People using belittling wording like whining/qqing" are not taken seriously by me
Same for people posting only to tell others not to post (“deal with it”-posts)
I am highly disappointed that each and every pve/dungeon activity has a strict rule of being made/balanced for exactly 5 players. This may not hurt people who do not care who they have in their group, or who just enjoy to run a dungeon with randomly assorted members from a big guild.
But for people who play together with a reasonable amount of friends, most of the time this restriction causes one or a few people to be “left behind” while others can play together. 7 people online and you want to do something together? Sorry, nothing available.
We could all form a line and run around the open world and try to get a hit in, before the pushover mobs we encounter are dead. This is not group-play and it is not fun, so please don’t make a reply pointing to open-world pve or “dynamic events”. Thanks.
Suggestion: Increase the group size cap. Let us do fractals/dungeons with 6 instead of 5 people. Or with 7. Or with 8. Or with 4. Make it scale, or don’t make it scale. Increase/decrease the rewards for less/more than 5 people in the group, if you must. Have less mobs/more mobs spawn if less/more people are there. Figure something out. Just let us play together without cutting us apart into exact slices of 5.
+1 this is why most of my guild members went back to other games seeing as how youre limited to 5 .
I have a separate thread about this, but I would like to see the dungeons scale for even 2-player teams. There are some very small guilds with only 2 or 3 people that like to play together.
+’d and +’d again.
+1 this is why most of my guild members went back to other games seeing as how youre limited to 5 .
Which of the MMO’s have content for 6, 7, 8 or 9 players?
And actually gw2 is probably most flexible game about size of groups:
Group Events – prepared for 3 to 50 players
Guild Missions – prepared for 5 to 50 players and more
World Bosses – prepared for 20 to 50 players and more
Instances introduced in last patch – prepared for 1 to 5 players.
The game also enables you to play with people above your level in a fun way. Which isn’t the case in any of the known to me MMO’s.
It is difficult to actually enjoy some of the GW2 content as is….especially for the smaller guilds… and the people who want to keep their guilds small and on a more personal level. making the dungeons doable with 3 or 4 would be a wonderful add on for a LOT of people who dont like to play in random groups due to arguments, and like to keep their guilds small to eliminate any “drama” that always happens with the over crowded larger guilds. Personally I have done 2 dungeons (the first 2 available, cant remember the names), but I wont go back in ANY because i refuse to play with 1 more random group that gets nasty because I “dont know my way thru”. If I cant enjoy some of the content with my guild members, I would rather not play the area at all.
If they can simply scale the difficulty for larger groups without requiring more than 5 players, it sounds like a good idea. However, I don’t think their difficulty-scaling techniques have been polished adequately for dungeons — and may not be for a long time.
Done Maw lately? Is that guy scaled for 30+ players? This game doesn’t need 40-player raids running non-stop through CoF Path 1, and I don’t see why those people should be rewarded more than the rest of us for doing so.
My post was about dungeon-like activities, as I wrote. When you are getting online together with friends and you are in Teamspeak and you are talking about what to do together, noone will go and say “Hey, lets all port to Brisban Wildlands and do some dynamic events”. Dynamic events are very easy and take just minutes to complete. This is not an activity that you meet up for and then travel together to complete it. They are there for people who are in the area, to provide additional content beyond just killing random mobs. They also require minimum to no teamwork.
Guild Missions have pretty high prerequisites and give rewards once a week. They are not day to day gameplay content. World bosses are on long timers and just like dynamic events do not require -or reward- any kind of teamplay. World bosses are not a group activity. World bosses are an activity where every member or a group hits the boss just as if he had no group, and nothing he does has a significant influence on the outcome of the fight, be it positive or negative.
So please stop fabricating activities for groups – those you mentioned do not count. Any dungeon that exists in the game (those that you do with a group, where you play together, depend on each other, need some strategy or teamwork, and that are not over after 2 minutes) is made for 5 players – not more and not less. 6 friends are online? Sorry, one of them will have to twiddle thumbs. 7 friends, 2 have to sit back. 8? You cannot even form two groups of 4 because the dungeon will not scale down to 4. The mobs will not have less hp, there will not be fewer of them, the objectives will be the same, they will do the same damage.
And about the question “Which MMO have content for 6,7,8 or 9 players”: Every MMO I have played previously had content for more than 5 players. Group maximum in Dark Age of Camelot was eight and groups could form battlegroups with simple slashcommands. Group maximum in Warhammer Online was six and groups could form battlegroups (up to 4 groups). Group maximum in Lineage2 is eight and you can combine groups for specific bossfights (some bosses even require at least two combined groups).
And these are just the MMO I played personally. A quick look at google comes up with many more MMO which do not limit group activity to just 5 people, including the ancient Everquest which had a groupsize of six, and the pretty recent NCSoft title “City of Heroes” with group maximum of eight, about which I found the following comment in another forum:
I wish more games went the City of Heroes route.
it doesn’t matter if you solo a mission or go in with a full team of 8, the thing scales up, so it can always be a challenge – there’s even a difficulty setting where you can say I’m going to solo this mission, but I want it to spawn as though I were a full team.
I wonder why you even felt the need to try to bring up arguments against making content available for group sizes other than 5, its not as if we were trying to take away anything from you…..
PS: I even forgot the game I was playing before this. Aion has a group size of six.
(edited by Shikigami.4013)
If first should be possible to make groups that are not of five(meaning bigger than 5 and not a commander needed). ;-)
Well yes, thats a technical thing and obviously would be required if you want to go somewhere as a group of 6 or 7, you are right
I wonder why you even felt the need to try to bring up arguments against making content available for group sizes other than 5, its not as if we were trying to take away anything from you…..
Technically it might.
Since the game is currently balanced around 5-man groups.
Doing content for 10-man groups would require some rather major re-balancing.
Things that you can do with 1-5 players:
- SAB
- Living world instances (scale)
- Personal story instances (scale)
I don’t see why it wouldn’t be possible to change dungeons so they scale for 1-5 people as well – or possibly for groups a little larger of 5 (but this side of zergs).
I would really appreciate this as I mainly play in groups of 2-3, and have to PUG a lot.
I wonder why you even felt the need to try to bring up arguments against making content available for group sizes other than 5, its not as if we were trying to take away anything from you…..
Technically it might.
Since the game is currently balanced around 5-man groups.
Doing content for 10-man groups would require some rather major re-balancing.
Please make your point without exaggerating. I never asked for a size of 10. My post was about groups sized around 6-8, so that a group of friends will not have one or two people sitting around all the time while the others form one group. With 10 people you could easily split up and form two groups of 5.
(edited by Shikigami.4013)
Please make your point without exaggerating. I never asked for a size of 10. My post was about sized around 6-8, so that a group of friends will not have one or two people sitting around all the time while the others form one group. With 10 people you could easily split up and form two groups of 5.
So you don’t see how they need to change the balancing to 6-8 people might still apply to my original post?
I simply pulled out a number, the point still stands though.
In my first post I stated:
Make it scale, or don’t make it scale. Increase/decrease the rewards for less/more than 5 people in the group, if you must. Have less mobs/more mobs spawn if less/more people are there. Figure something out. Just let us play together without cutting us apart into exact slices of 5.
I don’t think it would be such a great deal of work to include some sort of scaling. Also I did not ask them to completely revamp every existing dungeon until the next patch. It could be done while working on them anyway (you know, they actually are in the process of revamping them, Ascalon was the first one to have been changed).
And even if it proves to be too much work to remake the old ones, there sure will be dungeons added in future map expansions. There is a lot more territory to be introduced, and I am very sure it will include more dungeons. If at least those could be done by bigger groups, it would be something instead of nothing.
+100 on this.
I miss the old GW1 days, with 8 friends groups :/
5 is a bit short, and leave often some people behind.
Even a 6 man group would already be a big improvement.
6 in a group would be much better for dungeons and fractals. Reason it’s 5, they probably want to make this game feel more familiar to the WoW crowd.
Guild missions anyone?
WvW?
As a guild leader I support this. All too often when forming a dungeon party, I feel bad when there’s 6, 7, 8, etc. of us online and know that someone or several someones are going to be left out because of the 5-person limit. For all the reasons mentioned by other posters, there’s really no substitutes.
World bosses are too few and far between on long timers with no real challenge beyond “stand there and spam auto-attack”. Dynamic Events/Group Events are ridiculously easy. The temples in Orr can offer a bit of a challenge, but are not “on demand” like a dungeon is; there are long periods of down-time while waiting for events to reset. Guild missions take time to build and aren’t “on demand”, either.
I agree completely with the quote you posted for a player from CoH, and the day that game shut down was a loss to the gaming community …
“I wish more games went the City of Heroes route. It doesn’t matter if you solo a mission or go in with a full team of 8, the thing scales up, so it can always be a challenge – there’s even a difficulty setting where you can say I’m going to solo this mission, but I want it to spawn as though I were a full team.”
That was one of the best aspects of the game — if you were playing a “brute”, which was your stereotypical go in and whomp on things class, you could set the encounters to spawn as if you were a higher level than you were, as if there was more than just you in the party, so you could customize the event to your play-style, interest, etc. And, by the same token, you could set it so that you were a lower level if that particular encounter was proving to be a little too challenging.
Scaling should def be something considered. I filled numerous dungeon tomes in GW1, but haven’t gone into a single dungeon in GW2 because I have a solo play-style. I don’t feel like I’m missing out on anything, and not complaining that it’s not designed to accomodate solo players, but as a suggestion, sure — opening up dungeons to scale to the number of players, 1-8 would certainly engage more players in checking them out initially, or even on a more regular basis.
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