Post by Azherae on 2024-01-27 06:24:51
Yeah, guess we'll have to see.If that is basically what you want, they've got videos already, they're just old and we're 'hoping nothing changed too much'. Copium!
I just feel like referencing those vids would lead back to the thing you mentioned at the start. People will be saying "well, things change so it's gonna be how I want it". Which is why a new dev stream going over that stuff would be great.
But I doubt that'll happen before A2, so we're shit outta luck.
I suppose it couldn't hurt, but in the end, they don't plan to make 'hyper complex PvE', because that isn't very compatible with PvX. What they can do, what they've built towards doing as far as I've seen, is to make 'complex PvX'.
This is a thing that can be done, if that's the audience you're going for. And for now, Ashes would be among the only games with any intention to do this (since, if you were putting in the effort to make complex PvX, you'd have the tools to pivot to making decently complex PvE and pleasing a larger slice of the market share).
Even TL is on the fence, it has a lot of bosses that could be 'shifted to be complex PvX', but are just dungeon bosses, and yet their 'raids' tend to be either 'Woo PvE zerg' or 'Ok let's PvP around this pinata for 20m'. Even the dungeon bosses, they're clearly being conservative in just how hard those are, because it's not time for 'difficult' yet. They're appealing to 'just slightly better than the average'. (See below)
But when you say 'tools', the problem is that even if you wanted to limit yourself to 'complex PvX', there still isn't really much of a way to discuss 'tools', any more than you can do it for Elden Ring, Monster Hunter, etc. Those PvE experiences aren't based on 'design tools', the whole point is that they're so unique that your entire goal structure can change from target to target, and then it comes down to 'what aspects of your regular gameplay the devs wish to maintain within the fight'. Most people won't understand the design space if someone attempts to explain the 'tools and approaches' used to make and tune even the simpler boss in the video.
Any such stream would just come off as rambling, potentially empty promises, to many people, and for others, those videos exist already. What needs to be shown has already been shown (relative to Steven's PvX commitment). There's no real need to even discuss 'PvE raiding' in the simple sense. There is only 'PvX raiding' and the stuff they can do to make that 'not stupid'.
PvX gamers are few, as I perceive it, and hard to please. Average PvE gamers and average PvP gamers are much easier to appease through explanations and simple stopgaps like 'close the Boss door' and 'flag everyone for PvP'.
So I take back the first thing I said: If Intrepid went into detail about their PvX encounter design philosophy, it'd probably do more harm than good.
https://www.youtube.com/watch?v=U36rvEZkoIg