Hey guys,
I just searched around on the forums and used google to search on the blog and didn't see any discussion on the plan regarding group grinding, and raiding.
My formative gaming years were spent playing EverQuest which may help people understand my perspective on the topic. Personally, I really really hope that the game, while leaving some soloing options in place that are fairly difficult/specialized (quad kiting, hell yea), does end up setting the design in a way that forces people to work together in longer term groups. While the time spent getting on a list to join one of the 3-4 groups farming HighKeep might have sucked to a degree the time spent with the group, hours if possible, and the regular interaction with people in the zone over weeks, really to me is what contributed to the strong social underpinnings of EQ.
You had to work together. You had to spend time with people. And the people you spent time with were fairly regularly familiar faces. The forced continual interaction is what builds friendships and alliances and eventually naturally forming guilds.
To me, one of the big factors that lead to these dynamics was the concepts of pulling and setting up camp. I think one of the things that has really broken this aspect of these games in more recent years, which I see in the current system in PG is tethered mobs. This, baring a fairly quick respawn time, almost completely eliminates the possibility of setting up camps.
Further, tethered mobs, especially as implemented now, ends up being a combat strategy. Pull a few and just keep attacking one until the others back off then 1v1 the single mob that stayed because you were doing damage. This, to me, feels way to exploitable and broken.
If tethers need to be in game for some reason the leash should be lengthed substantially. My suggestion would be to pair the length somewhat with re-spawn times. Balance it so that a full group can set up camp in an area and pull from a large enough area to have a functioning camp but make the leash short enough so that people can't pull the entire zone.
Finally, I am just curious what the current thoughts are regarding group size, raiding in general, and raid size. I really really miss the days of large scale raiding in EverQuest. My server actually had a guild that was called "Third Wave Go" and they literally used a zerg tactic. They would have 2-3 full raid groups, no strategy at all, and would just non stop rez charge whatever mob they were targeting. It was a huge joke until they actually started to seriously clear some content. It was amazing. I know the size is going to be somewhat dependent on the success of the game and the server population size but I would love the intended size to err on the side of larger rather than smaller.
Anyway, that is enough about that for now. Let me know what you all think!
I just searched around on the forums and used google to search on the blog and didn't see any discussion on the plan regarding group grinding, and raiding.
My formative gaming years were spent playing EverQuest which may help people understand my perspective on the topic. Personally, I really really hope that the game, while leaving some soloing options in place that are fairly difficult/specialized (quad kiting, hell yea), does end up setting the design in a way that forces people to work together in longer term groups. While the time spent getting on a list to join one of the 3-4 groups farming HighKeep might have sucked to a degree the time spent with the group, hours if possible, and the regular interaction with people in the zone over weeks, really to me is what contributed to the strong social underpinnings of EQ.
You had to work together. You had to spend time with people. And the people you spent time with were fairly regularly familiar faces. The forced continual interaction is what builds friendships and alliances and eventually naturally forming guilds.
To me, one of the big factors that lead to these dynamics was the concepts of pulling and setting up camp. I think one of the things that has really broken this aspect of these games in more recent years, which I see in the current system in PG is tethered mobs. This, baring a fairly quick respawn time, almost completely eliminates the possibility of setting up camps.
Further, tethered mobs, especially as implemented now, ends up being a combat strategy. Pull a few and just keep attacking one until the others back off then 1v1 the single mob that stayed because you were doing damage. This, to me, feels way to exploitable and broken.
If tethers need to be in game for some reason the leash should be lengthed substantially. My suggestion would be to pair the length somewhat with re-spawn times. Balance it so that a full group can set up camp in an area and pull from a large enough area to have a functioning camp but make the leash short enough so that people can't pull the entire zone.
Finally, I am just curious what the current thoughts are regarding group size, raiding in general, and raid size. I really really miss the days of large scale raiding in EverQuest. My server actually had a guild that was called "Third Wave Go" and they literally used a zerg tactic. They would have 2-3 full raid groups, no strategy at all, and would just non stop rez charge whatever mob they were targeting. It was a huge joke until they actually started to seriously clear some content. It was amazing. I know the size is going to be somewhat dependent on the success of the game and the server population size but I would love the intended size to err on the side of larger rather than smaller.
Anyway, that is enough about that for now. Let me know what you all think!