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Raid structure and PvPvE dungeon concepts

The discussion contrasts conventional raid design with more open and contested forms of group PvE. Preferred raid content emphasizes flexibility, while some of the most memorable examples combine boss encounters with direct conflict between player groups.

Preferred raid structure

An ideal raid is described as largely non-linear, with multiple bosses available in different orders before a final encounter. This structure allows groups to choose which challenge to focus on during a given session instead of repeatedly stalling on a single progression wall.

The appeal of this format lies in variety and agency. After many hours of raid wiping, the ability to change targets and pacing is presented as a major advantage over strictly linear instance design.

PvPvE dungeon competition

One of the most distinctive examples discussed is a dungeon model where multiple guilds enter the same timed instance and compete over bosses. In that format, the dungeon remains open for a limited period, entry closes after a set time, and defeated players are removed from the instance. PvP is triggered between rival guilds inside the dungeon, turning boss access and loot into contested objectives.

This design creates a situation where dozens or even hundreds of players may be present in the same dungeon space, all racing to defeat bosses while also defending themselves from enemy groups. The last group standing gains the opportunity to secure the rewards.

Faction control over raid access

A related example describes open-world battleground-style access to raids, where factions fight over control of the entrance itself. In that model, a faction may lose access to the raid entirely for a period if it cannot hold the area.

The appeal of this approach is the added strategic layer. Preparation is not limited to PvE readiness; groups also need enough PvP strength to defend their position and maintain access to the content.

Tension and unpredictability

These contested raid and dungeon formats are valued for the uncertainty they create. A group can spend several minutes wearing down a boss only to be attacked by another guild at the final moment. That instability is presented as frustrating for some players but highly memorable for others.

The broader design preference is for raids and dungeons that feel socially and strategically alive rather than isolated, scripted content completed in the same way every week.

Source

  • Recording: What we LOVE and HATE in MMOs with @CallumUpton and @MMOByte | Scars of Honor
  • YouTube: Watch on YouTube
  • Published: Friday, November 17, 2023 at 1:20 PM UTC

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