I'll try to tie this together, and why I wasn't either off-topic, nor why the comments I made weren't irrelevant. I just skipped a few missing steps I figured were obvious.
New PvE:
- Challenging through time limit
- Random spawns
- Requiring adaptive player strategy
- Completely random mob placement/skills/composition
- Reliable, balanced builds for diverse situations encountered
I hope this sums it up.
This all was stated as completely void from DoA, and somewhat emphasized for SF.
SF is insanely exploitable, with 4 person teams requiring essentially no skill whatsoever to run. Solo W/N farming. Besically, little real challenge.
DoA, although opinions, even in this thread diverge, apparently is open not only to non-cookie-cutter builds, but also to a wide variety of classes.
But look at the list of your "ideal" challenge. DoA requires only 2 of those.:
Adaptive player strategy (proper agro management of patrols, handling runaway mobs, selecting targets to counter, moving in and out of casting range to avoid getting hit, kiting if attacked, using terrain).
Reliable and balanced builds to handle different situations. Once again, a point in case for DoA. There are MoF and trapper gimmicks. The alternative is to actually bring different sets of skills as complement (yea, the infamous backfire) and break away from cookie cutter.
Adding random spawns, requiring even more player skill and adding even more unpredictable elements to gameplay - would this really be well received?
Back to DoA example. I tried to present some, based on experience, strategies on how to handle it without the usual cookie cutter build and without exploiting the AI or bugs. I also tried to argue that certain skills can incredibly speed up the process. And yet, this was extremly badly received.
And this was only with regard to two of your suggestions.
Random spawns, or random patrols are historically proven to not work. This is based on all MMOs that used different types of randomness in mobs. It prevents writing of walkthroughs, it can create impossible situations, and it's difficult or impossible to balance. This is unfortunately something that needs to be considered as a fact. Even FPS games don't use random spawns, but use a fixed set of spawn points. Other MMOs use spawn areas, which are clearly defined. (disclaimer: This is written in designer books, tought in courses, and blogged about by every single MMO and game designer out there. You may argue with them, but please not with me. Some do use randomness, but a completely different type of randomness)
But above all, DoA demonstrated that players don't want challenges. Everyone is just waiting for cookie-cutter build, which simply won't emerge. The only alternative are inefficient dps builds, with nobody really trying to find something new. But unlike other areas which do force players into skills, DoA simply requires positioning, kiting, strategy, interrupts, shutdowns, etc. All the very basics of GW. And when presented with alternatives, they get shutdown for even suggesting them. It's not the game that forces cookie-cutter builds - players demand them, even when they are the worst possible option and attempting to prove otherwise results in lots of hate.
So my whole point was, that your suggestions merely expand on top of what DoA did. It may not be directly obvious, especially if you dislike DoA as it is. But unfortunately, your proposal is merely expansion beyond concepts of DoA, even if without artificial difficulty increase. DoA currently requires only a small subset of skills that your fully implemented idea would require. And even then it caused an uproar over difficulty.
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Why design PvE content to frustrate players and disrupt normal playstyles and force cookie-cutter builds and AI exploit? Do gimmicks have to be the main option for endgame PvE ?
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This is a contradiction in itself. Cookie-cutter = normal playstyle. You cannot do one without the other. Playing your homemade build however means that area must never present any kind of true challenge to which you need specific counter. If your homemade build doesn't include hex removal, there must never be any hexes. Same for conditions, stances, AoE, spikes, ...
Cookie-cutter as a term is way too abused.
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There is no best or unique approach to this question, but arguably the most important component of the solution is to better use variations on the word 'random'. The game needs random spawns, random monster group compositions, semi-random monster skillsets,
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In DoA, the mob composition and skills are constant. And look what happened when I mentioned Backfire. Even when knowing, down to the dot, the skills used by opponents, I got shot down for suggesting a proven and reliable counter without even consideration. Even with knowing every single patrol spawn, agro management is still a mistery to just about everyone in DoA.
Ironically, your proposal is what would enforce everyone to run cookie cutter balanced, one build fits all. And this build is known. The Tank/Nuker/Healer. Why bring an anti-caster mesmer, when the groups might not have any casters. Why bring a dedicated MM, when there might not be corpses. Why bring a SS necro, if there might be heavy hex removal. Pure DPS. You end up with lowest common denominator.
I'll leave it at that, agree, disagree, understand or not, but: "Be careful what you wish for. It just may come through." Maybe, it already has...