How will open world dungeons function properly
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Then you and Noaani agree on this (the boss part that is)
But what Noaani disliked was pvp around normal mobs, because, the chances are, that's what you gonna be doing way more than killing bosses. And if that process is boring (in the case of pvp being completely normal cause mobs are trash) or super unfair (mobs are hardcore, which leads to pvp destroying any kind of mob farming) - it'd lead to player dissatisfaction. And this problem can be solved fairly easily and I hope Intrepid manages to do it. If even I could come up with a semi-decent idea to keep both sides of the pvx spectrum satisfied, then I'd hope Intrepid devs are smart enough to come up with a few even better ideas.
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Ashes is already apparently partially in the process of solving this, by their design, I think.
Mobs and bosses can be designed so that their specialty is changing the situation and applying statuses rather than dealing damage. Particularly in conal or AoE ways.
In this way, the entire group is engaged with a changing situation other than 'Tank HP ok/Tank HP not ok'.
When you add more players to this mix, but make it possible for the attacks to hit all players regardless of if they are in the party, then you have multiple ways of creating some 'annoying' situations (because players can pull mobs to other groups to cause those groups to be debuffed occasionally), and some 'interesting' ones (because players who come to challenge for a room are now taking on a PvP encounter while both sides are debuffed by an enemy).
Group A can then temporarily disengage, with only their Tank really needing to retain control of the mob, but for conal attacks, technically this means that the Tank can now use the mob itself as a debuffing turret on the enemy depending on how things go. The Tank could, in 'normal play', save their 'big mitigation' abilities for 'pushing deep into a dungeon they know is safe from PvP challengers at the moment' or just for 'when challengers enter the room'.
This also lowers the amount of 'HP healing is the deciding factor for content difficulty' somewhat, as the 'skill' involved is optimizing performance while debuffed or while constant situation changes are happening.
Solo players similarly would be able to take on at-level content but slowly due to 'being debuffed and working around it, but using their self sustain'.
I have played games like this before. I can feel the influence of those games in Ashes' mob design as of Alpha-1, before they even 'needed' to put anything like that in.
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The game won't be awarding participants, only the winners. So if you don't like that, guess the game might not fit your preferences.
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