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Group Size

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  • ElitefalconElitefalcon Member Posts: 20
    Originally posted by Areel

    Originally posted by Elitefalcon

    i think they should have two settings, in order to get your quests done 5m or if your in there getting gear and whatnot then 6 or possibly seven, the difficulty will be the same just the extra peeps will help make it go by faster.



    since i know that will never happen i vote 6
    You'd like for people who are just farming loot to have an easier approach?  That makes no sense...

    yes, if what they say is true than gear isn't all that important, so why not make it easier to get? and also the best gear in the game is from the capital, so meh. idk i also hate going through a hard ass instance to get gear that never drops, so why not make it an easier instance if your only there for better gear for yourself
  • AreelAreel Member Posts: 285
    Originally posted by Elitefalcon

    yes, if what they say is true than gear isn't all that important, so why not make it easier to get? and also the best gear in the game is from the capital, so meh. idk i also hate going through a hard ass instance to get gear that never drops, so why not make it an easier instance if your only there for better gear for yourself

    Because EVERYBODY'S there to get better gear!  Yeah, people are playing for fun, but they all want the rewards as well.  MMOers are very materialistic.  I've not met one yet that said, "hey, I'm just here to finish a quest, I'll skip all the /rolls."  And creating two instances where fewer people are allowed in to do quests, would only discourage people from doing those quests.  One of the key features of a PvE instance is that the encounter is calibrated to be a challenge to a specific number of people.  The max group size should always be uniform for PvE instances.

    And don't reference WoW, because I dispised loot farming Scholo, Blackrock, etc.  It was impossible to get a 5-man group for those insances, to do the quests.  You could only get 10-mans or higher so everyone could zerg the content and grab loot.

    Besides, that's a good way to make life easier on gold farmers, whom I hate with a passion.

    But in WAR the primary concern is with PvP, and that's where many of us are interested in group size.  But that's another discussion.

    Seriously.
    It's Are'el. This forum doesn't allow apostrophes in usernames.

  • ElitefalconElitefalcon Member Posts: 20
    I completely understand were your coming from but thats just my opinion, if gold is easier to get and items are easier to get then they go down in value so it would make it harder for gold farmers cuz the value of them would suck. I know its never gonna happen i just wanted to express my stand on the matter.



    And about wow, im done with it, its all a grind fest with no real reward cuz no matter what gear my warlock has im just gonna get stunlocked by a rogue in pvp and killed, which is my favorite.



    I also think that the bigger the group is the more chance of a ninja or a complete asshat.










  • dddzdddz Member Posts: 60
    I think that the group size will be 6 players per group.  I don't know for sure, but this is the norm for most MMORPG's out there.  Take World of Warcraft for example.  Their group system is 6 players per group.  I think Warhammer Online will be no different.  Also another thing, i think the raiding will be also similar to the World of Warcraft raiding system.  I saw in the first post that there will be raids of 36 player groups.  This could mean 6 groups of 6.  I think the grouping system will be similar to World of warcraft for this game.
  • kraidenkraiden Staff WriterMember UncommonPosts: 638

    Having had the pleasure of playing the game for more than 7 hours....

    i think I can say that yes there is healing in the game. Yes there are traditional direct heals, reactive heals and heals over time.

    There are also cooler effects like hexes that heal damage over time to an enemy and heal over time to members of your party, and self buffs that shear a portion of the damage you deal to healing to members of your party.

    i was able to sit in the back like a namby pamby healer and heal 2 hammers trying to kill the black orc in on my team. your soft, you heal... your a healer. Dont get worried by all the talk of no traditional healers. These are healers none the less but just have options that allow them to fight/deal damage and thus solo their way through the game if they wish.

    I will say this though, heals cost action points. so you cant cast heals back to back you have to wait for the AP bar to refill before casting. So if you are standing still doing nothing you can cast 2 heals with only a 3-4 sec gap in between. if you try to run or kite you will almost never have enough ap to cast or do any other action for that matter.

    -Hasani-

  • TyfreakyTyfreaky Member Posts: 239
    Originally posted by kraiden


    Having had the pleasure of playing the game for more than 7 hours....
    i think I can say that yes there is healing in the game. Yes there are traditional direct heals, reactive heals and heals over time.
    There are also cooler effects like hexes that heal damage over time to an enemy and heal over time to members of your party, and self buffs that shear a portion of the damage you deal to healing to members of your party.
    i was able to sit in the back like a namby pamby healer and heal 2 hammers trying to kill the black orc in on my team. your soft, you heal... your a healer. Dont get worried by all the talk of no traditional healers. These are healers none the less but just have options that allow them to fight/deal damage and thus solo their way through the game if they wish.

    I will say this though, heals cost action points. so you cant cast heals back to back you have to wait for the AP bar to refill before casting. So if you are standing still doing nothing you can cast 2 heals with only a 3-4 sec gap in between. if you try to run or kite you will almost never have enough ap to cast or do any other action for that matter.

    -Hasani-
    You have single handedly managed to do what hundreds of MMO fan boy's have yet to achieve:



    I am no longer nearly as excited about WAR now




    We did not want there to be traditional healers. From what you just stated you either heal or fight. And as you have stated in other threads RF means nothing.



    I really hope this game play was just for the demo. Otherwise I will be very disappointed with Mythic. I know they were not promising revolutionary healing classes, but I was really hoping non traditional was gong to be just that.
  • AreelAreel Member Posts: 285

    So to paraphrase you, Kraiden:

    "Don't worry, folks!  Mythic has been lying to you.  Healbots are in!"

    Seriously.
    It's Are'el. This forum doesn't allow apostrophes in usernames.

  • TyfreakyTyfreaky Member Posts: 239
    Originally posted by Areel


    So to paraphrase you, Kraiden:
    "Don't worry, folks!  Mythic has been lying to you.  Healbots are in!"
  • MithrandixMithrandix Member Posts: 76
    I realy would like to see that for myself, devs said you did damage in order to build something up and use that to heal, no?

    "It's no good coming to our game if you are trying to grow weed, It's no good coming to our game if you want to make pants. It's only worth coming to our game if you want to burn things to the ground."
    -Paul Barnett, WAR is coming

  • ArathArath Member Posts: 119

    I think it remains to be seen how the Warrior-Priest turns out and if you are forced to either heal or melee. For example in Final Fantasy XI the red mage was a buff and debuff class and not expected to melee however every once in a while there were those amazing red mages Id come across that could do everything from join in the skillchains to support healing/nuking. I expect the Warrior-Priest to be one of the most difficult classes to maximise its potential and not everybody will be able to do it.

    Also beta will be used to fine tune the classes and determine how they play in the final game. Like I said we could never have expected healers to be on par with DD classes or tanks that would lead to mayor imbalance however I will reserve judgement on classes like the Warrior-Priest till I play it myself.

    As to group size if I had to make a guess I would say either 4 or 8. Any other number doesnt seem that logical, considering that there are 4 unique classes for every race it would seem silly to have a group number for more than one of each class? Though 8 I think would allow for a nice variety. Who knows those maybe we will see 6 member groups with some classes repeating (such as a couple of Bright Wizards for damage). At this point im inclined to say 4 or 8 though. 

  • JuggyJugsJuggyJugs Member Posts: 64

    until there is proof people should chill out.

    Groups should be between 4 to 12 people - depending on the quest/dungeon/RVR requirements

    Groups should get bonuses if they have a complete racial class set.

    You get a bonus as a complete fighting unit blah blah blah, Greenskin example

    Iif your group has a black orc, choppa, squig hearder and shaman you are an offical "Waagh squad" or something along those lines.

    If you get 2 of everyone you get better bonuses and your a "Waaagh party"

    if you get 3 of everyone you get max bonuses and your a "Waaagh Army"

    Better yet to promote cross race groupings forming a 12 man party with reps from each race and class gives you bonuses from all races.

    Makes people want all types of classes in their groups.

    Thoughts?

  • ArathArath Member Posts: 119
    Originally posted by JuggyJugs
    Thoughts?

    Sounds very reasonable and I wouldnt be surprised if thats the way they did it. I think stuff like group size will strongly be influenced by the beta stage and how people cope with the content the developers throw at them. Again from what we know about classes I think any multiple of four is a reasonable assumption until we are given hard facts.

  • rungardrungard Member Posts: 1,035

    i have to agree with the other posters. This is a bad sign for healers that will most definitley be relegated to healbots.

    they have to do a little better than that. Actually alot better.

     

  • Trick5terTrick5ter Member Posts: 22
    First off, Paul Barnett has said over and over that he hates the healer class. Jeff Hickman agrees with him saying they're just no fun to play. (So I stand in the back. And I heal, and I heal. And I heal! rofl)



    Now to the topic at hand. No idea yet on what the party size should be. Hopefully 8, that'd make for some pretty tight RvR Skirmishes. However, at their Mythic Press Event they held in...February I believe, they said that some of the Scenarios could have 36 vs. 36 players! Forget about Capital raids, the Scenarios are gonna be big, so the end-game instance is probably gonna be huge!



    For those who dispute me on Mythics announcement of 36 v 36, head over to TenTonHammers and dl the official Mythic powerpoint presentation for yourself.
  • wjrasmussenwjrasmussen Member Posts: 1,493
    Since they are using CD, too small a number will not be interesting.  8+ sounds good.
  • MysticXSabMysticXSab Member Posts: 22
    7 to 8 is the right size for me. Mainly, because I always play with more than just a few friends. In WoW, we always had to leave somebody out because we didn't have enough space to for them. Also,  more slots allow for more variation in the group and thus encourages different playing styles. 2 tanks anyone? That sounds like loads of fun to me. I love Arath's variable group size idea though.
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