I don't see any Open World Content yet.
We need Contested Dungeons.
I don't see any Open World Content yet.
We need Contested Dungeons.
We need contested nothing. Adding content that is camped by the same players with more time than most, isn't going to help the overworld feel more open, though it might just give those players something to epeen with.
Actually it will make it feel more real. Also, if an area can be camped then the "Contested" Dungeon failed. Everquest 2 KoS/EoF are a good example of preventing camping because eventually if you stood in the same spot for long periods your group would be overwhelmed. The "regular mobs." in contested zones were as hard as names were, some of them were "names" from older zones as well.
The Average Vampire in EQ2's Mistmoore Castle, would knock you back, drain your life, mezmorize your healer, break aggro and go after your healer and knock them back as well.
Getting Knocked back a little bit, was a death sentence because you had to really watch your aggro. You could only pull 2 vampires max at a time or it was surely a wipe. In a room filled with 100s.
Also, the excuse is and always will be bad. There is plenty of content for "I can only play 30 minute a day Joe".
Nothing is more real then going into a dungeon and seeing other groups there. It makes the dungeon immersive, and also makes it so you can make a huge dungeon with nameds spread all over the place.
Your one of the reasons MMOs are so boring now honestly. Literally shoving everything into instances is killing games. MMOs should have NO instances whatsoever. The only reason it would be cramped is it would be the only contested dungeon in the game because its *gasp* actually fun to corporate and have to actually speak to other players.
In a contested dungeon, you have to speak to your group. You have to make sure nobody screws up and pulls for you or makes mistakes. You have to keep up, you can't be half-afk you have to be paying attention.
That is probably why most people hate it. Nobody likes paying attention or talking to other players. I imagine the average Duty Finder player is watching netflix with a nostromo running a rotation macro.
Last edited by Nektulos-Tuor; 12-24-2015 at 04:48 AM.
Vanguard SOH had a good solution for this, even though the game itself was buggy as hell.Actually it will make it feel more real. Also, if an area can be camped then the "Contested" Dungeon failed. Everquest 2 KoS/EoF are a good example of preventing camping because eventually if you stood in the same spot for long periods your group would be overwhelmed. The "regular mobs." in contested zones were as hard as names were, some of them were "names" from older zones as well.
The Average Vampire in EQ2's Mistmoore Castle, would knock you back, drain your life, mezmorize your healer, break aggro and go after your healer and knock them back as well.
Getting Knocked back a little bit, was a death sentence because you had to really watch your aggro. You could only pull 2 vampires max at a time or it was surely a wipe. In a room filled with 100s.
Also, the excuse is and always will be bad. There is plenty of content for "I can only play 30 minute a day Joe".
Nothing is more real then going into a dungeon and seeing other groups there. It makes the dungeon immersive, and also makes it so you can make a huge dungeon with nameds spread all over the place.
Your one of the reasons MMOs are so boring now honestly. Literally shoving everything into instances is killing games. MMOs should have NO instances whatsoever. The only reason it would be cramped is it would be the only contested dungeon in the game because its *gasp* actually fun to corporate and have to actually speak to other players.
In a contested dungeon, you have to speak to your group. You have to make sure nobody screws up and pulls for you or makes mistakes. You have to keep up, you can't be half-afk you have to be paying attention.
That is probably why most people hate it. Nobody likes paying attention or talking to other players. I imagine the average Duty Finder player is watching netflix with a nostromo running a rotation macro.
MASSIVE dungeons, with named mobs all over the place, so you'd often run into other groups, however the ultra rare bosses would give you a lockout after you'd killed it once within a set period, 24 hours for regulars, and 7 days for uber raid bosses. You could still see the mob, but it would show up as ghostly and unattackable, as well as non-aggro until your lockout timer expired.
It would respawn relatively quickly too, so it didn't really exclude anyone from content.
Some of our raid nights were literally just going around to different places in the world and engaging whatever raid bosses were up at the time.
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