daveywavey wrote: » So, of your 8-player group, if two of them were offline, you'd just say: "Awww crap. Guess we can't raid, now." Or, would you go to your guild to find two players you know could fill in? Doesn't mean it's a pug, just cos you're not with the full set of your regular group.
Noaani wrote: » Vhaeyne wrote: » In every game I have played smaller raids have been more difficult. The first main downside to it though, are that if you need to pull players from your second raid to your main raid, you would still need to have enough players online to allow that second raid to actually run raids. Since top end guilds would likely run with 48 - 52 players in the guild in a game with 40 player raids, if you are wanting to run a guild with 2 40 player raids, you would probably find that you need 110 - 120 players. The second downside - though this one is specific to Ashes - is that recruiting all of those people mean your guild has to give something else up. We don't know what it is, but we know it is something.
Vhaeyne wrote: » In every game I have played smaller raids have been more difficult.
Noaani wrote: » The opposite has been true in every game I have played. Everything that can be done in 8 player "raid" content can be done in the 8 player group content that Ashes will have. What having more players than this in a raid allows for is straight up more flexibility in regards to encounter design. You could have an encounter that requires the raid of 40 to break itself up in to 5 "groups" of 8 (still formed in a single raid), and each of these groups is then given a different coordernated mechanic that they need to not only coordernate within their own small group, but coordernate that mechanic with the other 4 groups that are all doing a different mechanic. While it may well suit some guilds to have two raid teams, a top end raid guild would have no real need for this. If a guild does find themselves short often though, this would be a good solution. The first main downside to it though, are that if you need to pull players from your second raid to your main raid, you would still need to have enough players online to allow that second raid to actually run raids. Since top end guilds would likely run with 48 - 52 players in the guild in a game with 40 player raids, if you are wanting to run a guild with 2 40 player raids, you would probably find that you need 110 - 120 players. The second downside - though this one is specific to Ashes - is that recruiting all of those people mean your guild has to give something else up. We don't know what it is, but we know it is something.
ThePhilosophile wrote: » the second problem "though this one isn't specific to Ashes" there we go, fixed. but in all seriousness, there's always some sort of trade off that comes with forming a large guild.
Vhaeyne wrote: » I think 40+ man content could be tuned to be very hard, I just have never seen it.
I am used to content where if a single person makes a mistake. The raid wipes.
Noaani wrote: » ThePhilosophile wrote: » the second problem "though this one isn't specific to Ashes" there we go, fixed. but in all seriousness, there's always some sort of trade off that comes with forming a large guild. I've not played any game where the size of your guild has an inverse function on an individual players combat efficacy. That is the situation in Ashes.
ThePhilosophile wrote: » Noaani wrote: » ThePhilosophile wrote: » the second problem "though this one isn't specific to Ashes" there we go, fixed. but in all seriousness, there's always some sort of trade off that comes with forming a large guild. I've not played any game where the size of your guild has an inverse function on an individual players combat efficacy. That is the situation in Ashes. Oh I thought you were referring to the social infighting and potential factionalism, that isn't unique to any MMO. As far as combat efficacy is concerned, sometimes an efficient strike team is more effective than an unruly mob. Look at Planetside 2 as an example. now of course they can be grouped inside a large guild of course, but... eventually someone in the strike team is gonna be like "why the fuck are we wasting our time with these fools?" and they will break off. It happens all the time.
Warth wrote: » daveywavey wrote: » So, of your 8-player group, if two of them were offline, you'd just say: "Awww crap. Guess we can't raid, now." Or, would you go to your guild to find two players you know could fill in? Doesn't mean it's a pug, just cos you're not with the full set of your regular group. but what's the problem here? Those 2 people can gladly join, but in cases like these it's important to talk through loot distribution beforehand. Master Loot just ensures, that the previously discussed loot distribution is adhered to. No Ninja Loot Shenanigans. If people are too socially inept, to figure out the loot distribution beforehand, then that's completely unrelated to the looting rights/system.
daveywavey wrote: » Warth wrote: » daveywavey wrote: » So, of your 8-player group, if two of them were offline, you'd just say: "Awww crap. Guess we can't raid, now." Or, would you go to your guild to find two players you know could fill in? Doesn't mean it's a pug, just cos you're not with the full set of your regular group. but what's the problem here? Those 2 people can gladly join, but in cases like these it's important to talk through loot distribution beforehand. Master Loot just ensures, that the previously discussed loot distribution is adhered to. No Ninja Loot Shenanigans. If people are too socially inept, to figure out the loot distribution beforehand, then that's completely unrelated to the looting rights/system. Master Loot isn't the only "social" loot type. Last game I played, before we started a raid, we'd talk to each other and assess each player's loot goals. If a certain player said they were there for a particular drop, and that drop came up, whoever was assigned that loot drop would give it to them. If a drop came up that no-one had wanted, then the player that was assigned it kept it. Just cos you're not running Master Loot doesn't mean that you can't figure out loot distribution beforehand, or that you're socially inept. Grow up.
Warth wrote: » daveywavey wrote: » Warth wrote: » daveywavey wrote: » So, of your 8-player group, if two of them were offline, you'd just say: "Awww crap. Guess we can't raid, now." Or, would you go to your guild to find two players you know could fill in? Doesn't mean it's a pug, just cos you're not with the full set of your regular group. but what's the problem here? Those 2 people can gladly join, but in cases like these it's important to talk through loot distribution beforehand. Master Loot just ensures, that the previously discussed loot distribution is adhered to. No Ninja Loot Shenanigans. If people are too socially inept, to figure out the loot distribution beforehand, then that's completely unrelated to the looting rights/system. Master Loot isn't the only "social" loot type. Last game I played, before we started a raid, we'd talk to each other and assess each player's loot goals. If a certain player said they were there for a particular drop, and that drop came up, whoever was assigned that loot drop would give it to them. If a drop came up that no-one had wanted, then the player that was assigned it kept it. Just cos you're not running Master Loot doesn't mean that you can't figure out loot distribution beforehand, or that you're socially inept. Grow up. nobody has ever claimed that it's the only social system. Nobody has either said, that it should be the only one. The 2 opinions brought forward by myself were specifically : "no personal loot, but a variety of social loot systems" and that master loot has earned a spot in the variety of social loot systems. Social and personal loot systems are mutually exclusive. Master loot, N/G, RR, FFA and biding systems are not. You and your group can utilize whatever you'd like.
Caeryl wrote: » The only way those two would be mutually exclusive is if all dropped loot was Bind on Pickup. We already know this won’t be the case for the vast majority of gear, so personal loot drops have no impact on any group’s ability to move loot around. It does however, mean people have a choice in what to do with their share of the loot.
Noaani wrote: » Caeryl wrote: » The only way those two would be mutually exclusive is if all dropped loot was Bind on Pickup. We already know this won’t be the case for the vast majority of gear, so personal loot drops have no impact on any group’s ability to move loot around. It does however, mean people have a choice in what to do with their share of the loot. Personal loot would work well for things like certificates - as groups can all but guarantee they will get exponentially more certificates than there are players in the group. To me, Ashes needs to have a tiered system where things like certificates and other very common drops are done either as personal loot or as round robin, and individual items of actual value are treated differently.
Caeryl wrote: » I still disagree that a singular loot master is the best system for distributing truly valuable full gear drops, simply because there is always inherent bias that comes from any player-led system, and people generally profess their agreement on that statement based on if they benefit from that bias or not.
Adaegus Wintermight wrote: » I'm surprised DKP didn't find it's way into your strawpoll.
VECNA wrote: » Loot Master should really be called NINJA MASTER, because it gives the person the POWER to ONLY give the LOOT to themselves and their friends. It's happen to me so many dam times in World of Warcraft. Anyways, it seems the majority of people like the d100 Roll and I'm kinda OK with that but it should also be ROUND ROBIN. If you just WON an item you should have to wait until everyone else gets one before you can roll again. otherwise you will get a few lucky bastards that got all the items that you worked for and you get NOTHING.