Endcontent and long-term motivation for Raid-Bosses

Hey there,
This post is for constructive criticism and discussion Any form of insult will be deleted.




This thread is about how to make content such as raidbosses that have already been implemented or may still be implemented more attractive for players in the future.

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Example: A player who already has templated his characters is no longer interested in raid bosses or quests for items to liven up these bosses.
Many players simply have all characters templated and would like incentives to do something else besides just playing on rvr.

Suggestion: You could create a small pool with special items that have a low to very low drop chance per raid boss.

Such a mechanism would increase the interest in raid bosses a lot.

It could be special weapons or equipment that are a little stronger. Or artifacts that have to be leveled. Or just something like that.

It would also be interesting for players who have every characters templated.


Are there any future plans or the chance to take a step in this direction?

Greetings

Re: Endcontent and long-term motivation for Raid-Bosses

You're pointing the very essence of DAOC: a rvr game yep with pve content.
No matter how long people will argue rvr is daoc endgame, there is still then"we want more" that leads to pve then rvr.
There was ToA, then LoTr, then late Cursed (I stopped live after Lotr, I leave the live arguments to actual live players).

Re: Endcontent and long-term motivation for Raid-Bosses

labra wrote:
Mon 26 Oct 2020 10:12 PM
You're pointing the very essence of DAOC: a rvr game yep with pve content.
No matter how long people will argue rvr is daoc endgame, there is still then"we want more" that leads to pve then rvr.
There was ToA, then LoTr, then late Cursed (I stopped live after Lotr, I leave the live arguments to actual live players).

what is lotr/cursed? i can only remember catacombs. But all of those expansions had a huge impact in rvr, either through new items, abilities, caps or areas. The pve part was just a bonus (or harrasment imho). In the end the meta shifted and most, except the traditionalists, were somewhat happy.

And to prevent the usual, but after release/nf/toa/catacombs daoc died argument comes:
I don't think daoc live died because they changed stuff, the problem was more that people got kissed their ass in wow and others mmos which focused on fairly easy instant action content where its nearly impossible to fail, no matter how awful the player actually is.

Re: Endcontent and long-term motivation for Raid-Bosses

skipari wrote:
Mon 26 Oct 2020 10:36 PM
labra wrote:
Mon 26 Oct 2020 10:12 PM
You're pointing the very essence of DAOC: a rvr game yep with pve content.
No matter how long people will argue rvr is daoc endgame, there is still then"we want more" that leads to pve then rvr.
There was ToA, then LoTr, then late Cursed (I stopped live after Lotr, I leave the live arguments to actual live players).

what is lotr/cursed? i can only remember catacombs. But all of those expansions had a huge impact in rvr, either through new items, abilities, caps or areas. The pve part was just a bonus (or harrasment imho). In the end the meta shifted and most, except the traditionalists, were somewhat happy.

And to prevent the usual, but after release/nf/toa/catacombs daoc died argument comes:
I don't think daoc live died because they changed stuff, the problem was more that people got kissed their ass in wow and others mmos which focused on fairly easy instant action content where its nearly impossible to fail, no matter how awful the player actually is.

Lotr is Lord of the rings. Person probably meant lotm, labyrinth of the minotaur. Last paid expansion of daoc that added the mauler/minotaur to every realm

Re: Endcontent and long-term motivation for Raid-Bosses

ExcretusMaximus wrote:
Tue 27 Oct 2020 3:26 AM
Crazyphader wrote:
Mon 26 Oct 2020 5:00 PM
This post is for constructive criticism and discussion. Any form of insult will be deleted.

I'm not going to insult you to prove my point, but you have no ability to moderate a thread.

You are welcome to try it out.

Please be quiet if you have nothing creative to contribute

Re: Endcontent and long-term motivation for Raid-Bosses

I am a bit at a loss what the real incentive is behind this suggestion...

you say you want more reasons to do PvE, for PvE's sake, but then suggest something (in my eyes game destroying) like very rare items that are stronger than the current ones...
aka. you must farm these or you are disadvantaged in PvP.
If people that have templated their chars are not interested in any PvE content, that is a clear sign that they don't want to do PvE content...the solution to that isn't to force the interest by giving stronger rewards. That's just bad game design hidden behind shiny stuff.
If the reward is trhe only driving factor then people are not suddenly interested in the raid boss, they are just intrested in the new mandatory items and angry that they are forced into PvE-Raids

It really sounds like you want an advantage in RvR that is grindable in PvE, preferably only with an investment of tons of hours. That's the opposite of what DAoC stands for imo.



The only issue i see with PvE currently is that new players sometimes have trouble finding a raid to get their encounters, but better endgame PvP-items are not the solution. That just pisses of people that don't want to PvE, forces them into raids for a week or two and then the status quo is the same again with noone being intrested anymore.