One of the biggest things I recall from the early days of EQ1 involved the philosophy of designing zones. For those that don't remember, zones were roughly divided into those with good loot (including gear) and those with good experience. This pulled players in an extra couple of directions. Do we go here for a chance at loot, or do we go there and try to gain a level or two? The 'loot heavy' zones were nothing special, maybe a special weapon like the Runed Totem Staff, and 7g instead of 1g per mob. That took an awful long time for players to make any money in an evening.
The 'experience-heavy' zones were far more generous, and always crowded. High Pass Keep was home to the orcs in the tunnels, and indoors was all about the small goblin camp. Both were exceptional experience. It wouldn't have been unusual for characters to gain 2-5 levels in an evening, depending on how much competition was in-zone at the time. Some spots for high experience are still in game, like the undead gnoll reavers hill in East Karana, and are still superior experience for the level 13-18 crowd.
Another issue was the existence of camps where both the experience and loot were superior. Bandit sashes in West Karana was an excellent source of experience -- there were lots of bandits and they gave good experience. They also dropped the Bandit sashes which could be turned in for bronze weapons, which sold for 1-3 platinum apiece (a fortune when similar mobs were dropping a few silver pieces). These hot spots were popular camps, and tended to draw a disproportionate portion of the population.
A balanced design philosophy eventually took over and experience and loot were balanced. The paltry loot was bumped considerably, where it is now possible to easily earn 10-20 platinum in any of the starting zones while on the ride from 1st to 5th level.
This is one aspect of the early games that not many people remember, and I hope doesn't reappear in Pantheon. This design philosophy was left on the side of the road when the game evolved.
Logic, my dear, merely enables one to be wrong with great authority.
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I hope items and exp are sprinkled through all zones, and for the most part, they're all dangerous and call for a full group. It was kind of sad in EQ how some zones were mostly avoided because they had casters in them. Look at Befallen and Dalnir. Zones like that would have been more relevant had they decent loot tables.
So a solo player who was killing mobs of the same level outside of a dungeon goes in, he gets wrecked in an area designed with a full group in mind... because it's harder.
Yes, it is "easier" to do such content with a group, but that doesn't make that content easier than other content that you can do solo. It should be an assumed design that players approach massively multiplayer game content with a group.
1. The VR team are very familiar with the 'design flaws' evident in EQ (yes, even as a staunch supporter of EQ, I know that there were issues). These were mainly caused by urgency to release or flying into the unknown! It seems probable that the VR team will have a good idea of what balance will be needed to ensure some zones are not crowded at the expsense of others. This, I am sure, will be the focus of some of the Alpha and Beta testing.
2. Group content is likely neither designed for group sizes of 1-2, nor for 6 players. With a maximum of 6 in a group and, using a quaternity for class roles, it seems sensible to tune content (initially at least) for 4+. This might be 4-5 for 'challenging' and '5-6' for 'very challenging'. With mobs having their AI driven by 'mob outlook' (eg 'cowardly' will flee and try to get help at 50% hp, not 20%) this should make camping (even by an experienced full group of 6) non-trivial, regardless of how well they know their characters skills/spells.
Long live the challenge .... and woe betides them pesky AFK wizzies!
Pantheon is kind of a pushback to the "evolution" of the genre in the sense of consolidation and factory stamp "golden path" production. The lack of focus required on what to do next because the game tells it to you has gotten bland and mind-numbing. The great thing about EQ, IMO, was that even just for XP you had multiple places to go no matter if you were soloing, duoing or grouping. Sometimes you had to make a decision on where else to go if a camp you want is already taken. Add to that having specific items of interest from specific areas just gave you more to do and more choices to make.
You may see these as hindrances but I see them as boons because the more varied activities you have available at any one time the better. That's one of the things that keep players in your game long term.
I did specify that I was addressing the cooperative aspect of challenge though, and did not say there should be no mechanical challenge. Of course there should be. What I was pointing to is the fact that content designed for groups is naturally harder by virtue of the fact that part of the requirements for defeating it is determined by your ability to group with other people. That should definitely be a thing.
In EQ, a single player fighting outside against your run of the mill level 40s mob was easy. Killing a similar mob in a dungeon was considerably harder solely because of the proximity to other mobs. You see how environment, encounters and quantity of mobs make it more challenging to succeed? That's almost entirely a numbers check, before we even begin considering mechanics.
Numbers or cooperative play should always be an important factor and part of the risk calculation when determining the reward. Or we could just keep having massively single player online games where players succeed based on personal skill in solo content, and the rewards rival or undermine group achievements. That doesn't seem to be working so well though.
Your arguments falls on deaf ears.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Just because something takes an hour to beat down doesn't mean it was a challenging encounter. This has been the case for most PVE. rarely has something presented a strategic as well as unpredictable challenge, especially for those who have played more than one MMORPGs. You're more likely to find that in PVP.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
If a mob is situated next to other mobs, it is more challenging to defeat, because you have to find a way to CC the adds. If it's behind a bunch of content that you have to clear first, it challenges you socially to find other people.
Not all challenges in an MMORPG should be of a strategic or tactical nature.
Also, anyone's thoughts on looting? I honestly am becoming more drawn to the individualized looting method as opposed to the whole loot pool system. Maybe make it so that its still tradeable to people that were there killing similar to how wow currently has been doing it since WoD. I don't miss ninja looting, that's for sure...
Lots of things make a fight challenging- adds, the environment, the abilities of the mob(s), yes the health of the mob(s) and so on.
One thing I have always hated in such encounters is when they have a "trick" to do it. Until you figure out the "trick" the fight is next to impossible but once you do it is trivial. I guess it is a challenge for the first group to do it but once word gets out the challenge is gone.
I think the fights for a particular big mob should vary. Maybe have a large set of skills and encounter events that "can" happen but have them not be the same each time and not in the same order each time. This way you have to be prepared for anything and it may help make the big fights not become as routine and boring as they tend to do after a while.
A. 10% scaled with mechanics, or
B. 10% scaled with mechanics and 40%+ additional content that is just scaled for group play.
I'll take option B because I like group play and if done a certain way scaling does lead to more of a challenge. My example of this working in a current game it would be Aion. The group play content, outside of dungeons, is such that pathers and respawns could get you killed quick if CC wasn't on their game and even then could get overwhelmed. Without a CC was still doable but you hoped to have a Chanter with offheals and/or DPS that knew to focus one mob at a time.
Challenge can be accomplished with more than just scaling but I've yet to see it accomplished without it.
He was trying to convince you about grouping and playing long term, neither of which you favor.
As to the question of challenge from higher DPS of course one solution is to zerg it down, but on some games the diminishing return on rewards makes it undesireable.
In DAOC my Mentalist can attack a low level green or blue mob and burn it down easily, but for very low reward.
Yellow con is more challeging, have to kite them for one cycle, but they normally go down unless the resist RNG demon comes into play.
Orange cons are dicey, higher resist rates and HPs require several kite runs and every now and then go south, but they provide the maximum experience the cap will allow.
Reds, well I won't do them solo, resist rates are too high, you end up burning too much mana which you have to sit off to regen and due to exp cap, usually not worth it.
Every class is different in DAOC, Bards can't beat a blue solo at times, while pet classes such as chanters and necros can solo some low purples in the right scenario. (which they normally only do when powerleveling someone) But they don't kite, pets tank and they melee or blast mob down.
So I see a lot of combat variance and possibility just from increasing the damage and DPS on a mob.
As for randomness, if you had seen my guildmates and I struggle with a standard Bard lvl 50 Epic quest last night you'd understand how unpredictable the PVE from a 15 year old game could be. We wiped hard for over 2 hours, they were still at it when I logged at midnight.
Was descibed by some in ZAM back in 2003 as "too easy" Guess we just suck.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Arguing over a 18 year old game that was trying to find its way in a new market, and comparing it with a game not even released and what partial information given is subject to change due to pre alpha nature.......Or "Pisssing in the wind" as my Dad used to say when I was young and arguing a point that was both pointless and ill informed.
So agreeing with DMkano.
Regarding the OP, I think making zones interesting across all levels and activities should be the focus of most MMOs. Hopefully this is a lesson long since learned by the Pantheon team.
Never played EQ but in reading about it in these forums it seemed to have some peculiar mechanics which the team at Mythic managed to avoid.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Lets see your Battle Stations /r/battlestations
Battle Station