Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
At least in single group content.
Personally, 8 was the number of players required tu full a group in DAoC and, since I'm nostalgic, 8 it is.
The way Intrepid is talking, 'one of each type' of the 8 would obviously provide the optimal range of skills for discovering anything they might have designed into the dungeon...e.g. maybe not having a ranger means you miss out on the one person in the group who's equipped to uncover that secret part of the cave ... but say that ranger's having an 'off day?'
Or that 3 rogues might indeed 'stealth' their way through the place and exit alive but miss out on discovering the main secret of the place...
Or that an experienced and battle-hardened 5-group might make it through, grab X loot and make Y 'big' discovery - complete the dungeon - and have a great time because their mix of innate skills and numbers + experience pulled them through.
Of course, they need bacon too, whatever! And pi.
Last I heard this game has 8? So that telegraphs yo me that they have optimized the gameplay to that number. Meaning that we'll probably see around 6-8 different roles in dungeons and such that needs to be filled, to have "the perfect group".
The problem with larger groups come down to when you are grouping with pubs. The larger the group the more complicated pubs will become. I like hard, don't get me wrong. But I like a game to be wrong because of the content. Not because the communication is lacking. I'm talking about smaller dungeons now. Larger Raids is a whole different matter.
Duo is great
Party of 5 or 8 for general grouping
Raids of 20-50
War multi parties of 5-8
Open Raid / Server major event free for all as many as can be on screen
I would honestly prefer less than 8 as group size, I feel it is just easier to get a group up and running in less time with a smaller group requirement, doing 8 man content may seem like getting a mini raid together rather than just a spur of the moment, hey lets go do a dungeon. It may very well be that there might have to be dungeon nights so we can experience the content.
With 8 being the group size and the diversity of classes out there my hope is the content will be challenging, with a need for off tanks/healers, both hard and soft cc to slow immobilize mobs, buffs and debuffs being applied, at the correct times, not just maximum dps from everyone to blast everything out of existence.
Will be interesting to see how things pan out and while I might not think 8 man groups is not ideal I will approach it with an open mind it is what it is.