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Raiding in AoC 40 mans easy or difficult?

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Comments

  • Longcut said:
    There were so many reasons Blizzard dropped 40 man size. All of them made sense. I hope they reconsider this. Don't any of you remember those days? if they are going to move forward with this I hope raid timers are adjusted. 40 people waiting between pulls for the tanks timers to reset was a nightmare! AQ was fun at the beginning, not so much in the end. Will this game allow PUGS?
    Will guilds allow pugs is the question.  
    It is hard to make up a raid entirely of pugs but not completely impossible. 
  • Hopefully with the lack of fast travel and node environment will help players who live in an area get to know each other. I could see this creating a good environment for pugs but we will see.
  • @McStackerson I'd love to see how this and freeholds will cause communities to crop up all over the world.
  • Hopefully with the lack of fast travel and node environment will help players who live in an area get to know each other. I could see this creating a good environment for pugs but we will see.
    imagine having me in the same area
  • ArchivedUserArchivedUser Guest
    edited June 2018
    Ferryman said:
    dracdoc said:
    40 person raids will most likely be open world, so plenty of room to run around. 
    I'm going to guess that the 40 person raids vs. NPC's will not be open world, but instanced.. 
    40 player raids can easily be both and i would not be suprised if there will be open world bosses which needs even two or three 40 man raid groups to kill.

    If these 40 man raids will be instanced in dungeon like environment, then there needs to be lots of space to fight. Especially if player collision will be implemented.
    Couple of things.  

    1.  If an open world boss needs 2 or 3 40 person groups, then its not a 40 person raid :):smile:   It's an 80-120 person raid.
    2.  Dungeons can be as large or small as they need to be, that's not a worry, just depends on the mechanics of the fight.

    The more people you have in a raid, the more difficult it is to make the raid meaningful and to fine tune it.  WoW has some interesting lessons for their "issues" with these raids.

  • ArchivedUserArchivedUser Guest
    edited June 2018
    nagash said:
    Hopefully with the lack of fast travel and node environment will help players who live in an area get to know each other. I could see this creating a good environment for pugs but we will see.
    imagine having me in the same area
    hahaha we all know what you will be doing to your "friends"

    @Loyheta That is one of the things i'm most excited for in this game. I'm hoping i will be able to travel the map and see these groups living in different regions, making a home in the game.
  • nagash said:
    Hopefully with the lack of fast travel and node environment will help players who live in an area get to know each other. I could see this creating a good environment for pugs but we will see.
    imagine having me in the same area
    hahaha we all know what you will be doing to your "friends"
    inviting them for a cup of tea ^^
  • Ferryman said:
    dracdoc said:
    40 person raids will most likely be open world, so plenty of room to run around. 
    I'm going to guess that the 40 person raids vs. NPC's will not be open world, but instanced.. 
    40 player raids can easily be both and i would not be suprised if there will be open world bosses which needs even two or three 40 man raid groups to kill.

    If these 40 man raids will be instanced in dungeon like environment, then there needs to be lots of space to fight. Especially if player collision will be implemented.
    Couple of things.  

    1.  If an open world boss needs 2 or 3 40 person groups, then its not a 40 person raid :):smile:   It's an 80-120 person raid.
    2.  Dungeons can be as large or small as they need to be, that's not a worry, just depends on the mechanics of the fight.

    The more people you have in a raid, the more difficult it is to make the raid meaningful and fine tune it to be challenging.  I would encourage you to read up on WoW's lessons as they implemented 40 man raids and why they made the decision to scale back.  

  • nagash said:
    nagash said:
    Hopefully with the lack of fast travel and node environment will help players who live in an area get to know each other. I could see this creating a good environment for pugs but we will see.
    imagine having me in the same area
    hahaha we all know what you will be doing to your "friends"
    inviting them for a cup of tea ^^

    Special herbal?    Any Earl Grey?
  • nagash said:
    nagash said:
    Hopefully with the lack of fast travel and node environment will help players who live in an area get to know each other. I could see this creating a good environment for pugs but we will see.
    imagine having me in the same area
    hahaha we all know what you will be doing to your "friends"
    inviting them for a cup of tea ^^

    Special herbal?    Any Earl Grey?
    Earl Grey and maybe some oolong tea for friends 
  • dracdoc said:
    Ferryman said:
    dracdoc said:
    40 person raids will most likely be open world, so plenty of room to run around. 
    I'm going to guess that the 40 person raids vs. NPC's will not be open world, but instanced.. 
    40 player raids can easily be both and i would not be suprised if there will be open world bosses which needs even two or three 40 man raid groups to kill.

    If these 40 man raids will be instanced in dungeon like environment, then there needs to be lots of space to fight. Especially if player collision will be implemented.
    Couple of things.  

    1.  If an open world boss needs 2 or 3 40 person groups, then its not a 40 person raid :):smile:   It's an 80-120 person raid.
    2.  Dungeons can be as large or small as they need to be, that's not a worry, just depends on the mechanics of the fight.

    The more people you have in a raid, the more difficult it is to make the raid meaningful and fine tune it to be challenging.  I would encourage you to read up on WoW's lessons as they implemented 40 man raids and why they made the decision to scale back.  

    My point was that 40 man open world boss fight is very easy to implement, because 80 and 120 are totally doable also. And you did not get that? 

    Yes they scale down those Vanilla 40 raids to 25, but they also introduced later f.e. an open world boss in MoP, which needed several raid groups to kill. I am not saying that all bosses should be like that, but most likely we are going to see few open world bosses, which needs 80 or even 120 players to kill. 

    I am not actually sure what you are trying to prove with your latest comments. I just said 40 man raid is totally doable in both ways, instanced and open world. And i am pretty sure we are going to see both and not just other.  
  • Longcut said:
    There were so many reasons Blizzard dropped 40 man size. All of them made sense. I hope they reconsider this. Don't any of you remember those days? if they are going to move forward with this I hope raid timers are adjusted. 40 people waiting between pulls for the tanks timers to reset was a nightmare! AQ was fun at the beginning, not so much in the end. Will this game allow PUGS?
    Will guilds allow pugs is the question.  
    It is hard to make up a raid entirely of pugs but not completely impossible. 
    To get full 40 raid group from pugs is not impossible, but it is definitely hard to keep the package all together. To arrange pug raid group to world bosses are not so hard, but to longer raids it can be though. People are coming and going, some knows the tactics, some does not and some just simply does not understand. So that is why i see in most 40 groups that there is guilds at base and pugs are just taken to fill the rest spots. I also see alliances playing some role with large scale raiding. Then the all happening stays more in control if two premaid groups are playing together. Makes the life much more easier and keeps the whole package all together as well.
  • A couple of random points to add to this conversation.

    WoW only had 5 man groups. This meant players were used to working in groups of five, and often small cliques formed as groups of five players. 

    With 40 man raids in a game with 5 man groups, you need 8 of these groups to form a raid.

    Ashes will have 8 man groups, meaning you will only need 5 of these groups to form a 40 man raid.

    This may seem trivial, but if people are used to forming up in to larger groups, they will form larger pools of friends, making it easier to get 40 players in Ashes than it was in WoW.

    ---

    Just because 40 man raids are confirmed in Ashes, it doesn't mean there won't be content for other amounts of players.

    This isn't confirmed at all, but as far as I am aware it also has never been asked.

    ---

    Ashes will have 40 man raid content that requires players to be keyed to enter. Keying as we know it and dynamic content don't work well together.

    This means that either keying will be something totally different than what we have seen, or (more likely in my opinion) there will be some raid content in Ashes that is removed from the dynamic content system. To me, this would make sense to be instanced, however this is not in any way confirmed.

    ---

    Many games have successfully had a mix of instanced raid content and open world raid content. This in itself is nothing new.

    ---

    Intrepid have stated that there will be raid content introduced to the game that will be difficult enough that they expect a very small portion of the population will complete while still relevant. This is, in their words, to give other players something to continue to aspire to.
  • People will be used to forming large "groups" due to building the towns and cities we live in and defending them from attacks. Regardless of forming formal raids.

  • Ferryman said:
    dracdoc said:
    Ferryman said:
    dracdoc said:
    40 person raids will most likely be open world, so plenty of room to run around. 
    I'm going to guess that the 40 person raids vs. NPC's will not be open world, but instanced.. 
    40 player raids can easily be both and i would not be suprised if there will be open world bosses which needs even two or three 40 man raid groups to kill.

    If these 40 man raids will be instanced in dungeon like environment, then there needs to be lots of space to fight. Especially if player collision will be implemented.
    Couple of things.  

    1.  If an open world boss needs 2 or 3 40 person groups, then its not a 40 person raid :):smile:   It's an 80-120 person raid.
    2.  Dungeons can be as large or small as they need to be, that's not a worry, just depends on the mechanics of the fight.

    The more people you have in a raid, the more difficult it is to make the raid meaningful and fine tune it to be challenging.  I would encourage you to read up on WoW's lessons as they implemented 40 man raids and why they made the decision to scale back.  

    My point was that 40 man open world boss fight is very easy to implement, because 80 and 120 are totally doable also. And you did not get that? 

    Yes they scale down those Vanilla 40 raids to 25, but they also introduced later f.e. an open world boss in MoP, which needed several raid groups to kill. I am not saying that all bosses should be like that, but most likely we are going to see few open world bosses, which needs 80 or even 120 players to kill. 

    I am not actually sure what you are trying to prove with your latest comments. I just said 40 man raid is totally doable in both ways, instanced and open world. And i am pretty sure we are going to see both and not just other.  

    Apologies, Let me be more clear then... I'm challenging your assertion that a 40 man open world boss fight (raid) is very easy to implement.  I'm saying slow down, it's not that simple.  Sure at face value it may seem easy, but in actual implementation it couldn't be further from the truth.  Open World fights have some key additional considerations you need to think of that instances do not

    1.  Performance (Client Side and Server Side)
    2.  Rewards & Balance and tuning
    3.  Lockouts (40 people , 1 group etc.)

    I'm curious, what is an example of a game with a successful open world raid applications of 40+ people and what worked, didn't work with it?  (I'm genuinely curious)
  • dracdoc said:
    Ferryman said:
    dracdoc said:
    Ferryman said:
    dracdoc said:
    40 person raids will most likely be open world, so plenty of room to run around. 
    I'm going to guess that the 40 person raids vs. NPC's will not be open world, but instanced.. 
    40 player raids can easily be both and i would not be suprised if there will be open world bosses which needs even two or three 40 man raid groups to kill.

    If these 40 man raids will be instanced in dungeon like environment, then there needs to be lots of space to fight. Especially if player collision will be implemented.
    Couple of things.  

    1.  If an open world boss needs 2 or 3 40 person groups, then its not a 40 person raid :):smile:   It's an 80-120 person raid.
    2.  Dungeons can be as large or small as they need to be, that's not a worry, just depends on the mechanics of the fight.

    The more people you have in a raid, the more difficult it is to make the raid meaningful and fine tune it to be challenging.  I would encourage you to read up on WoW's lessons as they implemented 40 man raids and why they made the decision to scale back.  

    My point was that 40 man open world boss fight is very easy to implement, because 80 and 120 are totally doable also. And you did not get that? 

    Yes they scale down those Vanilla 40 raids to 25, but they also introduced later f.e. an open world boss in MoP, which needed several raid groups to kill. I am not saying that all bosses should be like that, but most likely we are going to see few open world bosses, which needs 80 or even 120 players to kill. 

    I am not actually sure what you are trying to prove with your latest comments. I just said 40 man raid is totally doable in both ways, instanced and open world. And i am pretty sure we are going to see both and not just other.  

    Apologies, Let me be more clear then... I'm challenging your assertion that a 40 man open world boss fight (raid) is very easy to implement.  I'm saying slow down, it's not that simple.  Sure at face value it may seem easy, but in actual implementation it couldn't be further from the truth.  Open World fights have some key additional considerations you need to think of that instances do not

    1.  Performance (Client Side and Server Side)
    2.  Rewards & Balance and tuning
    3.  Lockouts (40 people , 1 group etc.)

    I'm curious, what is an example of a game with a successful open world raid applications of 40+ people and what worked, didn't work with it?  (I'm genuinely curious)
    1, if the game can handle sieges with 100+ people on each side, it can handle open world raids.
    2, these are valid points - they aren't hard to do, but they do take specific consideration.
    3, open world content, by definition, doesn't have lockouts.

    EQ2 always had open world raid content - it was for 24 man raids rather than 40, but the same problems exist.

    Archeage has what are technically 40 man open world raids as well.

    I much prefer the way EQ2 did it. The main thing they did was lock encounters to the raid that tags them first, meaning you could *only* fight them with 24 players (some exceptions, though they were technically exploits).

    Archeage doesn't lock encounters. They also make the encounters very simple due to the expectation of PvP while fighting these encounters. These two factors combined to turn most of my encounters with this content in to essentially un-fun 5 minute pinata whacking due to the factions working together, and there being 250+ people fighting an encounter designed for 40.
  • Noaani said:
    dracdoc said:
    Ferryman said:
    dracdoc said:
    Ferryman said:
    dracdoc said:
    40 person raids will most likely be open world, so plenty of room to run around. 
    I'm going to guess that the 40 person raids vs. NPC's will not be open world, but instanced.. 
    40 player raids can easily be both and i would not be suprised if there will be open world bosses which needs even two or three 40 man raid groups to kill.

    If these 40 man raids will be instanced in dungeon like environment, then there needs to be lots of space to fight. Especially if player collision will be implemented.
    Couple of things.  

    1.  If an open world boss needs 2 or 3 40 person groups, then its not a 40 person raid :):smile:   It's an 80-120 person raid.
    2.  Dungeons can be as large or small as they need to be, that's not a worry, just depends on the mechanics of the fight.

    The more people you have in a raid, the more difficult it is to make the raid meaningful and fine tune it to be challenging.  I would encourage you to read up on WoW's lessons as they implemented 40 man raids and why they made the decision to scale back.  

    My point was that 40 man open world boss fight is very easy to implement, because 80 and 120 are totally doable also. And you did not get that? 

    Yes they scale down those Vanilla 40 raids to 25, but they also introduced later f.e. an open world boss in MoP, which needed several raid groups to kill. I am not saying that all bosses should be like that, but most likely we are going to see few open world bosses, which needs 80 or even 120 players to kill. 

    I am not actually sure what you are trying to prove with your latest comments. I just said 40 man raid is totally doable in both ways, instanced and open world. And i am pretty sure we are going to see both and not just other.  

    Apologies, Let me be more clear then... I'm challenging your assertion that a 40 man open world boss fight (raid) is very easy to implement.  I'm saying slow down, it's not that simple.  Sure at face value it may seem easy, but in actual implementation it couldn't be further from the truth.  Open World fights have some key additional considerations you need to think of that instances do not

    1.  Performance (Client Side and Server Side)
    2.  Rewards & Balance and tuning
    3.  Lockouts (40 people , 1 group etc.)

    I'm curious, what is an example of a game with a successful open world raid applications of 40+ people and what worked, didn't work with it?  (I'm genuinely curious)
    1, if the game can handle sieges with 100+ people on each side, it can handle open world raids.
    2, these are valid points - they aren't hard to do, but they do take specific consideration.
    3, open world content, by definition, doesn't have lockouts.

    EQ2 always had open world raid content - it was for 24 man raids rather than 40, but the same problems exist.

    Archeage has what are technically 40 man open world raids as well.

    I much prefer the way EQ2 did it. The main thing they did was lock encounters to the raid that tags them first, meaning you could *only* fight them with 24 players (some exceptions, though they were technically exploits).

    Archeage doesn't lock encounters. They also make the encounters very simple due to the expectation of PvP while fighting these encounters. These two factors combined to turn most of my encounters with this content in to essentially un-fun 5 minute pinata whacking due to the factions working together, and there being 250+ people fighting an encounter designed for 40.

    1.  Fair point on #1
    2.  Agreed.
    3.  I don't think that's true but I think we we're still on the same page.  Open world content by definition (my understanding of the definition) means it exists in the world available to everyone, but it doesn't mean its available to everyone at any time.  Open world content CAN have lockouts with engagement and its been done to death.  Now to be clear, the lockout i'm referring to is a combat lockout meaning if group A tags the raid boss, nobody else can engage with the boss in the open world or the first 40 people to engage are the only ones allowed to fight and everyone else can't heal them or attack the boss (I see from the rest of your post this is what you started to refer to).

    Archeage is sort of an example of what happens with non locked encounters.  The encounter becomes watered down as you can "zerg" whatever the devs throw at people with sheer numbers unless you have a target person range in mind.  To your point, they purposely make the encouters simple because of the expectation of PvP and that there may be a ton of people at the fight.

    This is why its much easier to instance these rather than put them in the open world.  And if you choose to instance them AND keep open world ones available, its a balance between the instanced ones (which can be harder technically) vs. the open world ones (harder because you have players competing)
  • whats this topic about?
  • How to make a 40 man raid work. I think. it may have change topic a few times but that's normal here ^^
  • nagash said:
    Hopefully with the lack of fast travel and node environment will help players who live in an area get to know each other. I could see this creating a good environment for pugs but we will see.
    imagine having me in the same area
    hahaha we all know what you will be doing to your "friends"

    @Loyheta That is one of the things i'm most excited for in this game. I'm hoping i will be able to travel the map and see these groups living in different regions, making a home in the game.
    I'm really excited about this as well. Community is one of the most powerful driving forces for an mmo. This is what gets people to play when they aren't working on something. Stop by my place and I'll craft you some stuff for cheap :)
  • dracdoc said:

    1.  Fair point on #1
    2.  Agreed.
    3.  I don't think that's true but I think we we're still on the same page.  Open world content by definition (my understanding of the definition) means it exists in the world available to everyone, but it doesn't mean its available to everyone at any time.  Open world content CAN have lockouts with engagement and its been done to death.  Now to be clear, the lockout i'm referring to is a combat lockout meaning if group A tags the raid boss, nobody else can engage with the boss in the open world or the first 40 people to engage are the only ones allowed to fight and everyone else can't heal them or attack the boss (I see from the rest of your post this is what you started to refer to).

    Archeage is sort of an example of what happens with non locked encounters.  The encounter becomes watered down as you can "zerg" whatever the devs throw at people with sheer numbers unless you have a target person range in mind.  To your point, they purposely make the encouters simple because of the expectation of PvP and that there may be a ton of people at the fight.

    This is why its much easier to instance these rather than put them in the open world.  And if you choose to instance them AND keep open world ones available, its a balance between the instanced ones (which can be harder technically) vs. the open world ones (harder because you have players competing)
    A lockout, to me, is the timer on a piece of content before you can do it again.

    An encounter lock is a lock on an encounter when one player, group or raid have pulled it.

    I don't see Intrepid adding a mechanic as artificial as encounter locks. They go against the free flowing, organic nature of the game.

    That said, I hope they come up with a more organic method to perform the same function, as open world raid content a'la Archeage is fun for "content", but not fun for "organized content".

    I see both a place for both types in Ashes though.

    Monster coin events will function similarly to Archeage raids in regards to players defending nodes - they will essentially be a free-for-all kind of thing, which means the mechanics of them need to be far more simplistic than the mechanics of an encounter designed for organized raids.

    For the more organized raids, hopefully Intrepid do find that way to keep secondary (and even tertiary) raids from interfering in the encounter - regardless of what side of that encounter they try to help. If these encounters allow for zerging as a valid tactic, the game would be better off without them.
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