Post by Azherae on 2023-04-20 20:51:09
I mean, that predictability would provide a player funnel to pit them against each other on that desirable content, which imo is kind of the point of a pvx dungeon. This is also why I added the "mobs get stronger after a respawn and you also get a boss later on", so that people could in fact just sit in one place and farm rather than wasting 1h running around semi-empty hallways filled with useless trash mobs.We have not received permission from Diamaht to share the quoted post.
But what exactly are you pitting them against each other doing?
To be clear, when these sorts of things get discussed, I find that they really do move more towards PvE gaming primarily, where there's some specific lockout or 'guarantee' to a group or subset of players based on some prior action.
So what is it you mean here? Two sets of players attempt to follow the 'best' route to spawn a boss they want to fight, the boss spawns. What then? Or were they supposed to fight it out before the boss spawned? I'm asking because every 'protection' added makes the game more toward the FFXI/EQ side than the L2 side, doesn't it? Not much downside to me, obviously, but I don't 'get it'.
If people are 'racing', it's a PvE contest. If they are 'trying to kill a different group that spawned the boss', it's not really 'good content' for most people at all on either side. If they're trying to get a drop first for some reason instead of just 'number crunching to figure out how to optimally PvE in harmony', then the game's design doesn't really lend itself to hard mobs or Synergies (to me).
So... what exactly is the 'contest' you're seeing? Is it just the 'Mostly PvE' ones?