Dreoh wrote: » Nooo don't feed the troll
kossboss wrote: » didn't come off as elitist...
Debase wrote: » I am willing to let them implement their vision for the game.
Tarnish wrote: » Hello All, I have been putting a lot of thought on the Raid sizes and difficulty. I wanted to make this post separate to we do not have a mix of topics in one place. For open world bosses my proposal would be to scale the bosses to a 32M raid should be a scaling so in world if you have 40 that is only 1 additional group. If the world boss is difficult enough it could easily wipe a uncontested open world raid. However in a position where you're contested i think the extra group will definitely help with the PvP portion of the battle, however i do not feel it would be enough to secure a win over a contested boss. For instanced Raids i would suggest a choice of 16M and 32M raids. This would allow a size large enough that 2 dungeon groups would be able to combine forces and take on a boss. This would also allow the possibility of guilds creating alliances to combine 2 good 16 man groups and have the perfect amount of people to do the larger raid size. This could be a normal occurrence if the guild work together to take on world bosses. However in the situation where ties break or a guild dies it still allows the smaller team sizes to work towards a collect end game goal and only realistically effect world bosses. The pros of a 2 group raid size. As a Raid Leader i always enjoyed strategy. Having to carefully decide on what i take to a raid is really fun. In WoW 10 mans and Swtor 8 mans, I had a lot of fun picking what classes i wanted to take because there was a risk/reward. If i stacked classes like WoW raids have had issues with. it punishes you for taking too many of the same class. However you have to balance it. I really like this and i know raid leaders of the past have also enjoyed it. Recruiting and grouping up. In small raid teams i have built much stronger connections with my raid teams. I have friends from my very first raid i ever lead. The larger the group the harder it is to really get to know everyone and the more work that goes into running the guild. For those of you who do not know of the work of leading a organized guild. It takes a lot of WORK. Cons of a 2 group size raid team. The only real con i experienced is when a friend would start playing and want to join the team and they had their mind set on playing the most OP class in the game yet our raid comp was full on those roles. This con could easily fit any raid size however with smaller raid sizes it is much easier to meet the caps. This is why the 32M option is nice. Choices instead of being dead locked to a set number. Raid difficulty scaled to a 32M in world would be very effective if the raid is actually difficult in world. Where this would not work is if the boss is easy because they are expecting PVP to contest the fight. In this case i would suggest giving the boss a lot of health to increase the time spent fighting the boss. If PVP is the point then long drawn out battles will be expected. However i have noticed world bosses not being a go to thing in WoW because of the time vs reward. The real question for world bosses is the reward for such a drawn out battle and what is truly going to make players want to go after these bosses. I would like the end game to have multiple difficulties or ways to make it more difficult. I know they mentioned events in the world and node progressions will effect the bosses mechanics. Raid Leading in AoC has the potential to be really fun and require a very verbal raid leader. However i want to be known for taking down a boss in its most difficult form. I wonder how to achieve a standard like that? i hope a difficulty does arise with possibly a item you use in the raid or from the raid after defeating the boss to unlock a more difficult level. Another thing i am curious about is how the bosses get harder. How does it tell if you have done well or not? is it counting how many times someone gets hit by a mechanic or player deaths? Is it dps and how long the boss takes? so many questions and i imagine it may vary by boss. This is kind of why i hope there is a extreme end game where if you smash the hardest version of the scaling difficulty it gives you a item to push a boss to a insane level giving it more mechanics and more standards. I think a cool idea to help continue progression is to give a key or item that begins a quest in another node to unlock that nodes raid. This may also help push guilds to want to progress a node for better loot or even to attack a metropolis to unlock their next teir of raiding at a more difficult level with more loot. This also gives the guild aspirations to gear up the current roster and gives more progression like deadlines instead of timeline deadlines. Let me know you're thoughts. I know they have plans for content for 8/16/32/40 man and i think this format would also fit into those plans.
CaptnChuck wrote: » Bro nobody is going to take you seriously. You literally told, in front of 2k people, that you're not going to be playing AoC, 2 YEARS before its release. Why would they ever listen to you?
vmangman wrote: » I thought you weren’t going to play AoC. After reading that post it really seems that this game is not for you. Please move on and stop bringing your WoW agenda here.