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#22102 Jun 13 2013 at 10:33 AM Rating: Good
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Well, assuming it's a Warhammer esque type scenario, it means that the bulk of content is generated from a PVP perspective.

So, look at WoW, where the primary content development is in PVE. Dungeons, Raids, and other PVE experiences easily receive most of the attention, with BGs and Arena being more of a side endeavor. They're constantly running balance corrections, of course, but you rarely see new content or new importance lent to the system.

In ESO, there are... 3?... factions, iirc. And the top ranking player in the world gets to play as Emperor or something, with some limited power associated with the job. And it seems like that factional aspect is going to be a big part of everything.

I'm sure there will BE PVE content. I know they've discussed dungeons. It just seems like the game is trying to champion the PVP side of things. And, IIRC, dungeons are sort of "public" instances (no clue how that works), but I feel like I remember them mentioning you could run into other players in your dungeon. So that could have a PVP aspect too?

GW2 is another PVP-focused game. There ARE plenty of PVE activities, but the real endgame is the PVP stuff.
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#22103 Jun 13 2013 at 11:45 AM Rating: Good
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idiggory, King of Bards wrote:
Say it's a cap of 40 players, 5 player groups. The 8 top-ranked players would become group leaders, and the remaining people would be shuffled those groups evenly.

Then the group leader will select some objectives, and some tactical points on the map, for the start of the match. With the ability to change them on the fly throughout the match?
because people always listen to what the group "leader" has had to say in a PuG or battleground.

Raids are hard enough to manage and there you know people will listen.
#22104 Jun 13 2013 at 11:47 AM Rating: Good
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Well, usually people will listen.
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#22105 Jun 13 2013 at 11:49 AM Rating: Excellent
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But the fire looks so warm and cozy... Smiley: frown
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#22106 Jun 13 2013 at 3:33 PM Rating: Good
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That's why I don't think the system could work unless people's rewards were contingent on obeying their leader.

As in, if your leader orders your group to defend a node, then only kills within the area of that node will give you honor. If your leader puts a kill order on the healer, then you have 5 seconds to kill your current target before it becomes honorless (contingent on the death of said healer).

And have something like an adherence statistic, where they get x% of the win/loss reward according to their adherence to the party objectives/commands.

I think we've reached the point technologically where there's no good reason we can't have these systems.

I do think, though, that we'd need some intensive attention paid to making these systems easy to communicate. Things like clear, large orders being placed on maps/minimaps. If your leader tells you to defend a node, make the border of that node's area clear. Etc.

Once upon a time, that would have been a pretty huge hurdle, technologically. It just isn't anymore. There's no good reason we can't implement these systems.

Right now, the biggest hurdle in controlling a raid group is communication. Without vent, it's extremely hard. And even with vent, with so many voices (and people focused on their tasks), it can be hard to communicate your orders.

Fortunately, when we're talking about something so broad as a battlefield tactical map, that doesn't need to be the case. Yeah, maybe you'll have just as much trouble as ever getting people to use their interrupts. But you can still take direct control of their rewards, and be aware that the system is going to do everything it can to communicate those orders.

Again, I'm not convinced this would work by any means. I just think there's a chance it could work, and be awesome.
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#22107 Jun 13 2013 at 3:45 PM Rating: Excellent
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idiggory, King of Bards wrote:
Again, I'm not convinced this would work by any means.
That makes 2 of us. Smiley: grin

Not that I wouldn't love to see some of those features, but dear god the trolling potential... Smiley: lol
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#22108 Jun 13 2013 at 4:04 PM Rating: Good
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His Excellency Aethien wrote:
I really don't give a flying @#%^ about player housing, I care about good PvE and in the past few years PvP centric MMO seems to mean mass PvP and there is nothing dumber than mass PvP.


Mass PvP in Warhammer: Age of Reckoning is probably the best implemented mass PvP I've experienced. Sure, it lagged a bit, but no matter what level or "class" I was, I felt like I was part of the battle.

Wish someone would make another Warhammer MMO. I love the universe.
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#22109 Jun 13 2013 at 9:28 PM Rating: Good
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gratz on teacher achievement maz

go have a beers to celebrate
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#22110 Jun 14 2013 at 2:05 AM Rating: Good
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idiggory, King of Bards wrote:
That's why I don't think the system could work unless people's rewards were contingent on obeying their leader.

As in, if your leader orders your group to defend a node, then only kills within the area of that node will give you honor. If your leader puts a kill order on the healer, then you have 5 seconds to kill your current target before it becomes honorless (contingent on the death of said healer).

And have something like an adherence statistic, where they get x% of the win/loss reward according to their adherence to the party objectives/commands.
That makes the fun for 4/5 people dependent on the whims of a stranger, a stranger who may be great at PvP but a worthless leader or who may have bought his high rating or who sticks to the safest, most boring strategy possible.

No thanks.
#22111 Jun 14 2013 at 2:40 AM Rating: Good
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Horsemouth wrote:
gratz on teacher achievement maz

go have a beers to celebrate


Thanks, Horsey. I had a beers or six to celebrate. Smiley: boozing
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#22112 Jun 14 2013 at 6:15 AM Rating: Good
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I''d buy you a beer but shipping to Denmark isn't cheap :(
#22113 Jun 14 2013 at 6:40 AM Rating: Good
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His Excellency Aethien wrote:
idiggory, King of Bards wrote:
That's why I don't think the system could work unless people's rewards were contingent on obeying their leader.

As in, if your leader orders your group to defend a node, then only kills within the area of that node will give you honor. If your leader puts a kill order on the healer, then you have 5 seconds to kill your current target before it becomes honorless (contingent on the death of said healer).

And have something like an adherence statistic, where they get x% of the win/loss reward according to their adherence to the party objectives/commands.
That makes the fun for 4/5 people dependent on the whims of a stranger, a stranger who may be great at PvP but a worthless leader or who may have bought his high rating or who sticks to the safest, most boring strategy possible.

No thanks.


Sometimes it would mean boring strategies, sometimes it would mean daring ones.

Either way, mass PVP is never going to work without the sort of communication and control that's vital to real large-scale warfare. It just won't. You've expressed a distaste for it, because it's always idiots running amok.

The worst case scenario here is that you still don't like it. The best case scenario is that you do. That's fairly risk-free, no?
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#22114 Jun 14 2013 at 7:12 AM Rating: Good
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idiggory, King of Bards wrote:
Sometimes it would mean boring strategies, sometimes it would mean daring ones.
I think that what you're saying will either get you at the mercy of whoever is leading or if you're allowed to leave people will end up leaving as soon as the team isn't winning.

I just don't think you can force a large group of random people to cooperate in a way that's still enjoyable for everyone involved.

If you want mass PvP to work at all you need to have people organize it in a similar way as raids. (real raids, not PuG raids)
#22115 Jun 14 2013 at 7:40 AM Rating: Good
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His Excellency Aethien wrote:
idiggory, King of Bards wrote:
Sometimes it would mean boring strategies, sometimes it would mean daring ones.
I think that what you're saying will either get you at the mercy of whoever is leading or if you're allowed to leave people will end up leaving as soon as the team isn't winning.

I just don't think you can force a large group of random people to cooperate in a way that's still enjoyable for everyone involved.

If you want mass PvP to work at all you need to have people organize it in a similar way as raids. (real raids, not PuG raids)


Yeah, but that kind of organization automatically makes it inaccessible to the majority of people. Mass-PVP seems to be most suited to casual play, with small teams being the best system for hardcore PVP.

At the end of the day, your "objectives" are just going to be your quest tasks. Breach X wall, defend Y node, seize Z resource, etc. All a leader would really be doing is choosing those objectives.

How much additional control is given is a matter of design choice. I don't know at what point it becomes too much.

But the numbers required for mass warfare is going to require more casual players (the "pawns," if you will). And without systems to reliably direct those pawns, it just won't work.

The secret is finding a way to create a system of order that still lets the players have fun.
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#22116 Jun 14 2013 at 7:46 AM Rating: Good
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idiggory, King of Bards wrote:
Either way, mass PVP is never going to work without the sort of communication and control that's vital to real large-scale warfare.
Well, large-scale warfare is broken down to smaller and smaller groups. Something along the lines of one person tells three people, who in turn tells three people, et cetera et cetera.
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#22117 Jun 14 2013 at 8:52 AM Rating: Good
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lolgaxe wrote:
idiggory, King of Bards wrote:
Either way, mass PVP is never going to work without the sort of communication and control that's vital to real large-scale warfare.
Well, large-scale warfare is broken down to smaller and smaller groups. Something along the lines of one person tells three people, who in turn tells three people, et cetera et cetera.


Yeah, I was trying to think about how to make that concept work in large-scale PVP, while doing what you could to ensure mouth-breathers weren't the leaders.

Part of me wonders if there should actually be central commanders or something for a match? Someone who is the technical leader of the faction's forces, who has the task of deciding the overall strategy, and then the sub commanders get to decide how to execute that task (hopefully with conversation)?

Say, if the map had different victory conditions, the leader chooses which of those conditions to pursue, and that dictates how the team leaders act?

Cutting off supply lines/protecting your own, developing and supporting siege infrastructure, etc.?

When it comes down to it, putting 40 players in a zone and telling them to go wild is just never going to work. Adding more ways to win with a massive hodgepodge of people without direction isn't going to be fun.

Yeah, a player might not be choosing the overall victory strategy. But they're not doing that anyway in the system as is. This way, there actually IS a victory strategy.
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#22118 Jun 14 2013 at 9:23 AM Rating: Excellent
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Thinking the best way to make it work would be to make the next objective very obvious. For example, the next natural thing to do is to take the bridge so you can get to the enemy fort, so people who are fighting around the bridge get bonus points. The other thing that comes to mind would be to have the game be the general in charge and direct all the traffic. You get you command from the computer NPC, and get the bonus honor/xp/whatever for following what it says.

Again though, I'm a bit afraid anything that doesn't have a very defined objective and narrow means to get there will just be inviting chaos. In the end, there's still going to be a subset of the population that just leaves battleground chat and does whatever the heck they'd like.

Aethien wrote:
I think that what you're saying will either get you at the mercy of whoever is leading or if you're allowed to leave people will end up leaving as soon as the team isn't winning.
I'm one of the best geared on the server. If we win this, people will get geared up faster and I lose my advantage. My best option is to lose on purpose.
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#22119 Jun 14 2013 at 10:50 AM Rating: Good
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Or you already have everyone you want and you know you'll be the leader anyway so you can just troll the rest.



But really, getting people who don't know each other to cooperate is worse than trying to herd cats.
#22120 Jun 14 2013 at 10:53 AM Rating: Good
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I've found laser pointers work wonders when trying to herd cats.
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#22121 Jun 14 2013 at 11:05 AM Rating: Good
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lolgaxe wrote:
I've found laser pointers work wonders when trying to herd cats.


And gamers.
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IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

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#22122 Jun 14 2013 at 11:55 AM Rating: Excellent
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idiggory, King of Bards wrote:
lolgaxe wrote:
I've found laser pointers work wonders when trying to herd cats.


And gamers.

Well obviously the solution is to give the battleground leader a virtual laser pointer then. Smiley: nod

Edited, Jun 14th 2013 10:55am by someproteinguy
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#22123 Jun 14 2013 at 11:56 AM Rating: Good
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someproteinguy wrote:
idiggory, King of Bards wrote:
lolgaxe wrote:
I've found laser pointers work wonders when trying to herd cats.


And gamers.

Well obviously the solution is to give the battleground leader a virtual laser pointer then. Smiley: nod

Edited, Jun 14th 2013 10:55am by someproteinguy

I endorse this idea.
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IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

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#22124 Jun 14 2013 at 12:38 PM Rating: Good
My former guild in WoW had a raid team named Herding Cats. They actually did pretty well for themselves, but I always found the name amusing.
#22125 Jun 14 2013 at 1:16 PM Rating: Good
Hey, so starting in January bestiality will be illegal in Sweden. So that's cool for the animals and all. Interestingly enough though, it isn't illegal in the U.S., but most states have laws against it. Not Texas. I kind of want to make fun of Fish for that. Smiley: sly
#22126 Jun 14 2013 at 1:18 PM Rating: Good
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I know Maz has said it's legal in Denmark.
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Anyways, you all are horrible, @#%^ed up people

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