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2/17/13 11:41:37 AM#21
Well I can't say that 40 man raids will be a big incentive for me to play the game. But I'm glad to see a company willing to give those that enjoy them the ability to do so, instead of just gutting them from the game as a matter of convenience.
If you don’t do stupid things while you’re young, you’ll have nothing to smile about when you’re old. |
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2/17/13 11:47:08 AM#22
Originally posted by Insane666 The more players in raid the simplier are mechanics in boss fights. So ye.. 100-200 ppl raids are pure zergfests I personaly dont find enjoyable. I cant say Im very excited too see a comback of 40man raids eighter. For the same reason. |
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2/17/13 11:51:33 AM#23
The amount of people doesn't really matter. The quality of the raid encounters is far more important. Well designed and executed 5-man content is better than poorly done 20-man content. Usually when raid size increases the room for error increases as well. That's why I like content for less players. |
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2/17/13 11:52:48 AM#24
I have never done a 40 man raid but I to this day raid 24 man content in EQ2. Keeping 24 people playing consistent days and focused for 3 hours at a time is a pain in the ass, I can't imagine what 40 would be like unless there was tons of redundancy at that point and it really didn't matter to much who you included after a point. Do you have to fill all of those 40 slots with a specific class/build like we often have to in EQ2 or are 20+ of those slots filler where you can shove any body that can manage autoattack and joust when the red text tells them to? I personally prefer dynamic scalling of raids. From group size all the way up to whatever maxium the devs feel works but I also know that creates tons of loot issues and human ego's get bruised all so easy at the idea of "giving" good loot to people who don't "deserve" it.
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2/17/13 12:12:16 PM#25
all i remember of raiding is
1/ the 1-2 hours waiting for people to turn up 2/the 3-4 hours of doing the raids 3/ the wipes and doing the whole thing again 4/ the one drop you need which will double your dps/healing and somone else rolls on it because it will impove there dps by 0.01 dps 5/getting kicked from a raid group because your dps is too low(because of above) 6/belonging to guilds who helped tanks and healers get there starting equipment only for them to leave for bigger guilds oh how much i love doing raids |
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2/17/13 12:14:45 PM#26
The problem with 40 man raids was just managing to get 40 people on at the same time in a guild. Guilds are so diverse now, and there aren't as many people in a guild unless they invite everyone under the sun. I felt like I was in an awesome guild when there was 30 people online once. I feel like it would just be incredibly difficult to get everyone on at the same time, with nobody calling out because of some issue and then on top of that getting everyone to last the entire way through the raid which tends to be pretty long.
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2/17/13 12:15:45 PM#27
Originally posted by zimboy69 Back in wow when there was 40 man raids, there really was no dps counter. It was just knowing the fights and being with a guild. I don't think there was pugs of 40 mans ever, it was always a guild thing. |
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azzamasin
Hard Core Member
Joined: 6/06/12
We live in a fantasy world, a world of illusion. The great task in life is to find reality. |
2/17/13 12:30:13 PM#28
Originally posted by Panther2103 This is one issue with large raids my other reason for not liking them is unbelievability.
What I mean by this is MMO gaming is an extension of my love of RPG table top Pen & Paper from the early 80's. For over 30 years I have had this fascination with small group settings because of my love of D&D, at no point did I ever sit around the kitchen table with 39 of my closest friends raiding a dungeon for its vast treasures. It was always less then 8 people that did this and to me it kept personal and intuitive. |
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2/17/13 12:37:15 PM#29
Originally posted by Panther2103
That would be nice, but WOW actually did have DPS counter add-ons quite early on in the raiding game, back in Molten Core. And if you were a DPS class, you did watch it closely. At least this was true for most raiding guilds I saw back then. For what zimboy69 said, all of that did happen, but to me the fun parts far outweighed the annoying parts. Back in vanilla you had ZG which was 20-men, and even that felt too small-scale to me, though some encounters were arguably better. What I'm thinking with WildStar is, as long as raiding is not "the" endgame, as long as there are other viable options with good fun and good rewards, great! Let's have big raids as well! But if raiding becomes the main form of endgame for all, that's going to turn off a lot of players as it did in vanilla WOW. |
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Ramonski7
Spotlight Poster
Joined: 5/21/03
"A wise man has something to say, but a fool just has to say something." |
2/17/13 12:39:31 PM#30
Originally posted by Roxtarr It depends on their definition of raiding. If you're talking about the 40 man cluster f*cks that I left behind in WoW then no. If you're talking about a raid of 40 split into squads of 10 storming like say a castle where the squads are tasked with bringing down their own mini boss in a wing of said castle to unlock a room for the final boss and then converging onto that final boss for the final showdown then that could be interesting. Especially if you make it dependent on how many players actually join the raid.
For instance 10 people enter the castle, then only the final boss and 1 mini boss generate. Twenty people enter, then the final boss and two mini bosses generate. The more people that enter the caslte then the more mini bosses that generate up to a max of four. And depending on the amount of players that actually finish the final battle it would move the raid to different loot tables.
Finish the final fight with 10-19 players in the raid and you get loot based off table D, finish with 20-29 move to table C, 30-39 table B and 40 table A. And like SWTOR everyone gets their own loot cache. Whether that's gear for their actual class, materials or tokens.
This way big guilds could continue to do their thing but it also gives smaller guilds and soloers a chance to experience raids. You know, actually promote socializing rather than elitism. You could have two guilds with 20 players each. Or 30 guildmates + a small 10 man guild. And you would see people inviting players from their friend's list or recruits since the final boss fight's difficulty would be adjusted for 10 people anyway. Only the loot table changes with the amount of raiders involved, thus making every person equally vital.
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
2/17/13 12:47:47 PM#31
Originally posted by Insane666 filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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2/17/13 1:20:31 PM#32
I would not mind seeing 40 man or more size raiding back, so long as it is more like a pure end-game feature, such as that they are rare to be released, with alot of time actually needed to be spent in them to complete them (also meeaning that you have a much longer reset timer to make it much easier to complete it such as a one month reset). While using smaller scaled content as the primary play content that fills your time between resets of the content. Also though i prefer the idea of making play slower atleast in leveling, content compeletion, as the longer it takes for us as players to comeplete said content the longer the devs have for creasting, as well as fine tuning the newer content to come as well as deal with other issues. I honestly have always felt that the new pace that game s push out content, and how they seem to even make te content much easier, leads to this fact of content being chewed thru at a lightning pace, and so making the devs actually push out content that could have used more testing. Also the longer you have between content releases the more content can be made in ways too.
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The1ceQueen
Elite Member
Joined: 1/02/08
"Always borrow money from a pessimist. They won't expect it back." |
2/17/13 1:47:34 PM#33
I hated 40 man raiding in WoW. It took forever to get everyone ready, to the dungeon, buffed up, directions told, then get moving for the few scraps of loot you'd get to try and roll on. Doing those raids over and over to get your full suits only to have them replaced soon after you finally got them all sucked. I did raiding all throughout WoW, for me it was boring, and annoying. I'm glad they'll have them in WildStar for those that may want to do them, but more and more the game is looking like it's not the game for me to buy. Too bad, housing actually looked pretty neat.
What happens when you log off your characters????..... |
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2/17/13 2:36:33 PM#34
Originally posted by Loktofeit Now that you say that, I think you are right. WoW wasn't popular at all in Vanilla. Hell, they were barely hanging on....
Dude, they had millions of subscribers when basically the ONLY thing to do endgame was raid or try for High Warlord. Both of those things were very time consuming.
I will be the first to admit that I was an "elitist prick," but hell if I didn't deserve to be. I played the game a lot, and I played it well. There was an art to being effective in a raid back then. It took 40 people working together flawlessly to kill C'thun, and the feeling of accomplishment at seeing him die is unmatched in gaming for me. I ran around in full T3, and was the only hunter on my server to do so.
With that being said, I had no problem recruiting hunters who had skill and desire, but not gear. I would take them to Ony or something, and see if they were worth my time. Almos all officers/class leaders I spoke to in my guild and others felt the same way. That meant that anyone with a drive to raid, COULD.
There is this great illusion that only a select few could raid back then. I found that most people that didn't raid, chose not to. There were very few that applied to all raiding guilds and were consistantly denied. Those few were truly talentless, or complete asshats. In either case, why should a game shift so drastically to accomodate the unskilled masses? It is obvious; money.
They dumb down the raids, start handing out wellfare epics, remove the pvp grind and all of the sudden they get another couple million 12 year olds and soccer moms to start playing. Large scale raids work just fine if you are not tryinfg to be a wow killer. It will absoultely alienate a section of the population that wants everythng easy mode. They are the gamers that always say " I play games to have fun, not wipe for 4 hours." That is code for "I suck dunkey nuts, and I want to be carried to my epics."
Its simple. Make 40 man raids difficult and rewarding, and make 5-10 man dungeons simple and less rewarding. It makes sense that the more work you put in, the more rewards you get out. |
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2/17/13 2:39:48 PM#35
Backlash incoming. Remember how they wanted to do anything but WoW? and before the inevitable "wow copied it from eq!", EQ didn't have 40/25/20/15/10 mans...it was open world and open structured.
just another example though. pick on whoever you want on this site, but big talk is almost always just that, and does not hold up for long. |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
2/18/13 4:42:38 AM#36
Originally posted by Abdiell You're seeing what you want to see and not reading what's there. Either that or I've slighted your beloved game/gameplay and you're too affected to discuss this rationally. Your unrelated rant about welfare epics and your claim that the low raid participation is 'an illusion' are testament to that. Nowhere did I say WOW wasn't doing well or didn't do well. People simply weren't doing raids, though. Only a small percentage of the playerbase had even seen raid content, which is why in TBC they introduced 25 and 10-man raids. Even then, they saw much higher participation in 10-man than in 25-man, which is why they have been constantly adjusting requirments and rewards for both ever since. 40-man raids went away because people simply weren't doing them.
filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
Originally posted by Loktofeit I agree that at the time that a very small percentage were doing raids (well, finishing them.)I'm not sure that dumbing them down was he answer. Players consume content much faster now and it's much easier to communicate strategies these days. Instead of making the challenge easier, I'm wondering if we all just needed to get better. I was so new back then. I, personally, am a much beter player now. Maybe it's time to give it another shot. If in 1982 we played with the current mentality, we would have burned down all the pac man games since the red ghost was clearly OP. Instead we just got better at the game. |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
2/18/13 6:14:11 AM#38
Originally posted by Roxtarr We're talking about the size not ease of content. 'Dumbing down' a raid is actually immaterial, though, as that is the inevitable path of all raid content if by nothing else other than the gear-based progression pushed forward through raiding itself. filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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2/18/13 2:12:48 PM#39
Sadly if the game is going to be raid or die then I probably won't even download it.
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2/18/13 2:27:03 PM#40
Originally posted by Rthuth434 prior to WOW, EQ did limit their raids to max size of 72 with planes of power (2002) http://massively.joystiq.com/2008/07/23/everquest-slashing-raid-size-in-new-expansion/
will post more in a new topic |
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