noaani wrote: » A few points. In my experience of trying to recruit players in to raid guilds, the two most common reasons for players not being interested are that they just aren't interested in raiding, or that they are unable to commit specific blocks of time every week to joining a guild that raids at those times. This second point is why Blizzard added LFR, it meant players could raid on their schedule, rather than on a specific and pre-set one. As to people that are just straight up uninterested in raiding - cool, their prerogative. Different people play MMO's for different reasons, not everyone is striving for the top end. As to the mechanics going in to group content first - it's not necessarily a good idea. Developers put new mechanics in to raid encounters for two reasons. The first is to give raid players a challenge - as that is what we are there for. The second - and this is something that is often not considered by many players - is to test out those new mechanics. Top end raiders know how to play the games they play better than the people that make them, and better than the people paid to QC that game. When a new mechanic is introduced, the developers and QC are able to make sure that it won't crash the game, and that it functions as intended, but they don't really have the ability to test how much of a challenge it will be to players. This is where raiders get handed the mechanic. This is also why it is fairly normal for a mechanic from a raid boss in one expansion to end up in group content either in the next expansion or the one following that. Now, if new mechanics were to be put straight in to group content, it would have the effect of putting mechanics that are untested in terms of difficulty in front of players that may not be aware that they are testing the mechanic for difficulty. This is bad. Further, if this were the case, it would means raiders have no new challenges to take on once they get up to that raid content, as they would have analyzed and defeated all the mechanics the developers have to offer before they get to raids. As to environmental effects - some games already do this.
Caeryl wrote: » If players in every content area have encountered the basic raid mechanics, having them compounded, less forgiving, and more frequent in a true raid setting would go over much better.
Wandering Mist wrote: » LFR was added in WoW because people who couldn't commit to a set raiding schedule complained that they were missing out on the story. This is a valid argument as a large portion of the WoW story happens in the raids, so before LFR came out, if you enjoyed the story but didn't raid you were screwed. Anyway, I agree with @noaani that most of the time if someone wants to raid but doesn't it's because of time commitments rather than not being skilled enough (or thinking they aren't skilled enough). This is the way of the world. There are plenty of things I would love to do but can't due to the time constraints. For example, there was a time when I was aching to try Archery but my local Archery club only trained at times when I was working. Raiding is one of those activities that requires you to set aside a portion of your time regularly to do it. Putting "raid" mechanics into dungeons isn't going to change that simple fact.
consultant wrote: » But you would have to agree there are lots of wipes right? Not quite sure were you got the idea of new mechanics. Talking about simple mechanics that make people pay attention just like in PvP. Not sure were group mechanics came into the picture. Guessing group mechanics as stated is somelike it is stated group mechanics. So Part of the party has to do this and part of the party has to do that as a group. I do not recommend giving complex raid mechanics to mobs. I said similar mechanics as in simple and not lethal just like inPvP (can be pretty lethal in PvP though. So reason main reason 4.5 million people do not raid is scheduling conflicts. One thing that does not support this ist that WoW was trying to get a Mentoring guild of the ground. They were asking community if any one was interested in starting up a guild just to show them how to raid. Well even if this is the case no reason to not implement idea. Do not see this type of program making people so good that it would make raids to easy. Especailly since there are a lot of wipes right? Thanks for your posts though. But easy way to find out is just wait till games come out and take polls. Matter of fact. you could make threads in current MMO and see what there reactions are.
T Elf wrote: » Some people are not as quick as most raiders, and there are also latency issues that can completely wipe a raid. Sometimes people are slower to notice what's going on around them and are unable to respond quickly which is needed for raiding. The latency issue can be detrimental to a group when a person's computer tells them an event is just happening that happened 3 seconds ago, or it even entirely "jumps" it. A lot of people just want a fairly relaxing game where they can feel some level of success. Most players aren't really interested in being "the best" and doing stress inducing, exacting, raids, where you have the potential of people yelling at you, or even kicking you.
Damokles wrote: » T Elf wrote: » Some people are not as quick as most raiders, and there are also latency issues that can completely wipe a raid. Sometimes people are slower to notice what's going on around them and are unable to respond quickly which is needed for raiding. The latency issue can be detrimental to a group when a person's computer tells them an event is just happening that happened 3 seconds ago, or it even entirely "jumps" it. A lot of people just want a fairly relaxing game where they can feel some level of success. Most players aren't really interested in being "the best" and doing stress inducing, exacting, raids, where you have the potential of people yelling at you, or even kicking you. Raids are not, and should not, be relaxing. They are there to test yourself against whatever the developers throw at you in my opinion. You dont have to raid to feel successfull in my opinion. You can feel ratification through crafting awesome gear, by making deals in the auctionhouse or by testing yourself in pvp. Raids and worldbosses like the ancient dragon are the pinnacle of PvE.
T Elf wrote: » Damokles wrote: » T Elf wrote: » Some people are not as quick as most raiders, and there are also latency issues that can completely wipe a raid. Sometimes people are slower to notice what's going on around them and are unable to respond quickly which is needed for raiding. The latency issue can be detrimental to a group when a person's computer tells them an event is just happening that happened 3 seconds ago, or it even entirely "jumps" it. A lot of people just want a fairly relaxing game where they can feel some level of success. Most players aren't really interested in being "the best" and doing stress inducing, exacting, raids, where you have the potential of people yelling at you, or even kicking you. Raids are not, and should not, be relaxing. They are there to test yourself against whatever the developers throw at you in my opinion. You dont have to raid to feel successfull in my opinion. You can feel ratification through crafting awesome gear, by making deals in the auctionhouse or by testing yourself in pvp. Raids and worldbosses like the ancient dragon are the pinnacle of PvE. That was my point...raids are NOT relaxing. There ARE other ways to feel successful in MMOs, and most people don't find it raiding.
noaani wrote: » Caeryl wrote: » If players in every content area have encountered the basic raid mechanics, having them compounded, less forgiving, and more frequent in a true raid setting would go over much better. Again though, this means players aren't going to face any new challenges when they start raiding - which is kind of the point to raiding. If you wanted to say put "some" of the mechanics in group content, but leave some for raiders - well, all games that I have played both group and raid content in already do this.
Wandering Mist wrote: » Now that we have that sorted, I would like to ask, why do you want raiding to become more mainstream?
Caeryl wrote: » noaani wrote: » Caeryl wrote: » If players in every content area have encountered the basic raid mechanics, having them compounded, less forgiving, and more frequent in a true raid setting would go over much better. Again though, this means players aren't going to face any new challenges when they start raiding - which is kind of the point to raiding. If you wanted to say put "some" of the mechanics in group content, but leave some for raiders - well, all games that I have played both group and raid content in already do this. Please re-read my comment. If “block big attacks, avoid AoEs, deal damage when enemy is staggered, interrupt channels, get the enemy healer” are "new raid challenges" then something went very wrong in the combat design. Players should be encountering the basics every step of the way and building a good foundation of skill if they decide to move on to group content.
noaani wrote: » Caeryl wrote: » noaani wrote: » Caeryl wrote: » If players in every content area have encountered the basic raid mechanics, having them compounded, less forgiving, and more frequent in a true raid setting would go over much better. Again though, this means players aren't going to face any new challenges when they start raiding - which is kind of the point to raiding. If you wanted to say put "some" of the mechanics in group content, but leave some for raiders - well, all games that I have played both group and raid content in already do this. Please re-read my comment. If “block big attacks, avoid AoEs, deal damage when enemy is staggered, interrupt channels, get the enemy healer” are "new raid challenges" then something went very wrong in the combat design. Players should be encountering the basics every step of the way and building a good foundation of skill if they decide to move on to group content. As I said, these mechanics are already in group content of every game I have ever played. You can't say "games should be putting these mechanics in group content so that players can experience them before they get to raids" when games are already putting those mechanics in group content.