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I am concerned about the limitation on group size in TOR. This will be a bad feature if there is no way to group easily with more than four people. The 6 man group has been a flexible tool, and though it can be a bummer to fill those groups sometimes, for people who have more than 3 friends there better be some way to not have to say, "sorry, guess you have to go do class story while we run this." It doesn't have to be there at launch, but sometime in the future this will have to be addressed I think or the game could suffer. You want to throw away your money developing something stupid, go ahead. |
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i_own_u
Hard Core Member
Joined: 4/25/07
"If at first you dont succeed. Then skydiving isn't for you." |
7/31/11 4:20:12 PM#2
I agree. I don't understand why they would limit the groups in the first place. |
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7/31/11 4:21:37 PM#3
Originally posted by ignore_me You can say this about any group size.
If you have 7 friends and try to run a 5 man what do you ?
If you have 9 friends what do you do?
Its a case of "cant please everyone" now I agree 4 is a low number but it is a number that can work quite nicely if the content is designed right. Promoting thought a new Gaming video blog http://www.youtube.com/user/quinnthalas discussing games, gamers and the internet with gameplay footage as background. |
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7/31/11 4:23:25 PM#4
It's Herioc Star Warsy combat, not stand about the space port spamming L42 BH LFG, PST
Besides, you can solo most of the game with your companion anyhow SWTOR. Face it, in the Scooby Doo Mystery Solving Van of coolness, this game is Velma. In this current MMO climate it has about as much chance for survival as a group of inquisitive teenagers in a 1980s slasher flick. -Tardcore May, 2011 |
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7/31/11 4:27:28 PM#5
Originally posted by i_own_u Yeah, I agree. I can't see any issues with 500 people doing a mission together. <childish, provocative and highly speculative banner about your favorite game goes here> |
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ZoeMcCloskey
Elite Member
Joined: 7/14/05
INTJ, polite but difficult to be friends with :P |
7/31/11 4:27:42 PM#6
I plan to play solo or as a trio primarily but four does seem a small number for group size? I liked DaoC group size at eight, that just seemed best to me. But it is all so relative, I do hope there is some way to form a raid or have more than four if you want to though. |
Yeah, I get that, but does the 7/9 man situation happen all that often? The group dynamics are different there, but a group of 6 friends who play together frequently may have issues with this system. Shouldn't there be a way to circumvent this such as eight man groups that can be buffered with companions? You want to throw away your money developing something stupid, go ahead. |
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7/31/11 4:27:53 PM#8
Most games have a 5man group...I dont see how 4man is a big deal? |
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7/31/11 4:27:59 PM#9
Originally posted by i_own_u SWTOR doesn't have scaling instances, so they had to set a limit on group size for design purposes. They could have set it higher, but it still would have had a limit. There are a couple of interesting points supporting a 4-person group size. It matches the number of classes, so you could spread around group buffs such that the ideal group is exactly one member of each class. The other thing that comes to mind is that you can use companions to fill in spots, so two players can theoretically run instances. Not sure how important either point is though. The big downside is the relative number of tanks and healers needed. Most people tend to lean toward damage dealers, so reducing the relative need for damage dealers could be problematic. I'm hoping that the companion system will encourage more people to run tanks and healers as they will be at less of a disadvantage for solo leveling than is typical in some MMORPGs. |
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7/31/11 4:36:21 PM#10
I have no problem with there being a 4-man group limit. If you want to do the group content, it should make putting together a PUG easier. Besides, there's nothing stopping anyone from doing a 3 player group + companion if you don't want to wait. The way they describe DPS only advanced classes makes them pretty much pointless to play just to do dps in group play. I think people might migrate towards ACs that have a tank, or healing tree, just to have options for grouping. Which could possibly make it easier to group. |
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7/31/11 4:39:03 PM#11
I don't mind the group size being limited to 4 players since I usually run with a small group anyway. |
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7/31/11 4:42:45 PM#12
I'm sure I'll be corrected with someone who has seen them enough to know when and where.. but.. 4 man groups sorta remind me of .. Han, Chewie, Luke and Leia. :) .. And if you ever noticed, if those 4 werent together, they typically had their "companions" with them, R2-D2, C-3PO, Jar jar Binks (har har haha) So the basic 4 group thing seems well in lore maybe? But in any case, I like the idea cause it is easier for grouping. I have numerous friends who dont mind what so ever waiting a turn for help or something. Im not a hardcore player who has to keep leveling fast or I feel like I'm wasting my time so I like small group sizes. I just really REALLY hope they dont put some thing in the game that rates players and their equipment in a group and then people are like.. "We won't be able to do it with this guy.. kick him out." Its annoying in games when in order to GET the stuff, you need the raid groups but then they dont want that player who will make it difficult for them. Sorry to ruin how easy your game is? ( haha. ) .. As always, opinions here, be nice! :) |
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7/31/11 4:43:02 PM#13
I think they are pushing to have each class worth more. healers and tanks will probably both do decent amounts of damage. it sucks having to deal with 30 million DPS and no tanks or healers
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Kyleran
Bitter Vet™
Joined: 9/13/06
Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV |
7/31/11 4:46:33 PM#14
Odds are it's 3 people more than you need to play through 90% of the games content, so no worries.
"What gamers want ... is new game play patterns different from what they've experienced before" - Axehilt |
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7/31/11 4:47:15 PM#15
Like the other guy said, It's in the design, maybe content not revealed may hold more players, but some instances just don't make sense with too many players. Future: WoD, SWTOR, Arche Age, Tera (maybe), GW2. |
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7/31/11 5:08:46 PM#16
It will be intersting to see how this plays out for the entire game. Flashpoints is the place where the 4 will matter the most. Those are dungeon instances that can take hours and should require teamwork. And there are not that many yet. Only 5 per side for sure. The rest of the content is a combo of open world and short or small story instances. Not a lot of teamwork realy, except for the group story chains.
From what we have seen so far. Questing in the open world requires you to go to an open area and kill x as a bonus quest. Then find the opening to your story area and enter solo or with your group. So if you have to, you could have two groups going to the same area, But each group would enter the final stage of the story quest in their own instance. Complete that part and then exit back out to the open world with everyone.
It is not the same as larger groups. But it at least will allow you to play with your friends for most of the quest. Just not the story part. Also, there are heroic areas, but two groups in that area may cause problems with who gets credit for kills. Maybe they will allow raids to all get credit for heroic areas?
With the many different types of quests, we will have to see it work before we can judge. There are the class quests, open world quests, open world group story quests, heroic areas and flashpoints. The group size of 4 will make it easier on many, but more difficult if you have a large group of firends. At least you will be on vent and can BS even if you aren't in the same area. “How many people long for that "past, simpler, and better world," I wonder, without ever recognizing the truth that perhaps it was they who were simpler and better, and not the world about them?” |
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[quote][i]Originally posted by artemisentr4[/i] [b]It will be intersting to see how this plays out for the entire game. Flashpoints is the place where the 4 will matter the most. Those are dungeon instances that can take hours and should require teamwork. And there are not that many yet. Only 5 per side for sure. The rest of the content is a combo of open world and short or small story instances. Not a lot of teamwork realy, except for the group story chains. From what we have seen so far. Questing in the open world requires you to go to an open area and kill x as a bonus quest. Then find the opening to your story area and enter solo or with your group. So if you have to, you could have two groups going to the same area, But each group would enter the final stage of the story quest in their own instance. Complete that part and then exit back out to the open world with everyone. It is not the same as larger groups. But it at least will allow you to play with your friends for most of the quest. Just not the story part. Also, there are heroic areas, but two groups in that area may cause problems with who gets credit for kills. Maybe they will allow raids to all get credit for heroic areas? With the many different types of quests, we will have to see it work before we can judge. There are the class quests, open world quests, open world group story quests, heroic areas and flashpoints. The group size of 4 will make it easier on many, but more difficult if you have a large group of firends. At least you will be on vent and can BS even if you aren't in the same area. [/b][/quote] So can you create a raid group for the content I highlighted? You want to throw away your money developing something stupid, go ahead. |
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7/31/11 10:17:07 PM#18
they have not said if everyone in a raid group would get credit when doing quests out in the open world but even if they do, the content is meant with the 4 player parties in mind, so i imagine the content would be quite easy with more players. the only open world content we have heard of involving raid groups is for world bosses, where daniel erickson talked about how he put together a 10-man raid group to kill a world boss on dromund kaas |
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7/31/11 10:26:19 PM#19
Originally posted by naraku209 Very good point :). Not to mention I do notice a lot of the time people doing the "have 4/6, need |
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7/31/11 10:30:05 PM#20
4 man groups doesn't really bother me to much, but I hope it won't feel as if other MMO's where you need 6 but "can do it" with 4 if you have a healer, tank, dps, and CC.. Everyone's job gets that much harder and intense.. Rallithon Oakthornn |
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