, a good thing. I wonder how some of this will be implemented lore-wise.