Sapiverenus wrote: » Too artificial. Just make a limit on heals, "healed in last second" debuffs, "healing sickness" where being healed too much stacks malaises. . . stuff like that.
TheSandMan wrote: » I think that combat should be balanced around the 8 man groups rather than 40 man groups. You can have 5 teams of 8 take on a boss, but these teams should be independent entities. I would make it to where player abilities would only be able to interact within the 8 man group. That includes heals, buffs, revives, etc. Balancing it this way makes it much harder to just replace someone in your party with dps person number 25. I think the class systems should be designed around the 8 man groups so players can develop unique strategies that fits the archetypes within their group. Rather than just relying on the background Zerg heals from people you’ve never talked to. Or being screwed over by unknown player number 33. But most importantly I think this will accomplish what guild systems fall short in. Which is creating interdependent player groups that actually have to interact with each other if they want to progress. These 7 other people in your group Will have to be people you get along with and trust. And I can’t think of a better environment to create the fantasy of taking on the world than with a close group of friends.
TheSandMan wrote: » @Sapiverenus My idea isn’t really regarding balancing issues. It’s about creating a feel of elite groups within the world rather than bodies for the fodder. Also to expand room for class kits to have more complex and interactive mechanics to them. Something that is much harder to do when you don’t know the 32 other people you are fighting with.
TheSandMan wrote: » Sapiverenus wrote: » Too artificial. Just make a limit on heals, "healed in last second" debuffs, "healing sickness" where being healed too much stacks malaises. . . stuff like that. How is it artificial? I think it’s less artificial than zerging raid bosses lol. You can justify it in lore through many ways. Ex: needing a connection with the person in order to heal them.
Sapiverenus wrote: » TheSandMan wrote: » Sapiverenus wrote: » Too artificial. Just make a limit on heals, "healed in last second" debuffs, "healing sickness" where being healed too much stacks malaises. . . stuff like that. How is it artificial? I think it’s less artificial than zerging raid bosses lol. You can justify it in lore through many ways. Ex: needing a connection with the person in order to heal them. Well it's not more artificial than the way things are you're right; but hopefully the challenge and skill-requirement involved with execution and "RPG mechanics" such as a heal-sickness can differentiate the players from Elite to Not-Elite and help create immersion. Having a bunch of healers healing 1 person is a bit immersion breaking and poor content lol so some sort of limit on how many people can heal someone or creative constraints would be nice.
TheSandMan wrote: » @TheWolfofGar That would be cool too. I just have my doubts on how practical that is. Communication between that many people is really hard unless they have a really active guild they all belong to. I think the more involved guilds will have what you want, but the people who enjoy starting guilds with just a group of friends are going to be at a disadvantage. I suppose the main argument would be scale vs depth. For communication, strategy, and mechanics between players.
TheSandMan wrote: » @Sapiverenus Sorry, I’m not really taking about individual mechanics in this discussion.
TheSandMan wrote: » Sapiverenus wrote: » TheSandMan wrote: » Sapiverenus wrote: » Too artificial. Just make a limit on heals, "healed in last second" debuffs, "healing sickness" where being healed too much stacks malaises. . . stuff like that. How is it artificial? I think it’s less artificial than zerging raid bosses lol. You can justify it in lore through many ways. Ex: needing a connection with the person in order to heal them. Well it's not more artificial than the way things are you're right; but hopefully the challenge and skill-requirement involved with execution and "RPG mechanics" such as a heal-sickness can differentiate the players from Elite to Not-Elite and help create immersion. Having a bunch of healers healing 1 person is a bit immersion breaking and poor content lol so some sort of limit on how many people can heal someone or creative constraints would be nice. It wouldn’t be a bunch of healers healing 1 person. It would be a pre-made party where the healers can only heal people in their party. Edit: Just realized you might’ve been talking about the other guy.