Dev Discussion #50 - Dungeon Delving

Post by Vaknar on 2023-04-13 18:00:14

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Post by JustVine on 2023-04-13 18:08:58

Speaking for my group today at least for now. 80 - 90 minutes

Post by Songcaller on 2023-04-13 18:14:22

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Post by Ludullu on 2023-04-13 18:17:39

L2 style. Literally as long as possible. All my time in the dungeons. It should be the main source of content in the game and take up as much time as possible.

Post by Vaknar on 2023-04-13 18:19:00

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Post by Vaknar on 2023-04-13 18:23:55

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Post by JustVine on 2023-04-13 18:23:56

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Ok well I think you know who my 'leader' is by now. If she doesn't pass through soon I'll summon her for you. I think she was taking a break for a bit.

Post by Vaknar on 2023-04-13 18:26:17

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Post by Vaknar on 2023-04-13 18:27:32

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Post by Songcaller on 2023-04-13 18:28:15

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Post by Ludullu on 2023-04-13 18:28:18

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Killing mobs, gathering in-dungeon resources, fighting bosses, pvping people for all of those things. Story is a one-time thing, even if it's a whole series of quests. I'm thinking super long periods of time. Dungeons should be permanently important and pit people against each other.

Post by Voeltz on 2023-04-13 18:55:15

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Post by Jox on 2023-04-13 19:01:52

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Post by Azherae on 2023-04-13 21:29:57

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Ok well I think you know who my 'leader' is by now. If she doesn't pass through soon I'll summon her for you. I think she was taking a break for a bit.

Feedback will be expanded upon in subsections by the group members that face the effects of different changes in their own posts.

An FFXI 'Assault' or BCNM has a 30 minute timer. Assaults are 'missions' with special parameters, BCNMs are usually boss battles.

A player must be able to experience three things to stably enjoy their game session, as I know it.

1. Ability to plan their participation according to the normal 'time blocks' available to the standard working adult or reasonably studious teenager.
2. Ability to enjoy the content without needing to go 'straight to 100%' for those of us who cannot due to the mindsets required for either work or study.
3. Ability to enjoy a reasonable challenge and fit in most if not all of the after-progress, particularly for those who roleplay slightly or more than that.

Relative to Point #1 - @GrandSerpent @SunScript
Ashes of Creation has some intent to have 8 person groups. Open world Dungeon experiences, I would assume to be content that at least can be done without very heavy planning, but given the PvP competitive nature of the game and the expected balancing, it should always be optimal to have all 8. Arranging a timeframe for 8 people, even people who are used to doing this, consistently, creates a situation where you must line up 8 availability windows.

30 minutes is optimal for that, but not optimal for points #2 and #3.

Relative to Point #2 - @JustVine @SongRune
Ashes of Creation has some intent to have dynamic content and potentially PvP competition. Players need to be able to 'fail' or 'be pushed into a corner' at least once without feeling like they have to give up due to time constraints. They need the flexibility to choose, here. If they try it once and fail, either there should be 'something else happening' for them to go do, or they should be able to regroup and retry at the same time when everyone is fresh still. This is particularly true for those who take longer to 'warm up' or 'change over' from their standard day mindsets. Non-tacticians can end up with the feeling that they do not stand much chance of success. This implies to some that content should be shorter and therefore more repeatable, but this does not work for Dungeons, as the situation changes quickly. There needs to be a 'buffer space' at the entrance or while navigating the Dungeon of 20m or so for those people to assess their status, and then still be able to engage the content with at least one failure chance.

20-30 minutes 'easy buildup to boss or deep dungeon content', 20-30 minutes Boss/Mission-like content attempt #1, 30 minutes 'celebration and winding down' or 'retry' (likely to have failed previous section quicker than 30m so full retry is possible.

Few things are worse than 'wanting to retry a challenge and not having enough time for everyone to do so.

Relative to Point #3 - @GrandSerpent @GrilledCheeseMojito
Ashes of Creation hopes to foster dynamism and related feelings, and some people need the ingame feedback of success and some time to enjoy it before heading off for their next obligation, even if they return later. Social people enjoy explicitly doing this with their friends. But quick content isn't satisfying for some, and it's too fast to get any real 'RP' out of. Those people need both, sometimes all three, and Ashes not only lacks fast travel, but getting back out of the dungeon safely with the loot is part of the dungeon .

The misery of 'having to leave your team who might need you to help them win PvP to actually escape with your spoils' is what I'm talking about here. At least if one only wins after a retry at the boss you can feel 'well that was somewhat on us for not being strong enough to win in one try', but 'warming up, being properly challenged, winning, and then having to leave your allies to fend for themselves' is a pain point that can't be understated.

These are the three components to a 'Dungeon Run' in Ashes of Creation that I consider important. Not everyone can be 'warmed up' in less than 20-30 minutes. We don't enjoy challenges that take less than 15m in a synergy-heavy game, certainly not with 8 person or larger groups. Escaping with the spoils is its own entire experience that requires a similar coordination.

Since I didn't really know if this was a question about 'how big should the dungeon be' or 'how strong should the bosses be', I gave the entire explanation.

EDIT: @SpaceWolf - in case of any additional general notes.

Post by GrandSerpent on 2023-04-13 21:57:10

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Ok well I think you know who my 'leader' is by now. If she doesn't pass through soon I'll summon her for you. I think she was taking a break for a bit.
Relative to Point #1 - @GrandSerpent @SunScript
Ashes of Creation has some intent to have 8 person groups. Open world Dungeon experiences, I would assume to be content that at least can be done without very heavy planning, but given the PvP competitive nature of the game and the expected balancing, it should always be optimal to have all 8. Arranging a timeframe for 8 people, even people who are used to doing this, consistently, creates a situation where you must line up 8 availability windows.

30 minutes is optimal for that, but not optimal for points #2 and #3.

To expand on this, I can't really imagine a dungeon run that takes much less than 30 minutes being particularly satisfying.

A lot of what I enjoy about this sort of content in other games (e.g. FFXI) is there being a sense of progression over the course of a dungeon run, so you're not immediately dropped in at max difficulty, and have time to warm up and get properly coordinated with other members of your group.

So, you might start out fighting solo enemies at the beginning of a run, then dealing with more tactically complex situations with multiple enemies and links, then finally having to fight some boss. That sort of progression requires a certain minimum amount of time, which is, generally, about 30 minutes.

If my group has time, I would also want the option to do longer/more involved content.

What Azherae mentioned about 20-30m of warmup again weaker enemies towards the start of the dungeon, followed by 20-30m of fighting challenging bosses/dungeon depths enemies, and 30m or so spent getting back to the surface and winding down, sounds just about perfect. Any longer and it would start to become too logistically difficult to coordinate or too tiring to run through without a break.

So, tl;dr, I'd want a range of possible lengths of content, but not less than 30m, and probably not more than 80-90m.

Post by PlasticLemons on 2023-04-13 22:14:24

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Post by SongRune on 2023-04-13 23:07:48

Relative to Point #2 - @JustVine @SongRune
Ashes of Creation has some intent to have dynamic content and potentially PvP competition. Players need to be able to 'fail' or 'be pushed into a corner' at least once without feeling like they have to give up due to time constraints. They need the flexibility to choose, here. If they try it once and fail, either there should be 'something else happening' for them to go do, or they should be able to regroup and retry at the same time when everyone is fresh still. This is particularly true for those who take longer to 'warm up' or 'change over' from their standard day mindsets. Non-tacticians can end up with the feeling that they do not stand much chance of success. This implies to some that content should be shorter and therefore more repeatable, but this does not work for Dungeons, as the situation changes quickly. There needs to be a 'buffer space' at the entrance or while navigating the Dungeon of 20m or so for those people to assess their status, and then still be able to engage the content with at least one failure chance.

20-30 minutes 'easy buildup to boss or deep dungeon content', 20-30 minutes Boss/Mission-like content attempt #1, 30 minutes 'celebration and winding down' or 'retry' (likely to have failed previous section quicker than 30m so full retry is possible.

Few things are worse than 'wanting to retry a challenge and not having enough time for everyone to do so.

Absolutely. There's no feeling worse than failing in some stupid or basic way, because you couldn't find your groove, and dragging down the night for your entire team, because the first attempt took long, or there's no time to try again.

I come from work, and sometimes life obligations, that have a tendency to leave me in all sorts of different strange states. Tense. Distracted. Pissed off at a colleague. You know how it can be. It's not easy to go from dealing with frustrating incompetence, or bad luck, right into a full power performance in a competitive game. Even with time to cool down, I also need time to warm up. To find all those little flaws in my mindset or emotions that I lost track of throughout the day. Not to mention just warming up muscles that my day job does not use.

And that's why it matters. Some days we don't have a lot of time to play. My group has a wide variety of people from a variety of life positions, but our one constant is that we do a lot. We make the effort to make time to play together, and this works. But even then, that ramp up is crucial. Some of my friends can go from 'off' to 'on' almost instantly, but many cant. The opportunity to ramp up, and to suffer a failure or two before we get in the groove is crucial. Sometimes you need to push yourself to realize that there's something wrong, and fix it. "Powering up" or dispelling the day's debuff doesn't even always take more than a few moments of realizing how you fucked up and remembering your rhythm. But if you've already failed by that point? That moment of "Okay. Got it! I'm ready now!" is suddenly "Well, that's it then. We've failed, and the Paladin and Fighter are out of time." And THAT is true misery. Even when it's just "we were going to do two dungeons tonight, and now can only manage one", it feels terrible. But with a 'warm up' phase, and the chance to fail once or twice early, without losing the night as a whole? Now you can get the whole team in sync, and really hit your stride, and that's where real fun comes from.

Post by JustVine on 2023-04-13 23:08:34

We have not received permission from Vaknar to share the quoted post.

Ok well I think you know who my 'leader' is by now. If she doesn't pass through soon I'll summon her for you. I think she was taking a break for a bit.

Feedback will be expanded upon in subsections by the group members that face the effects of different changes in their own posts.

An FFXI 'Assault' or BCNM has a 30 minute timer. Assaults are 'missions' with special parameters, BCNMs are usually boss battles.

A player must be able to experience three things to stably enjoy their game session, as I know it.

1. Ability to plan their participation according to the normal 'time blocks' available to the standard working adult or reasonably studious teenager.
2. Ability to enjoy the content without needing to go 'straight to 100%' for those of us who cannot due to the mindsets required for either work or study.
3. Ability to enjoy a reasonable challenge and fit in most if not all of the after-progress, particularly for those who roleplay slightly or more than that.

Relative to Point #1 - @GrandSerpent @SunScript
Ashes of Creation has some intent to have 8 person groups. Open world Dungeon experiences, I would assume to be content that at least can be done without very heavy planning, but given the PvP competitive nature of the game and the expected balancing, it should always be optimal to have all 8. Arranging a timeframe for 8 people, even people who are used to doing this, consistently, creates a situation where you must line up 8 availability windows.

30 minutes is optimal for that, but not optimal for points #2 and #3.

Relative to Point #2 - @JustVine @SongRune
Ashes of Creation has some intent to have dynamic content and potentially PvP competition. Players need to be able to 'fail' or 'be pushed into a corner' at least once without feeling like they have to give up due to time constraints. They need the flexibility to choose, here. If they try it once and fail, either there should be 'something else happening' for them to go do, or they should be able to regroup and retry at the same time when everyone is fresh still. This is particularly true for those who take longer to 'warm up' or 'change over' from their standard day mindsets. Non-tacticians can end up with the feeling that they do not stand much chance of success. This implies to some that content should be shorter and therefore more repeatable, but this does not work for Dungeons, as the situation changes quickly. There needs to be a 'buffer space' at the entrance or while navigating the Dungeon of 20m or so for those people to assess their status, and then still be able to engage the content with at least one failure chance.

20-30 minutes 'easy buildup to boss or deep dungeon content', 20-30 minutes Boss/Mission-like content attempt #1, 30 minutes 'celebration and winding down' or 'retry' (likely to have failed previous section quicker than 30m so full retry is possible.

Few things are worse than 'wanting to retry a challenge and not having enough time for everyone to do so.

Relative to Point #3 - @GrandSerpent @GrilledCheeseMojito
Ashes of Creation hopes to foster dynamism and related feelings, and some people need the ingame feedback of success and some time to enjoy it before heading off for their next obligation, even if they return later. Social people enjoy explicitly doing this with their friends. But quick content isn't satisfying for some, and it's too fast to get any real 'RP' out of. Those people need both, sometimes all three, and Ashes not only lacks fast travel, but getting back out of the dungeon safely with the loot is part of the dungeon .

The misery of 'having to leave your team who might need you to help them win PvP to actually escape with your spoils' is what I'm talking about here. At least if one only wins after a retry at the boss you can feel 'well that was somewhat on us for not being strong enough to win in one try', but 'warming up, being properly challenged, winning, and then having to leave your allies to fend for themselves' is a pain point that can't be understated.

These are the three components to a 'Dungeon Run' in Ashes of Creation that I consider important. Not everyone can be 'warmed up' in less than 20-30 minutes. We don't enjoy challenges that take less than 15m in a synergy-heavy game, certainly not with 8 person or larger groups. Escaping with the spoils is its own entire experience that requires a similar coordination.

Since I didn't really know if this was a question about 'how big should the dungeon be' or 'how strong should the bosses be', I gave the entire explanation.

EDIT: @SpaceWolf - in case of any additional general notes.

Just in case of the unlikely chance you didn't understand she is not trying to say that we want 30 minute dungeons. Each 'point' here is part of a whole. If a dungeons boss is not at least 30 minutes, the boss is either easy OR 'a damage check'. If it takes me less than thirty minutes to get to that 30 minute boss then the dungeon itself is shallow or small or the enemies are probably too weak. If there isn't at least 30 minutes of 'struggle for control' in that 1h of delve plus boss, then I'd assume the loot sucked or you made it instanced because there is no way people won't gank and hassle others at dungeons if the loot is good. So 90 minutes.

Post by Caww on 2023-04-14 00:05:09

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