Author Topic: Group size  (Read 2393 times)

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Jorake

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Group size
« on: May 27, 2017, 12:01:41 PM »
Let's talk seriously and make a thread for group size. Yes the pbase is lower but as was stated before; group sizes didn't affect anything except putting people out.

I was all for the lower group sizes. Because over powering etc. all end game content still got done. I'm not sure what the answer is. But the game is moving more towards just zoning. Not near as much pk as there was.

When I'm on, I'm normally leading. And while I think any clan that has 20+ people in it should seriously think about breaking up into two. This probably won't happen any time soon. So all that's left is people being left out and most of the time, logging off.

Thoughts?

Kir

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Re: Group size
« Reply #1 on: May 27, 2017, 02:53:43 PM »
Bring back 10 mans, imo it will mean useless mages get included in groups once more and more people able to end game content besides core or rise

Willoe

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Re: Group size
« Reply #2 on: May 27, 2017, 06:04:54 PM »
As I stated in the other post I agree with Jack. Bring it back to 10 so people aren't left on the sidelines...this happens often.

Alecto

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Re: Group size
« Reply #3 on: May 28, 2017, 09:45:44 AM »
group size should be limited to 1 - then we can eliminate the issue of multi-ing!

gulca

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Re: Group size
« Reply #4 on: May 28, 2017, 11:17:17 AM »
Remove assist, tell, shout.

Auto aggro to any players or mob in same room.

Auto cast random spells.

Random actions depending on time of day. Sleep, sit, rest, who, news, forget all etc. When log for more than 30 min, quit is added to the random action list aka RAL.


reed23

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Re: Group size
« Reply #5 on: May 28, 2017, 12:28:30 PM »
I've posted this bs before so I apologize in advance.

Option 1 - Move group size back to 10 permanently.  More inclusion, more spots for crap pre-legend classes such as shaman, mages, druids, thieves, etc.  Would also give smaller clans a better shot at winning end-game material.
Option 2 - Move group size back to 10 temporarily.  Adjust back to 8 at a pre-determined point (6-8 weeks).  This option would be considered if Imms think 10 stacked legends are too "game breaking."  This would allow inclusion when mud numbers are at its highest and then phase back to 8 when numbers are less and true-addicts are still around.
Option 3 - Move group size back to 10 permanently with the requirement that 2 group members must be non-legend.  I made a post months ago about this, but think this would entice people to keep making alts (to fill the non-legend slots), give a strategy portion of compiling your best 10 man for end-game material, allow for 10 at rush (because all would be non-legend) for more inclusion, etc.

Jorake

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Re: Group size
« Reply #6 on: May 28, 2017, 01:19:30 PM »
I like the 10man with 2 non legends idea. Sounds like a coding nightmare though.

Let's just move it back to 10 for as long as imms think is ok. See how it impacts playerbase. I kinda think that a big reason people fall out IS the no grouping. If I get on and want to zone but it's all full I'm not gonna wanna wait around. I log in my free time and if I can't play almost right when I log, I'm gonna be off to play something else.  For me this is especially true because I don't like following or grouping to many other clans. Well Ilya. And that's about it.

You will still have some of this even with 10 mans but it won't be as often.

Alecto

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Re: Group size
« Reply #7 on: May 29, 2017, 01:53:20 PM »
Besides, those two non legends would ALWAYS be rank 30 hasted bashers!

Gnua

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Re: Group size
« Reply #8 on: June 01, 2017, 09:59:41 PM »
I've posted this bs before so I apologize in advance.

Option 1 - Move group size back to 10 permanently.  More inclusion, more spots for crap pre-legend classes such as shaman, mages, druids, thieves, etc.  Would also give smaller clans a better shot at winning end-game material.
Option 2 - Move group size back to 10 temporarily.  Adjust back to 8 at a pre-determined point (6-8 weeks).  This option would be considered if Imms think 10 stacked legends are too "game breaking."  This would allow inclusion when mud numbers are at its highest and then phase back to 8 when numbers are less and true-addicts are still around.
Option 3 - Move group size back to 10 permanently with the requirement that 2 group members must be non-legend.  I made a post months ago about this, but think this would entice people to keep making alts (to fill the non-legend slots), give a strategy portion of compiling your best 10 man for end-game material, allow for 10 at rush (because all would be non-legend) for more inclusion, etc.

in the same spirit, maybe legends could take up 2 spots in a group. though i dont know if that would be hard to code. a 10-12 man group of nonlegends could be a lot of fun early wipe without endangering endgame balance.