Contested dungeons

Post by Songcaller on 2023-01-20 21:41:39

We have not received permission from Songcaller to share this post.

Post by novercalis on 2023-01-21 02:48:46

We have not received permission from novercalis to share this post.

Post by tautau on 2023-01-21 03:12:35

We have not received permission from tautau to share this post.

Post by Myosotys on 2023-01-21 07:54:07

We have not received permission from Myosotys to share this post.

Post by Ludullu on 2023-01-21 08:09:19

We have not received permission from Myosotys to share the quoted post.
40 people is still one group. It's a raid. And Ashes will have 250 vs 2 fucking 50 sieges (if not 500v500). If somehow a 40-man raid is laggy - the game has failed.
We have not received permission from Myosotys to share the quoted post.
https://ashesofcreation.wiki/Loot_tagging

You have the rights? Loot is yours. You didn't have the rights (not enough dmg dealt by your group)? - the other group didn't really steal your boss.

Post by Strevi on 2023-01-21 08:10:55

We have not received permission from Strevi to share this post.

Post by Myosotys on 2023-01-21 08:28:24

We have not received permission from Myosotys to share this post.

Post by Ludullu on 2023-01-21 10:05:54

We have not received permission from Myosotys to share the quoted post.
Which functioning are you referring to? We know that there'll be 40-man raid encounters. And as for how loot will function - I gave the link.

Post by Songcaller on 2023-01-21 12:01:37

We have not received permission from Songcaller to share this post.

Post by WHIT3ROS3 on 2023-01-21 13:15:00

We have not received permission from WHIT3ROS3 to share this post.

Post by NishUK on 2023-01-21 13:18:40

We have not received permission from NishUK to share this post.

Post by Songcaller on 2023-01-21 13:29:26

We have not received permission from Songcaller to share this post.

Post by Gui10 on 2023-01-21 16:46:50

We have not received permission from Gui10 to share this post.

Post by novercalis on 2023-01-21 23:47:47

We have not received permission from novercalis to share this post.

Post by novercalis on 2023-01-21 23:49:07

We have not received permission from novercalis to share this post.

Post by novercalis on 2023-01-21 23:55:34

We have not received permission from novercalis to share this post.

Post by Ludullu on 2023-01-22 00:04:41

We have not received permission from novercalis to share the quoted post.
Imo it should just be a range of drop chances, that come to a balance for their lvl across the dungeon.

If there's 10 rooms with lvl40 mobs - 6 of those rooms can have different types of mobs with, say, 0.1% chance to drop a crafting material for one of 3 pieces (or sets) of gear.

Then 3 rooms would have 24+-3h respawn bosses, each having a 50% chance to drop full mats for a single craft of a single piece of gear or several mats for different pieces within the set that relates to it. And maybe 1-3% chance to drop a full piece of gear.

And one room would have a 2d+-5h respawn boss that drops mats for all 3 sets and has a higher chance of dropping full pieces.

When the boss rooms don't have bosses in them, they're populated with mobs that have the same loot tables as the bosses, but the chances for that loot are lower than the ones in the "normal" rooms, so the overall daily chance is the same, but the ones farming the boss room would also be the first ones to see the boss respawn and would have the first dibs on it.

At the end of the dungeon there'd be a super cool and hardcore raid boss with a several-day respawn timer, great chances to drop mats and full gear, and some sort of unique piece of loot.

In other words, every room would be pretty much equal in its worth on the grand scale, but boss rooms would give you an edge over the others, so for several hours every day there'd be a higher concentration of players in those rooms fighting for the chance to be the first ones to kill the boss.

Chances would obviously have to be properly calculated and balanced and all that.

Post by novercalis on 2023-01-22 02:18:19

We have not received permission from novercalis to share this post.

Post by Ludullu on 2023-01-22 02:25:47

We have not received permission from novercalis to share the quoted post.
The +-h in my examples is the rng factor :)

Post by Azherae on 2023-01-22 02:47:57

We have not received permission from novercalis to share the quoted post.
The +-h in my examples is the rng factor :)

I'm so sad that you missed FFXI sometimes.

I'll just hope that all those times you suggest something that makes me think "Wait isn't this how it works in all games?" that it is because you got to have exactly that in L2.

I don't usually assume that for PvE though.

I'm more surprised that novercalis doesn't prefer this/isn't used to it. I thought EQ did this too.

Post by Ludullu on 2023-01-22 03:03:51

I'm so sad that you missed FFXI sometimes.
Yeah, didn't even really hear about FF games before mid-late 2010s :( just wasn't really a thing in my neck of the internet woods.
I'll just hope that all those times you suggest something that makes me think "Wait isn't this how it works in all games?" that it is because you got to have exactly that in L2.
Pretty much 90% of my suggestions is something that I've either directly experienced there or just saw the basic forms of it there.
I don't usually assume that for PvE though.
Yeah, except for this stuff :D L2's pve was definitely reaaaal limited before the later updates where they started imitating WoW.

Post by Veeshan on 2023-01-22 05:52:39

We have not received permission from Veeshan to share this post.

Post by Veeshan on 2023-01-22 05:54:41

We have not received permission from Veeshan to share this post.

Post by Veeshan on 2023-01-22 05:56:43

We have not received permission from Veeshan to share this post.

Post by Ludullu on 2023-01-22 06:00:01

We have not received permission from Veeshan to share the quoted post.
Early L2 updates had no leash too. People would pull bosses into towns and kill all the players traders there :D I think that definitely contributed to the introduction of leashes.

Post by Veeshan on 2023-01-22 06:01:15

We have not received permission from Veeshan to share this post.

Post by novercalis on 2023-01-22 06:56:19

We have not received permission from novercalis to share this post.

Post by Ludullu on 2023-01-22 07:01:17

We have not received permission from novercalis to share the quoted post.
L2 didn't have maps for dungeons either and in the earlier days of the game knowing the dungeons perfectly had huge benefits. And guilds would usually have at least one player who could lead them through the dungeon in the shortest time possible.

Though pretty quickly quite a lot of people just learned the optimal routes and only used those.

Post by Kilion on 2023-01-22 09:16:12

We have not received permission from Kilion to share this post.

Post by maouw on 2023-01-22 10:59:42

We have not received permission from maouw to share this post.