Legends
Elite
- Joined
- Dec 31, 2006
- Posts
- 3,235
- Location
- Twin Peaks mall, 2nd floor
- Society
- Dirty Dingos
- Avatar Name
- Inherent Marxus Legends
Raid (from Wikipedia):
We occasionally have the player-vs-player component in Entropia in the form of Land Grabs. We have the powerful boss component in the form of big mobs which are impossible for the average hunter to solo, e.g. King Kong, Old Fred, Hussk, Sand King, etc... But we don't really have this type of PvE in Entropia (again from Wikipedia):
All of the MMOs that are currently occupying the top 10 in terms of number of active players do have them:
1. World of Warcraft has 'Ashran' (PvP) and 'Raids' (PvE)
2. Guild Wars 2 also has 'Raids'
3. The Elder Scrolls Online has 'Trials'
4. Final Fantasy XIV has 'Dungeons'
5. The Lord of the Rings Online has 'World Instances' and 'Raids'
6. RuneScape has 'Mazcab Raids'
7. Black Desert Online has 'Node wars' (PvP) and 'World bosses' (PvE)
8. EVE Online has 'Incursions'
9. TERA has 'Harrowhold'
10. Maple Story has 'Dungeons'
Group PvE (Raids) could do so much for Entropia and I think it would really be worth taking a long hard look at this, despite the challenges involved with creating them within the current engine. If this was done properly, they could:
1. Help to revitalize Team and Society hunting and skilling. This is practically dead right now, most players would just rather hunt solo. Even Shared loot spawns aren't that popular in Entropia. By creating group PvE content that can only be completed by a Team of players, it would encourage more collaboration among players, and give Societies something to organize for.
2. Help to solve automated (botting) skilling and gameplay issues. Bots for sweating and skilling are actually pretty common in Entropia because it's very simple to automate using key-mapping and scripts. Hunters that are at the top of their profession need to continually skill up their avatar or else others will pass them so some turn to botting to solve that problem, which means that it can be incredibly difficult (impossible even) for new players to catch up to these guys, even when hunting every day for many hours. Group PvE raids on the other hand are usually too complex to automate due to the need to coordinate activities based on commands from the Leader and collaborate with and react to other players' actions. This would be a great opportunity to reward participants with bonus skills and other things that they can't get anywhere else in the game. In other words, reward real players, not bots.
3. Give players additional professional opportunities in the game. In Entropia, Healers are quite useful and a vibrant part of the hunting profession game play. Healers allow hunters to hunt certain mobs that they might not otherwise be able to hunt. But in Entropia, tanking is practically nonexistent as a specialization. Team buffs are also non-existent. Group PvE raids could open up new opportunities for players to specialize in something and enable them to contribute something to Teams. New items or skills could be introduced which would give Team buffs. Tanking could become an important strategy, not only through the use of a particular set of Armor but also through high Evade/Dodge skills and maybe also the introduction of new effects that cause a mob to aggro them and not other members of the Team.
4. Provide a more permanent PvP element that pits Societies or Teams of players against one-another could be a lot of fun. Land Grabs are quite far and few between it seems and are not really the time for players to hone their PvP combat skills. Some sort of Arena type instance with a cap on dps and/or profession level could afford players the space and opportunity to train and test their PvP strategies.
5. Make Mindforce relevant again. In Entropia, Mindforce is the equivalent of Spell Casting in most other MMOs. By making good use of such chips as Deceleration and Synchronization for example, and introducing new ones, Mindforce professions could be revitalized, which could in turn also benefit the Sweat economy.
...
These are just some of the things that I think Group PvE could provide to Entropia, at a glance. I'm sure there many other things.
Cheers o/
Legends
PS: An interesting video I just stumbled upon on youtube from a 2005 Blizzard conference where the game director explains how they design raids in World of Warcraft.
Around 6:09 he explains:
There's also some very interesting statistics at the beginning of the video about how many players participated in their Raids at that time. This is one of the main aspects of WoW that made it so popular.
A raid is a type of mission in a video game in which a number of people attempt to defeat another number of people at player-vs-player, a series of computer-controlled enemies in a player-vs-environment battlefield, or a very powerful boss. The term raid itself stems from the military definition of a sudden attack and/or seizure of some objective.[1] This type of objective is most common in MMORPGs, and usually but not necessarily occurs within an instance dungeon.
We occasionally have the player-vs-player component in Entropia in the form of Land Grabs. We have the powerful boss component in the form of big mobs which are impossible for the average hunter to solo, e.g. King Kong, Old Fred, Hussk, Sand King, etc... But we don't really have this type of PvE in Entropia (again from Wikipedia):
The combat encounters comprising a raid usually require players to coordinate with one another while performing specific roles as members of a team. The roles of Tank, Healer, and Damage Dealer are known as the "Holy Trinity" of MMORPG group composition.[4] Other common roles include Buffing, Crowd control, and Pulling (selectively choosing targets with which to initiate combat).[5] A raid leader is often needed to direct the group efficiently, due to the complexities of keeping many players working well together.
All of the MMOs that are currently occupying the top 10 in terms of number of active players do have them:
1. World of Warcraft has 'Ashran' (PvP) and 'Raids' (PvE)
2. Guild Wars 2 also has 'Raids'
3. The Elder Scrolls Online has 'Trials'
4. Final Fantasy XIV has 'Dungeons'
5. The Lord of the Rings Online has 'World Instances' and 'Raids'
6. RuneScape has 'Mazcab Raids'
7. Black Desert Online has 'Node wars' (PvP) and 'World bosses' (PvE)
8. EVE Online has 'Incursions'
9. TERA has 'Harrowhold'
10. Maple Story has 'Dungeons'
Group PvE (Raids) could do so much for Entropia and I think it would really be worth taking a long hard look at this, despite the challenges involved with creating them within the current engine. If this was done properly, they could:
1. Help to revitalize Team and Society hunting and skilling. This is practically dead right now, most players would just rather hunt solo. Even Shared loot spawns aren't that popular in Entropia. By creating group PvE content that can only be completed by a Team of players, it would encourage more collaboration among players, and give Societies something to organize for.
2. Help to solve automated (botting) skilling and gameplay issues. Bots for sweating and skilling are actually pretty common in Entropia because it's very simple to automate using key-mapping and scripts. Hunters that are at the top of their profession need to continually skill up their avatar or else others will pass them so some turn to botting to solve that problem, which means that it can be incredibly difficult (impossible even) for new players to catch up to these guys, even when hunting every day for many hours. Group PvE raids on the other hand are usually too complex to automate due to the need to coordinate activities based on commands from the Leader and collaborate with and react to other players' actions. This would be a great opportunity to reward participants with bonus skills and other things that they can't get anywhere else in the game. In other words, reward real players, not bots.
3. Give players additional professional opportunities in the game. In Entropia, Healers are quite useful and a vibrant part of the hunting profession game play. Healers allow hunters to hunt certain mobs that they might not otherwise be able to hunt. But in Entropia, tanking is practically nonexistent as a specialization. Team buffs are also non-existent. Group PvE raids could open up new opportunities for players to specialize in something and enable them to contribute something to Teams. New items or skills could be introduced which would give Team buffs. Tanking could become an important strategy, not only through the use of a particular set of Armor but also through high Evade/Dodge skills and maybe also the introduction of new effects that cause a mob to aggro them and not other members of the Team.
4. Provide a more permanent PvP element that pits Societies or Teams of players against one-another could be a lot of fun. Land Grabs are quite far and few between it seems and are not really the time for players to hone their PvP combat skills. Some sort of Arena type instance with a cap on dps and/or profession level could afford players the space and opportunity to train and test their PvP strategies.
5. Make Mindforce relevant again. In Entropia, Mindforce is the equivalent of Spell Casting in most other MMOs. By making good use of such chips as Deceleration and Synchronization for example, and introducing new ones, Mindforce professions could be revitalized, which could in turn also benefit the Sweat economy.
...
These are just some of the things that I think Group PvE could provide to Entropia, at a glance. I'm sure there many other things.
Cheers o/
Legends
PS: An interesting video I just stumbled upon on youtube from a 2005 Blizzard conference where the game director explains how they design raids in World of Warcraft.
Around 6:09 he explains:
So hmmm, we also try to mix things up and I think Onyxia is a good example of that or like the Razorgore encounter. We don't want everything to be like this 30 minute snooze fest of 'Ok, here we go, everybody start doing DPS and healing' and that's all you're gonna do for the next 30 minutes... Because there's just nothing interesting about that. And we also don't want 1 boss to feel just like the next boss ...
There's also some very interesting statistics at the beginning of the video about how many players participated in their Raids at that time. This is one of the main aspects of WoW that made it so popular.
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