Original Post — Direct link
I was watching a video about old-style mmo dungeons and how they would have places to farm mobs in front of the entrance while you wait to find party members. My only experience with this is in Classic WoW dungeons and I would consider it a failure. This is only because the goal of WoW is to do everything as fast as possible, and waiting for any reason is "not optimal". In Ashes' open-world dungeons, I hope we will approach them with a different mindset. The goal of open-world dungeons, as far as I understand, is that people are there to kill bosses (who respawn) and gather resources, implying you can spend as much or as little time as you want.

My question is, is it reasonable to expect players to wait somewhere in the world for a chance to not even do what they are planning to do? In principle, I like the idea of areas in the world where you see lots of players hanging out (that's not in the cities, it gives a sense of a living world). However I think it is more reasonable to build a party in a city or through a third party app like discord than to expect random chance to go your way.

But what if it's not random chance to find some party members for a mid-level dungeon run? This would take some big-brain world and quest design, but would it be possible to funnel players into doing dungeons at certain level ranges so that players naturally want to do the same thing and will form groups? Do you have any experience of this working or failing in games you played?

Cheers.
7 months ago - Vaknar - Direct link
Tyranthraxus

Without a group-finder function, the entrances to dungeons/group-content have greater social potential. This seems to be an overarching theme for a lot of the design for AoC, so probably yes; Waiting around will be functional, at times.





Let's not forget Bulletin Boards either! ;)
7 months ago - Vaknar - Direct link
[spoiler]
McShave;d-56391

I was watching a video about old-style mmo dungeons and how they would have places to farm mobs in front of the entrance while you wait to find party members. My only experience with this is in Classic WoW dungeons and I would consider it a failure. This is only because the goal of WoW is to do everything as fast as possible, and waiting for any reason is "not optimal". In Ashes' open-world dungeons, I hope we will approach them with a different mindset. The goal of open-world dungeons, as far as I understand, is that people are there to kill bosses (who respawn) and gather resources, implying you can spend as much or as little time as you want.

My question is, is it reasonable to expect players to wait somewhere in the world for a chance to not even do what they are planning to do? In principle, I like the idea of areas in the world where you see lots of players hanging out (that's not in the cities, it gives a sense of a living world). However I think it is more reasonable to build a party in a city or through a third party app like discord than to expect random chance to go your way.

But what if it's not random chance to find some party members for a mid-level dungeon run? This would take some big-brain world and quest design, but would it be possible to funnel players into doing dungeons at certain level ranges so that players naturally want to do the same thing and will form groups? Do you have any experience of this working or failing in games you played?

Cheers.

[/spoiler]

I think Ashes will have a good blend of both the ease of finding players for dungeons through Bulletin Boards, or even grouping during Events, as well as finding many players in the open world to potentially join up with!

We want the world to feel alive with players, which is why many of the systems encourage being out in the world and interacting with it and the people in it!

What are your favorite examples of games in which you've met other players and joined up with them through means of gameplay?