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Size Of Groups

Now im not sure if this is covered under the NDA but if its not could someone tell me whats the max size groups for xping//pvping is going to be in this?.

 

 

 

 

Thanks,

Comments

  • elvenangelelvenangel Member Posts: 2,205

    There's not really a limit to how many people can participate in the Open World PvP or the PQ's but I think standard group size is supposed to be like 5 to 6 People but everyone even if they aren't in your group everyone gets credit since its all about Realm over all.    For Scenarios it just depends on the scenario but usually its like 6 to 24 or 12 or something like that. 

     

    For absolute certainty there's no telling since that sort of stuff can change at any time during Beta plus its covered :)

    Please Refer to Doom Cat with all conspiracies & evil corporation complaints. He'll give you the simple explination of..WE"RE ALL DOOMED!

  • Arachneus1Arachneus1 Member UncommonPosts: 248

    Watching some of the RvR videos that are out there you can get a general idea about how many people can be in one group.  Of course this could be incorrect because they are in Closed Beta and obviously it could have changed.

    And like posted before, you can be solo and still get credit for what a group is killing if your helping.  It matters not if your in a group or not for the PvP portion anyways.

  • kraidenkraiden Staff WriterMember UncommonPosts: 638

    6

  • KyleranKyleran Member LegendaryPosts: 44,088

    Originally posted by kraiden


    6

    one of the disappointing things about WAR in my book... I was hoping for 8 like in DAOC.

     

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  • AnofalyeAnofalye Member, Newbie CommonPosts: 7,433

    Each Chaos God has a favorite number.

     

    8 was for Khorne.

     

    6 is for Slaanesh (the ally of Tzenth)

     

    I hope you enjoy the mental picture of these devs, arguing about letting players get PINKS or not in the customisation, in slaaneshians acts. :P

     

    PS: In missions, if you fight Khorne...count them out...I am willing to bet...they will usually be 8 (althought some may already be dead before your mission start) or a multiple of 8, such as 16, 24...

    - "If I understand you well, you are telling me until next time. " - Ren

  • Timberwolf0Timberwolf0 Member Posts: 424

    8 is a better number than 6. 6-man doesnt have the same ring as 8 man.

     

    Remember that 7 8 9 though.. :D

  • elvenangelelvenangel Member Posts: 2,205

    6 Works pretty well for me it covers all the main bases of what you need for a party build up if you only go by faction and there's only 4 classes per faction so you can take 2 healers or take extra tanks or take extra ranged.  Not to mention it makes sense with Scenarios being 6, 12, 24.     8 really just sounds like 2 more people you have to wait to find and considering my own experience of just getting 6 people sometimes 8 just sounds like more of a wait..and that personally sucks. 

    Please Refer to Doom Cat with all conspiracies & evil corporation complaints. He'll give you the simple explination of..WE"RE ALL DOOMED!

  • Shifty360Shifty360 Member Posts: 629

    I am sure they will add Battle Groups/Raid Groups similar to those in DAoC.

  • kraidenkraiden Staff WriterMember UncommonPosts: 638

     

    Originally posted by Shifty360


    I am sure they will add Battle Groups/Raid Groups similar to those in DAoC.



    but we are elitist and dont want to be with the rest of the zerglings...

     

    long live 8v8!!

    6 man group would make

    1 Runpriest, 1 warrior priest 2 swordmasters 1 grudgebearer 1 hammerer

    vs

    2 zelots 3 choppas 1 Black ork

    perhaps even remove a choppa in favor of a 2handed black ork and more durability since light tanks are squishy.

     

    I would totally avoid witchelves, shadow warriors, chaos warrior squigg hearder and other most hybrid types in my groups. I highly dobut they will make a class with a life tap nuke so that pretty much rules out me taking a caster in my group.. I think early on my group is going to play it safe and use 3 healing with one speced to deal damage along with 3 melee...  longer you live the more you learn to work together. so I would do runie runie wrath speced warrior priest 2 Grudge bearer, 1 sword master .

    In theory I would want in every one of my groups, 2 primary healers that dont have to "build up" healing power, 1 primary shield tank to protect the healers

  • LeftyhLeftyh Member Posts: 21

    6 sounds good to me

  • markoraosmarkoraos Member Posts: 1,593

    Groups will have up to 6 members,

    Battlegroups will be collections of groups (I believe 4 groups max for a 24 player grand total...)

    I don't know what's the fuss really.. You'll be able to get all your friends in your group (or battlegroup)  in things that matter: all the shades of  PvP and open world PvE.

    WoW groups were important because they dictated the dynamics of the main feature of the game: instanced player number-limited PvE dungeons which are going to be almost non-existent in WAR.

    Groups in WAR will be used for better communication between friends and fair xp and renown sharing. They won't (for the most part) dictate who can play and who can't. Plus, according to newest info from the newsletter, even the players outside the group will get their share of xp and renown from kills according to the amount of damage they contributed.

    And no, you WILL NOT have to spend hours waiting to complete your group so you can finally start playing. Read my lips: "No PvE instances". Dungeons are going to be open-world with only the final bosses instanced... you'll very probably be bound to find someone to help you out with the boss on your way down.

  • gillvane1gillvane1 Member, Newbie CommonPosts: 1,503

     

    Originally posted by Kyleran


     
    Originally posted by kraiden


    6

     

    one of the disappointing things about WAR in my book... I was hoping for 8 like in DAOC.

     

     

    8 is the perfect number, especially for PvE. That's because your basic core group should be about 6 players. But the two extra slots give  you room to invite people to the group before others are leaving, so you can maintain a decent group.

     

    Otherwise, you start with 6, then a player wants to join, but you don't have room, then 5 minutes later you have room because someone quit the group, but now the guy that wanted to join is in another zone, or already grouped. 8 just makes it a lot more flexible, even 7 would help.

     

    However, you could also solve this problem with the way XP works. You could form two groups of 4, then join them into a "raid" group. As long as you get the same XP from attacking a Mob, that would work just as good as a group of 8. However, they usually won't let you get the same XP from a Mob if you attack in a raid group.

  • godpuppetgodpuppet Member Posts: 1,416

    Originally posted by kraiden


     
    Originally posted by Shifty360


    I am sure they will add Battle Groups/Raid Groups similar to those in DAoC.



    but we are elitist and dont want to be with the rest of the zerglings...

     

    long live 8v8!!

    6 man group would make

    1 Runpriest, 1 warrior priest 2 swordmasters 1 grudgebearer 1 hammerer

    vs

    2 zelots 3 choppas 1 Black ork

    perhaps even remove a choppa in favor of a 2handed black ork and more durability since light tanks are squishy.

     

    I would totally avoid witchelves, shadow warriors, chaos warrior squigg hearder and other most hybrid types in my groups. I highly dobut they will make a class with a life tap nuke so that pretty much rules out me taking a caster in my group.. I think early on my group is going to play it safe and use 3 healing with one speced to deal damage along with 3 melee...  longer you live the more you learn to work together. so I would do runie runie wrath speced warrior priest 2 Grudge bearer, 1 sword master .

    In theory I would want in every one of my groups, 2 primary healers that dont have to "build up" healing power, 1 primary shield tank to protect the healers

    Gah! My eyes.

    Do you really have to use larger/greener text then everyone else, its so off putting. Esp as your MMORPG Staff. Its pretty hard to take your posts seriously when its written in this format.

    ---
    image

  • elvenangelelvenangel Member Posts: 2,205

    But how would we know it was Kraiden without crazy green text!  Blasphmy I say!  hehe

     

     

    Personally I'm fine with six...especially since you can just form a couple of groups and work together dynamics can be fairly flexible.   I guess I'm not as elitist as long as I have 1 Healer and atleast 1 Tank ... 2 if need be I'm open to taking who ever else I can find.     I plan to probably be a zergling .. it is RvR after all...WAAGH!

    Please Refer to Doom Cat with all conspiracies & evil corporation complaints. He'll give you the simple explination of..WE"RE ALL DOOMED!

  • The Squig Herder has an enormous range and penetrating power. If a melee is coming too close, the herder can slow him. Mass Squig Herders packs is gonna punch. 6x Squigs + 6x Goblins (snipers) will be tough to beat in RvR. 

  • markoraosmarkoraos Member Posts: 1,593

    Originally posted by Battlekruse


    The Squig Herder has an enormous range and penetrating power. If a melee is coming too close, the herder can slow him. Mass Squig Herders packs is gonna punch. 6x Squigs + 6x Goblins (snipers) will be tough to beat in RvR. 

    yeah, me and my future guild pals are all going to create Squig Herder / Engineer alts specifically to create a "Guns of..." regiment which is to be called upon only in very, very special circumstances...

    I know that such super-specialized group configurations will very probably be quite vulnerable to specific counter-measures but megod are they gonna cause some ruckus before the enemies get their wits together.

  • GrömGröm Member Posts: 303

     

    Originally posted by Anofalye
    6 is for Slaanesh (the ally of Tzenth)



    Indeed you are right! People sometimes forget this or just don't know, from the late 80s Lore books (Realms of Chaos - The Lost and The Damned and Realms of Chaos - Slaves to Darkness) about the 4 main Gods of Chaos:



    Slaanesh is counterpart of (Vs) Khorne and Tzeentch counterpart of (Vs) Nurgle.



    Where Slaanesh is kind of an ally or closer to Tzeentch but I'm not so sure about Khorne being that close to Nurgle, albeit it feels only logical, oh well... just to let some people who don't know that much about the Lore.



    My question is where did you come up with the n# 8 or n# 6 for Chaos Gods? lol



    Cheers!

     

  • sirslayerrsirslayerr Member Posts: 128

    Slaanesh = 6

    Nurgle = 7

    Khorne = 8

    Tzeentch = 9

    I forget where I got this information from in the first place, but the wiki supports me.

    Also, isn't the symbol being used by WAR the symbol for united chaos forces? If it was just Tzeentch, isn't it a cloud type symbol normally? If that's the case, I guess chaos groups can have up to 30 then. :-D

  • GrömGröm Member Posts: 303

    Ok, thanks SirSlayerr... I'll check that out on wiki...

  • kraidenkraiden Staff WriterMember UncommonPosts: 638

    I always feel that the larger the groups the easier it is to manage and balance. Healing in everygame will be a shortage. in daoc we had spread and group healing spells that worked very well, I could spend all my time healing and keep an entire group alive. but theres no reason to cry over spilled milk the game is set to release soon so about 80% of the basic game mechanics are pretty much set in stone and 6 is the number we have to live with. with no "bard speed" however, it will be rather simple to have an extra class run with you outside the group.

    I just hope that the mindset of the players will be more like daoc/UO with random groups roaming around looking for a fight, rather than warcrafts solo/duo mentality. I myself played wow for 2 years and I cant tell you the last time I was with 5 people and fought 5 other people openfield.

    Keep sieges are going to be fun as well. taking a 6 man group and lay siege to a keep. killing off guards until defenders come to repel you... you then KILL the defenders as they try to make their way into the keep and then fight them openfield over and over until they .... A) stop comming back or B) bring more people

    I cant wait! using rams, balista, trebs and boiling oil all in the sake of causing destruction to your enemies army. its true war this way, and the way it should be!

  • DuraheLLDuraheLL Member Posts: 2,951

    *jumps up and down in my chair over Kraiden's last post*

    Stop tempting my bad patience! I am all but decent when it comes to waiting for something I want

    image
    $OE lies list
    http://www.rlmmo.com/viewtopic.php?t=424&start=0
    "
    And I don't want to hear anything about "I don't believe in vampires" because *I* don't believe in vampires, but I believe in my own two eyes, and what *I* saw is ******* vampires! "

  • RaztorRaztor Member Posts: 670
    Originally posted by elvenangel


    ...everyone even if they aren't in your group everyone gets credit since its all about Realm over all.   


    Does that mean that if you are doing a PQ on your own, and reach the last wave/mob, and someone walks by and also hits it,  then he'll be able to roll for loot that the last mob drops? Because that would suck, a lot.

  • elvenangelelvenangel Member Posts: 2,205

     

    Originally posted by Raztor

    Originally posted by elvenangel


    ...everyone even if they aren't in your group everyone gets credit since its all about Realm over all.   


    Does that mean that if you are doing a PQ on your own, and reach the last wave/mob, and someone walks by and also hits it,  then he'll be able to roll for loot that the last mob drops? Because that would suck, a lot.

     

    The above statement was in relation to RvR sorry if I wasn't clear enough.  

    What you get out of PQ's is dependant on the time you put into the PQ so if they show up for only the end they have less chances than Joe bob who's been doing it since the beginning.   They've said this multiple times including in the podcast on PQs.  

    IMO if you weren't doing the PQ from atleast the Mid Point of the Quest your probably better off waiting until it restarts or saving your points until it runs again.

    I'm guessing but I bet PvE experience doesn't work the same way as RvR.  PvE'ers aren't known to like sharing kills unless they ask for the help.

    Everyone Shares in their chances for loot at the end even if they Are not grouped but if you weren't gaining points for the PQ except on the boss your chances are less than anyone who's been there longer.    I'm guessin this is why Dungeon bosses are instanced though since they are not dependant on time spent & points earned like PQs.

    Please Refer to Doom Cat with all conspiracies & evil corporation complaints. He'll give you the simple explination of..WE"RE ALL DOOMED!

  • sirslayerrsirslayerr Member Posts: 128

    Originally posted by Raztor

    Originally posted by elvenangel


    ...everyone even if they aren't in your group everyone gets credit since its all about Realm over all.   


    Does that mean that if you are doing a PQ on your own, and reach the last wave/mob, and someone walks by and also hits it,  then he'll be able to roll for loot that the last mob drops? Because that would suck, a lot.

    www.youtube.com/watch

    Watch from 9:50 to 11:25 for your answer. I'm too tired of explaining this often to use my own words. Watch all of it if you haven't seen it before and want to know about all the other quests in WAR (or just past 11:25 if you want to watch paul explain the public quests).

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