'There are local limits to what the Divine laws of association and the arcane fabric of the world will support when bent by the will of the powerful, or the many."
Morkastenn, independent warlock of the third era*
This is only an idea, which isn't
that original considering it's quite common is some type of army vs. army tabletop games. The basic concept is you have a budget and each unit have a cost, some are weak and cheap while others are strong but cost more. So, applied to a MMO, that would mean the size of a group is limited by the total power (aka level) of the constituents rather than a fix number of players. The cost for a group spot doesn't have to be 1:1 of a level, it can be adjusted to a power progression curve, range/tier of levels given the same values, gear score, or any other power measuring metric relevant in the eyes of the developers. The idea is only that the more powerful a player is, the more they eat from the budget pie.
Let say the group budget is 100. Players are worth 1 at level 1, and 25 at max level. In this example a full group could range from 100 players to only 4. Let the balancing nightmares begin.
If we push this concept in a fantasy lore way, a god is so powerful that it can no longer group with anyone on the world.
How is this relevant or could be implement in Ashes of Creation?
Having the regular group size ruled this way would be kind of extreme, but I can think of a few situations in which this grouping concept could be used.
Monster coin event
If there are a few players controlling monsters during an event, they could form a proper group (not affecting the members in damaging AoE, support group functions such as healing, buffing or shielding), but depending of the power of the controlled monster it could be necessary to limit this. BAM ! Dragons are not only too greedy to share the spoils and pleasure of destruction, they cost to much to group with any other land bond monster. Horde of goblins on the other hand...
Instanced boss fight
To keep a boss fight challenging, limit the budget of allowed player in the instance where it can be fought. It's an alternative kind of similar to how world bosses are tuned for the present players. Could be difficult to communicate this to players interface-wise though.
Guild size
If we expand grouping to other types of players associations, this could be how the guild size perk works: it increases the budget. Not sure how to deal with what was a huge guild of lowbies as they level. How are players pruned out when the guild exceed the allowed budget?
Thoughts?