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Post by alexious on Jan 31, 2019 23:20:57 GMT
When we learned that there would only be three Strongholds at launch, we focused on the admittedly small amount. But after playing the demo and watching some videos of the Tyrant Mine Stronghold, I fear that the issue is also in the length and complexity of said Strongholds.
There is only one real boss, which isn't really par for the course for any dungeon. Moreover, the whole thing can be completed in less than ten minutes by a group of relatively inexperienced players.
Sure, higher levels of difficulty will prove to be harder, but then again players will get better equipment and improve their skill over time, therefore keeping roughly the same ratio of length and overall complexity. I think there should be enough content (bosses, chiefly) in a Stronghold to keep a decent party busy for about half an hour, honestly.
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Post by biggydx on Jan 31, 2019 23:30:34 GMT
Bruh. Why you gotta call em' impotent? /s
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Post by lennybusker on Feb 1, 2019 0:01:04 GMT
Yes. The Strongholds are supposed to be endgame content but they're not any longer than Destiny's strikes (10 minutes max, typically). More of a mid-game activity. For another example, The Division has regular missions (about the same length) that you do on the highest difficulties for a similar mid-game activity. In Warframe, when you're geared to max a regular mission can take only a minute or over 10 minutes depending on mission type. Again, this is mid-game.
In Destiny, end-game is raids which typically take 20 minutes to an hour or more depending on your team's capabilities. In The Division, Incursions can be 20-40 minutes (though there are other end-game activities now that I haven't played much). In Warframe, the only real end-game is Eidolon or Orb hunts, which can be 10-30 minutes depending on your team.
If Anthem is going to have 10 minute (and let's be real, it'll be much shorter once people are more geared and learn better coordination) end-game activities it's not going to satisfy.
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Post by correctamundo on Feb 1, 2019 0:38:38 GMT
Anthems end-game content is supposed to be the "elder game" not the strongholds.
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Post by alexious on Feb 1, 2019 0:44:44 GMT
Anthems end-game content is supposed to be the "elder game" not the strongholds. I'm sorry, what?
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Post by isaidlunch on Feb 1, 2019 0:44:59 GMT
I think being able to skip so many enemies is lame, but it seems to be typical for the genre. I'd gladly take boss fights over speedrunning objectives.
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Post by bshep on Feb 1, 2019 0:46:28 GMT
Strongholds are more akin to flashpoints from Star Wars TOR, lasting at most 30-40min.
Besides they can't be all that long or else you have the risk of alienate part of the player population who can't stay hours in a row online to finish it.
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Post by caios on Feb 1, 2019 0:49:42 GMT
No, I think the current stronghold length and complexity is fine. I'm sure there will be higher level strongholds with more complexity in the future but I'm fine with this as a baseline. Make them much longer and they quickly turn into slogs which just isn't fun.
I prefer more diverse and numerous encounters over a few longer complex crawls.
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Post by Topp Hatt on Feb 1, 2019 1:26:58 GMT
No, nuff said...
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Post by biggydx on Feb 1, 2019 2:04:29 GMT
Also, aren't we do for another "This is Anthem" video? Jon Warner even said it was supposed to cover the topic of Endgame. In addition, he also said "massive endgame" in that first video they put out. Not gonna lie, I kinda cringed when he said that because that's a pretty bold statement.
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Post by lennybusker on Feb 1, 2019 2:15:41 GMT
Strongholds are more akin to flashpoints from Star Wars TOR, lasting at most 30-40min. Besides they can't be all that long or else you have the risk of alienate part of the player population who can't stay hours in a row online to finish it. I know all we have access to is the Tyrant Mine at this point, but if it takes you 30-40 minutes to run that I'm not sure you're the type of person who most accurately represents an "end-game" player.
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Post by Talon on Feb 1, 2019 2:27:48 GMT
Devs have already said that the difficulty has been raised in the final product, so no, they don't need to all be harder, or an hour or more to complete with a dedicated, organized team. I can see a possible compromise though, if some strongholds had different lengths, and it was clear what the estimated time to finish would be. If your team can take the time for a longer one, great. If someone needs to log off soon, or can't guarantee an uninterrupted long session, then short strongholds are good. We've only seen one stronghold, maybe the devs have something like this in mind.
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Post by Kelwing on Feb 1, 2019 2:38:48 GMT
I thought Tyrant on normal was about perfect in length. Time it takes to do depended on group. I did a few that went thru it like a well oiled machine. Others got ugly and took longer but still enjoyable.
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Post by alexious on Feb 1, 2019 6:26:17 GMT
Devs have already said that the difficulty has been raised in the final product, so no, they don't need to all be harder, or an hour or more to complete with a dedicated, organized team. I can see a possible compromise though, if some strongholds had different lengths, and it was clear what the estimated time to finish would be. If your team can take the time for a longer one, great. If someone needs to log off soon, or can't guarantee an uninterrupted long session, then short strongholds are good. We've only seen one stronghold, maybe the devs have something like this in mind. No one said more than an hour. I said half an hour - Tyrant Mine can be completed in under ten minutes easily.
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Post by maximusarael020 on Feb 1, 2019 6:36:56 GMT
For me, the length of the Tyrant stronghold in the VIP demo should be longer if it is representative of the high-level end-game content we were promised. There should have been more objectives, and it should take 35-60 minutes (like a gold/plat round in ME3MP for normal players). If this is representative of a more medium-type group activity, then I think it was about right.
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Post by PillarBiter on Feb 1, 2019 7:18:10 GMT
1) Stop being a douche and don't skip over the enemies. The gameplay is the fun, so don't act like you've got somewhere more important to be. 2) The strongholds (and every mission, I rekon) are supposedly made so you can easily hop on and off the game in a short timespan. I like this, because I don't often have hours to play. 3) What would be waaaaay more interesting is that enemy spawns are slightly randomised. I mean, some runs you get 3 brutes, other runs you get 5 auto-cannons, and in rare cases all together. 4) If they make them longer, it sucks all the harder if you fail at the end. Since most people will play with randos, there's little you can do about it in the end, making you feel powerless. 5) 10 minutes? Stop showing off. Most groups take half an hour. Definitely on hard. 6) You don't know how it'll look on grandmaster (elder game). Maybe there are a lot more enemies, bigger enemy types, ... And generally take longer. The demo isn't supposed to be challenging. They even said that in the final game the difficulty will be slightly higher.
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Post by alexious on Feb 1, 2019 7:30:35 GMT
For me, the length of the Tyrant stronghold in the VIP demo should be longer if it is representative of the high-level end-game content we were promised. There should have been more objectives, and it should take 35-60 minutes (like a gold/plat round in ME3MP for normal players). If this is representative of a more medium-type group activity, then I think it was about right. Unfortunately, it is. Strongholds and Legendary Contracts are all there's to do at launch, and likely for some time afterward.
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Don't knock the little winds. They're important - for morale.
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Post by correctamundo on Feb 1, 2019 9:53:10 GMT
Anthems end-game content is supposed to be the "elder game" not the strongholds. I'm sorry, what? Elder game. E L D E R game. EEEEE LLLLL D EEEEE RRRRR game.
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Post by 3y3vr3 on Feb 1, 2019 11:23:31 GMT
IMO there should be both longer/more complex raids which span 30 minute~1 hour playtime and shorter/more robust missions that only require 10~15 minutes to complete. They just need to balance the loot drop rate so that the rewards players get are worth the time they invest in. For example for raids-like activities which normally demand ~1 hour to do there should be a 100% drop rate of legendary, masterwork or whatever the best gear would be at endgame. Players who can dedicate this amount of time and successfully complete it should be guaranteed to receive a reward of the most powerful equipment in game. Meanwhile the drop rate of these gears in shorter/more straightforward missions could be changed to, e.g. 10%~15%, so players who don't have large chunks of playtime (or just don't feel like doing an hour-long raid) should still be able to get their hands on the best loot if they do the shorter missions from time to time. From what I got out of the the demo, Tyrant Mine is not long/complex enough to be considered the most challenging endgame activity, a.k.a raid...Even though it has multiple phases, the objectives of each phase are a bit...uninteresting and repetitive.(collect 8 fragments, then 12 more, then collect 6 more again and sit in a zone for 5 minutes... ) The final boss is just a bullet-sponge with 2~3 different moves. Its complexity and the need for communication/collaboration is more on the level of a mini-raid maybe? But to me it doesn't really matter the stronghold should be longer or shorter, as long as its reward is in proportion to the required time and effort. In the end I hope we would have a variety of endgame options to choose from, whether they are hour-long raids, mini-raids, revamped story missions, or hop-on-hop-off horde mode.And make sure the loot are equally rewarding in terms of player effort. My biggest concern from playing the demo though, is the way how the difficulty level is done beyond Hard. I sure hope in the full game it won't be a mere cycle of looting better gear -> beating enemies with higher HP and damage -> looting better gear -> beating enemies with even higher HP and damage. Simply raising enemy stats(especially HP) to an absurd amount does not make the game harder, it only makes gameplay more annoying. At least for the highest difficulty rank(s), challenges should be introduced mainly by adding harder game mechanics, e.g. more enemy type/abilities, smarter AI, NPC status effect immunity, various damage or ability modifiers, limited revive, limits to number of retries after a team wipe, friendly fire...( ). Maybe others don't feel this way but I certainly won't be motivated to grind for loot if in the end it's just bosses with 100x longer HP bar.
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Post by alexious on Feb 1, 2019 11:26:01 GMT
Elder game. E L D E R game. EEEEE LLLLL D EEEEE RRRRR game. Yes, but you're not making any sense. That's just the wording they use for endgame content, which is going to be Strongholds and Legendary Contracts at launch.
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Post by SofaJockey on Feb 1, 2019 11:56:15 GMT
Also, aren't we do for another "This is Anthem" video? If I recall, the embargo for that drops in around 4 hours...
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Post by helios969 on Feb 1, 2019 12:07:33 GMT
Difficult to say since I've only played the one. Lengthwise it seem about right. I suspect that much of the enjoyment will come through freeplay and daily/weekly world events. I would speculate that post-launch they'll look to add a new stronghold about every 4-6 weeks after the initial bug-fixing, balancing patch-fest. It wouldn't be too bad if we ended up with 10 strongholds by the end of year one on top of the random stuff that pops up day-to-day along with some story expansion.
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Post by SofaJockey on Feb 1, 2019 12:33:32 GMT
What I liked about the Stronghold was that the first section wasn't trivial. Wiped a few times on that one.
I don't want to see a huge difficulty spike on the final stage and lose the loot opportunity.
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Post by tjmitchem on Feb 1, 2019 13:55:43 GMT
It wouldn't be too bad if we ended up with 10 strongholds by the end of year That would be great, especially if they vary in length, difficulty and drop chance.
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Post by Kelwing on Feb 1, 2019 14:05:09 GMT
What I liked about the Stronghold was that the first section wasn't trivial. Wiped a few times on that one. I don't want to see a huge difficulty spike on the final stage and lose the loot opportunity. Exactly. The Scars could mess a group up if not careful at start.
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