7-Man Dungeons
I don’t agree because there are much more important things to be done. For example, Ranger pet AI.
Also, even if I did want it, it wouldn’t be just add two more players to every instance. They would have to figure out how to balance for seven people instead of five. This would be extremely time consuming and would just create more problems for them to fix.
TL;dr I don’t think they should spend their resources on something like this.
I don’t agree because there are much more important things to be done. For example, Ranger pet AI.
Also, even if I did want it, it wouldn’t be just add two more players to every instance. They would have to figure out how to balance for seven people instead of five. This would be extremely time consuming and would just create more problems for them to fix.
TL;dr I don’t think they should spend their resources on something like this.
There are separate groups for balance and dungeons so I hardly think the dungeon team is going to be working on ranger pet AI.
Secondly they already have a dynamic scaling event system to account from one to one hundred people let alone 5 to 7.
Just to hear me out. I’m not saying add this to all the current content. I’m saying bring out new dungeons that can have either 5 or 7.
Two person content would be much more useful than seven.
I actually have to agree with Stooperdale, I find it hard sometimes to find a whole group of five when it gets late.
I hear you kipz, but I have to ask, why 7? That seems like such a random number.
Two person content would be much more useful than seven.
How so?
I’m not saying you’re wrong, I’m just curious?
Maybe what we are looking for then is to be able to do a dungeon with 2 to 7 people? My only problem with two person content is it takes the social aspect further towards the soloesque style of Gw1 rather than a more party friendly game.
I actually have to agree with Stooperdale, I find it hard sometimes to find a whole group of five when it gets late.
I hear you kipz, but I have to ask, why 7? That seems like such a random number.
The original reason that we got from the devs is that more than 5 player would clutter up the UI. The example of 7 people is just to put that theory to rest as the edited screenshot I posted shows. 7 party frames hardly clutters up the screen. 8 or 9 might, but 7 not so much.
(edited by kipz.8701)
I find that two person content would be more useful because it is much easier to find one person to do something than 6 people. That’s just me though.
As to the UI, have you tried it on the lowest resolution with the largest UI size? I have a feeling that that is what they were talking about with the UI.
Two person content would be much more useful than seven.
I have to agree.
I feel the higher number of people the content is designed for the less fun fights would be. Currently no boss would be suitable for 7 people unless the upped the damage or possibly frequency of attacks which would still not be enought to kill them all.
World bosses would not work either (shatterer for example) as they are not very exciting to fight nor do they appear to focus their attention on you. Which raises another problem. A boss cannot focus on 7 people and in order to compensate would need to be given rediculous mechanics.
Now if the addittional two players were to be used for some type or alterate mechanic I can’t see what the point of having them would be at all would be. If the 7 person dungeon has frequent situations where the players are split up they might as well enter in smaller groups.
Sorry I just can’t see what higher number groups would accomplish and this is coming from a GW1 player.
(edited by WonderfulCT.6278)
Two person content would be much more useful than seven.
I have to agree.
I feel the higher number of people the content is designed for the less fun fights would be. Currently no boss would be suitable for 5 people unless the upped the damage or possibly frequency of attacks which would still not be enought to kill them all.
World bosses would not work either (shatterer for example) as they are not very exciting to fight nor do they appear to focus their attention on you. Which raises another problem. A boss cannot focus on 7 people and in order to compensate would need to be given rediculous mechanics.
Now if the addittional two players were to be used for some type or alterate mechanic I can’t see what the point of having them would be at all would be. If the 7 person dungeon has frequent situations where the players are split up they might as well enter in smaller groups.
Sorry I just can’t see what higher number groups would accomplish and this is coming from a GW1 player.
Could do something like they did with FoW and UW, larger size party allows for more splits and such. Personally I think larger parties, given properly implementation could be quite cool. It’s always fun to have content that really tests players ability to theory craft.
Two person content would be much more useful than seven.
I have to agree.
I feel the higher number of people the content is designed for the less fun fights would be. Currently no boss would be suitable for 5 people unless the upped the damage or possibly frequency of attacks which would still not be enought to kill them all.
World bosses would not work either (shatterer for example) as they are not very exciting to fight nor do they appear to focus their attention on you. Which raises another problem. A boss cannot focus on 7 people and in order to compensate would need to be given rediculous mechanics.
Now if the addittional two players were to be used for some type or alterate mechanic I can’t see what the point of having them would be at all would be. If the 7 person dungeon has frequent situations where the players are split up they might as well enter in smaller groups.
Sorry I just can’t see what higher number groups would accomplish and this is coming from a GW1 player.
Could do something like they did with FoW and UW, larger size party allows for more splits and such. Personally I think larger parties, given properly implementation could be quite cool. It’s always fun to have content that really tests players ability to theory craft.
If you are refering to speed clears, they were (likely) and unexpected result of player innovation and not the intended method of clearing the content. The only quests I remember that appear to intend for the group to split are gift of griffons and the four horsemen.
Now splitting up could occur but why be in a group at all if you are splitting? The only purpose it served was for the terras if they die or telling the group to shut up. Terras did not need to be a part of the group at all and typically don’t need to say much. When people split there are often situations where they die and cannot be resurrected (or rather not because you’re kitten ).
Now if you are referring to group splits (in even numbers or never having someone solo) that could work but I’d have to see it in action before I’m in favor of it.
Two person content would be much more useful than seven.
I have to agree.
I feel the higher number of people the content is designed for the less fun fights would be. Currently no boss would be suitable for 5 people unless the upped the damage or possibly frequency of attacks which would still not be enought to kill them all.
World bosses would not work either (shatterer for example) as they are not very exciting to fight nor do they appear to focus their attention on you. Which raises another problem. A boss cannot focus on 7 people and in order to compensate would need to be given rediculous mechanics.
Now if the addittional two players were to be used for some type or alterate mechanic I can’t see what the point of having them would be at all would be. If the 7 person dungeon has frequent situations where the players are split up they might as well enter in smaller groups.
Sorry I just can’t see what higher number groups would accomplish and this is coming from a GW1 player.
Could do something like they did with FoW and UW, larger size party allows for more splits and such. Personally I think larger parties, given properly implementation could be quite cool. It’s always fun to have content that really tests players ability to theory craft.
If you are refering to speed clears, they were (likely) and unexpected result of player innovation and not the intended method of clearing the content. The only quests I remember that appear to intend for the group to split are gift of griffons and the four horsemen.
Now splitting up could occur but why be in a group at all if you are splitting? The only purpose it served was for the terras if they die or telling the group to shut up. Terras did not need to be a part of the group at all and typically don’t need to say much. When people split there are often situations where they die and cannot be resurrected (or rather not because you’re kitten ).
Now if you are referring to group splits (in even numbers or never having someone solo) that could work but I’d have to see it in action before I’m in favor of it.
I mean, at the end of the day the most efficient tactic to clear something is probably going to be dub’d a speed clear. However, as someone who did enjoy ‘speed clears’ in Guild Wars 1, what many people didn’t appreciate was the tactic making and general theory crafting behind them. Remember, someone has to come up with the tactics that everyone ends up using.
I’m not saying we could use more solo splits such as terras, but it would be fun to be given content where it is viable to say… Send 4 people off one way and 3 off another, alternating through out the area as demand for player quantity changed, grouping up again or splitting off in various sized groups (3-4, 2-5, etc). Of course, staying together as a full party size would be a viable option, but presumably slower.
In general, I’m suggesting that larger party sizes, given appropriate content allow for more interesting methods of clearing and increased use of player ingenuity. Dungeons as they stand currently are not interesting, nor do they encourage players to think outside the box (see: Cof P1. Faster = More damage).