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Raid Size Concern

Steven stated at PAX that raid sizes would be 40 people.  Personally, as someone who loved the raids from vanilla WoW, I think that's great.  But my concern is that I'm not sure how many people agree with me.  While I wish it were otherwise, I'm just not sure enough people like 40 person raids to sustain a game.  Wildstar also tried 40 person raids, but had to quickly back off that to 20 person raids.

What reasons do we have to think that Ashes will do better than Wildstar in this regard?  In addition to 40 person raids, will there be some content in between 8 man dungeon groups and raids, e.g., 20 or 25 person raids?
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Comments

  • I don't know what you're asking but I like big raids.
  • I personally would hope that there is content that is for groups between 8 and 40 but I also get the feeling that it'd end up being a multiple of 8 eg 16, 24, 32...
  • Man, 40-man raiding puts me right off actually. Small groups in my opinion are better because you can actually have banter in the chat. 40man banter is either noise or most people aren't active in the back and forth. If i knew that was the case from the start i wouldn't have backed the game.

    If it's still a thing later down the road maybe i'll see if some one wants my kickstarter stuff at a discounted price or something.
  • I was really pleased to hear, that the raid size is aimed to be at 40 characters. I still miss the vanilla times, when 40 players were fighting against a world threatening villain, and not just 15-20 players running around a colossal boss. Those raids seemed more of a collaboration of the races, than now with the reduced raid size. Its disappointing to see, that we are killing even KJ with the size of a vanilla UBRS group (2-3-10).

    With more players in a raid we can hope to see more class-specific challenges in a raid encounter. Hopefully AoC will bring back some of vanilla WoW fights, where you had to have certain classes for countering certain boss mechanics. Nowadays raids are just a mass of certain numbers of tanks/healers/ranged-dps/melee-dps regardless of their class.

    But aside from my nostalgic feelings, with the 64 class-combos of AoC its almost mandatory to have a more serious raidsize to have most classes a chance to participate. In theory WoW has 36 classes through specializations, which is little more than 50% of AoC, while the usual WoW raidsize is 14-15 players (bellow 50% of AoC raidsize).
  • I think 40 players will be a good size. They said that the group size would be 8 players to give every archetype a role in the party. Therefore the raid size should be a multiple of 8. As 16 is way to low to call it a "raid" IMHO, 24 and above are good options. With this in mind, 24 player raids would allow 3 players of each archetype, 32 would allow 4, and 40 would allow 5 players of each archetype. I think it is a good thing to have 5 players of each archetype in a raid, because this setup actually allows 2 or more healers dying, without the raid becoming a failure.
  • I think 20 is a good number for raids, anything more than that would be too much IMHO.
  • Hopefully we see the need for ALL the different abilities the classes offer. We need a return to CC and team work. I stopped playing other games because it devolves into a straight up DPS race. Round everything up and AOE. A larger raid group allows for these things. Having to chain CC a mob and needing to work together to complete the challenge will be fun.  Is 40 to much maybe 24 I think is to few.  Time will tell.
  • Personally, I would prefer over 20, partly because of how to organise it. Massive raids are usually only done by the largest guilds, while other guilds that are still decent, maybe even large but definitely not massive also get to see the content. Otherwise, people would just keep making large guilds and alliances even bigger, taking the excitement out of competition for things like the fastest time, the most damage done or other things.
  • 40 players raids? OMG, Intrepid! I love you! <3

    But it would be also good having smaller raids ala 20 players. Many players liked raids like Zul'Gurub or AQ20.

    Greetings.
  • ArchivedUserArchivedUser Guest
    edited September 2017
    40 man raiding is wayyy too much, there's a good reason it only lasted one expansion in wow. Look at Wildstar, didn't work out for them either.
  • If you think of raids as you know them in WoW or the copycats... but let's try not to do that. I loved vanilla WildStar - but it simply tried to turn back the clock on WoW and re-do 40 man BUT EVEN HARDER raids than WoW ever dreamed of. Gamers didn't want that. I did. Some did. But not enough.

    In Ashes, raiding could mean something entirely different. It may not be a key progression path. There are lots of variables undefined before we can really have this conversation, in my opinion. 

    I always have to ask this question when this comes up - if you're a raider and you like raiding your current game, why are you looking for a "different" kind of raid?





  • Kind of echoing a lot of others; I think that 40 man raids should be limited to the BBEGs of the area. 8-32 man raids should be more common in my opinion. :)
  • Kind of echoing a lot of others; I think that 40 man raids should be limited to the BBEGs of the area. 8-32 man raids should be more common in my opinion. :)
    I think 8 man raids are just dungeons. I think 24-40 should be more prevalent. Having at least 3 groups of 8 seems like a good amount for a smaller raid and 40 man should be the bigger more story important raids. 
  • ArchivedUserArchivedUser Guest
    edited September 2017
    Lethality said:
    If you think of raids as you know them in WoW or the copycats... but let's try not to do that. I loved vanilla WildStar - but it simply tried to turn back the clock on WoW and re-do 40 man BUT EVEN HARDER raids than WoW ever dreamed of. Gamers didn't want that. I did. Some did. But not enough.

    In Ashes, raiding could mean something entirely different. It may not be a key progression path. There are lots of variables undefined before we can really have this conversation, in my opinion. 

    I always have to ask this question when this comes up - if you're a raider and you like raiding your current game, why are you looking for a "different" kind of raid?






    ^^^ ;) Things are not quite what they seem :tongue:
    Dont forgot this is predominantly an open world game.
  • Wildstar's issue with 40 mans stemmed from their first raid tier only being 20 man, and various artificial gates on getting new raid members attuned to the second raid.  If raid sizes were consistent, and if raid guilds didn't need hundreds of partial primal patterns, then 40 mans might still be a thing.
  • I will say that things like this can change, and might change, once alpha / beta begins. I would hope that they aim big and back down only if it seems it would be better. I would hate to think that they lack the ambition to shoot for stuff like this. 40 man raids are hard, and being part of them can be rough, but its rewarding when you get it working. 
  • I really like the sound of 40-man raids and 8 person dungeon groups, but the size does worry me a bit.
    After a few years if the numbers die down it may be hard to find enough people to fill raids / dungeon groups,
    especially with servers with smaller populations (oce for example). Atm it can be hard to fill dungeon groups in
    today's mmo's with only 4 people groups. Will have to see how it all plays out of course....

  • ArchivedUserArchivedUser Guest
    edited September 2017
    Mazikar said:
    I will say that things like this can change, and might change, once alpha / beta begins. I would hope that they aim big and back down only if it seems it would be better. I would hate to think that they lack the ambition to shoot for stuff like this. 40 man raids are hard, and being part of them can be rough, but its rewarding when you get it working. 
    I think starting big and going backwards is a bad choice. I think they should start small and go up. If they start 40mans and people hate it, and lots of people drop due to 40mans feeling mandatory and they can't get their groups. it's kind of too late. Where as if they release with good 24man content and then scale up with a test 40man raid than they'll be in a better spot. 

    As for other who have said it's not gonna be wow/wildstar. I actualy think wow did it such content pretty well, but it was still not what folks wanted. While wildstar fell flat on it's face. 

    BDO has big raid content where you can fight different levels of a boss and that reduced in popularity and the smaller group size versiions of these boss fights were the more popular, and world bosses turned into a zergfest. Both of these situations were low on mechanics and skill requirements, and also had little to no group communication.

    Things that don't change are getting groups of 40 players together is difficult to do, and getting a guild that does this regularly is even more difficult, and requires large guilds, which many folks don't like. With smaller content you can have large guilds doing multiple versions of this small content or small guilds running this smaller 24 man content with one group. 

    Now if the content isn't required to feel semi competive. I think i could live with that, as long as they have decent dungeons or other small group pve content to distract from my pvp. 
  • I simply disagree. They should aim big and only dial it back if they need too. I honestly do not think they will need too. 
  • I don't see Intrepid backing down from the 8 man group as they want to give groups the option to contain every archetype for their utilities. If they want to encourage 40 man raids I say more power to them. They have already stated that there will be content for all group sizes so there really shouldn't be a problem finding something to do. Sieges are designed for hundreds of people, so I really don't understand how 40 people for a raid is too many.
  • It will come down to how the population pans out, if you have a large inclusive community base of players then 40 player raids will work, if not then it will probably get scaled to what is appropriate!
  • It also depends on how hard the raids will be, and what type of raids we'll see.
  • I don't understand why the idea is that it's only 40 or a different number... would it not be better to make raids of various sizes from the get go? 8 to 16 man dungeons, 24 to 40 man raids all at launch with no gating or having to complete one dungeon/raid to do another. That way if your prefer a smaller/bigger raid there is one for you.
  • They stated many times that there will be content available for any kind of groups. From 5 man dungeons to 20 men raids, you will see different activities in Ashes.

    The reasoning behind 40 man raid is, as far as i know, because they want to get 5 parties in a raid. One party is about 8 people. 8 different classes that is, because they want to make it like "All classes are useful" so you want 1 of each in your party.
  • I think it majorly depends on server population quantity.

    If game has a lots of active player base than 40 people raids will not be a problem and will be a great thing.

    If game population would happen to be low, than due to pure player shortage 40 people raids would be an inconvenient thing, because of players having a hard time to fill them up with people.

    I personally like 40 people raids. However, I think that there should be events that cap the raids at different number. So there should be events in game that ask for 20 people raids, and 40 people raids, and cap raid number accordingly.

    The way to accomplish that is to have 2 different type of raid groups: small raid, and big raid.

    So you have party (8 people), small raid (20 people), big raid (40 peolple), and then specific event require from you to be in particular type of group in order to get reward.
  • Prefer to see raids with and without size caps.

    Bosses / raids of varying degrees of difficulty with varying rewards based on difficult, speed, group makeup.

    Bosses that remember you and behave differently second time round!

    If your clan wish to have
    • an epic battle over a long period with a small team and high reward or
    • grouping en-mass taking out the highest end boss or 
    • grouping en-mass to take out multiple bosses in a short time; 
    I`m fine with the variance.

    Variety of opportunity is key! 
  • I'm not quite understanding what worries you about this, are you talking about lag?
  • ArchivedUserArchivedUser Guest
    edited September 2017
    For me nodes will be raided by monsters that will require more than 40 players to defend the node and there will be far more than 40 players defending major nodes at any time.

    Sieges will induce exactly the same phenomena where far more than 40 players will have to group up ad hoc. Many of those will be tight knit 8 man groups that will gel through necessity.

    Its not like themeparks where multiplayer groups have no investment or real interest in working together...other than to complete an attraction for shinies...or work against each other directly for leaderboards. Working together in number is the only way to guarantee node survival in ashes.
  • The more options the better. I want some baddies to be taken down by a small band of three and some world altering battles with 40 or even 80. Obviously with such large groups you should have some idiot tolerance so one guy can't activate insta-wipe... but that's mostly because I tend to be that idiot. 
  • It also depends on how hard the raids will be, and what type of raids we'll see.


    Exactly. There is just too much we don't know to start worrying about raid size. Are we talking about raiding boss monsters, castles, nodes, or what? Will raids only be 40 man or will there be other types/sizes? How will the raids be structured? Are they instanced or in a dungeon or just anyone shows up, first come first served? Will it require 5 groups of 8? 8 groups of 5? 40 groups of one?

    The only "40 man" raid I've been in was in Secret World Legends where they had an instance with a boss mob. You showed up at the instance (solo or in a group), and when the instance opened, you ran in and fought the boss. Lots of fun but totally chaotic. (I would think co-ordination between different groups would be impossible if any real co-operation is required).

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