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The Pub at MMORPG.COM  » Difficulty Settings for Raiding?

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23 posts found
  nariusseldon

Elite Member

Joined: 12/21/07
Posts: 5375

3/05/08 5:39:49 PM#21

Originally posted by heerobya

But you are the one thinkging that you are being forced to raid.

If you can complete all the small group content without raiding, then how are you forced to raid in order to complete the small group content?

Because you will gain XX dps from raid gear it will make the small group content easier?

Yeah, but you don't have to have that XX more dps to complete the encounter.

So I think it's a pride thing.

You say you want to be the best grouper, and you don't like that people that raid are "better."

5-person PUG (pick up group) vs. 25-person, all guild coordinated, planned, scheduled raid...

Yeah, I'd say the 25 person raid is more challening and they deserve better reward for the challenge.

I just don't understand.. raiding isn't forced. If you feel it is, then maybe you are playing the wrong game, or more likely for the wrong reason.

I will add to it. The fact that MOST WOW players never raid (someone has some statistics somewhere but I don't have the reference handy) shows that raiding is not forced.

  wjrasmussen

Apprentice Member

Joined: 4/16/05
Posts: 1504

3/05/08 6:33:40 PM#22

Originally posted by heerobya

Excellent Vincenz.

I'm glad they do!

They need to expand on this idea in other games, the more options the better!

Scaling loot vs. difficulty FTW

Why run the same difficult raid 4 times until you "get it right" when you can instead start at Difficulty 1, get some loot and accomplish something, then move to difficulty 2, then 3, then 4....

Makes more sense to me


When I read the scaling loot vs difficulty, I hear a problem.  Most people don't mention a cap on it.  In fact, I suspect most people want to use it as a way to exploit a system.

Lets take a "raid Encounter", it is a 20 dollar final boss and normally takes 40 people.  What I imagine you are suggesting is if you go into this raid with 10 people, you don't want that 20 dollar final boss to by 20 dollar, but some number higher than that.  That would be exploiting and meta gaming to me.  Scaling is fine, but a given mob or encounter needs to  have it's explicit limit.  If you want to go for it with less than the number it was designed for so you can feel a "challenge", that is great.  But a 20 dollar encounter is a 20 dollar encounter.

  BadSpock

Hard Core Member

Joined: 8/21/04
Posts: 5093

Logic be damned!

 
3/06/08 8:59:58 AM#23

Originally posted by wjrasmussen

 


When I read the scaling loot vs difficulty, I hear a problem.  Most people don't mention a cap on it.  In fact, I suspect most people want to use it as a way to exploit a system.

 

Lets take a "raid Encounter", it is a 20 dollar final boss and normally takes 40 people.  What I imagine you are suggesting is if you go into this raid with 10 people, you don't want that 20 dollar final boss to by 20 dollar, but some number higher than that.  That would be exploiting and meta gaming to me.  Scaling is fine, but a given mob or encounter needs to  have it's explicit limit.  If you want to go for it with less than the number it was designed for so you can feel a "challenge", that is great.  But a 20 dollar encounter is a 20 dollar encounter.

Well yeah there obviously needs to be caps on the high end and the low end.

You don't want to make them soloable by someone with good enough gear/skill (or do you?) and you don't want to have them scale up too high.

But still, scaling requires the devs to create or "randomize" multiple encounters... I suppose they could put things on some kind of slider but you'd have to make sure every point on the scale is balanced and the loot matched the difficulty...

In other words, a hell of a lot of work.

The heroic vs. normal 5-person dungeon split is a "simple" solution that offers pretty much the same results.

"You'll find a great many of the truths we cling to depend greatly upon our point of view."

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