Hey guys,
So lately there have been allot of posts about larger groups (aka raids) and especially about guild content. While i do not think GW2 is viable for a system like traditional raiding i do think that more group content, and especially guild content should be provided. But how do you tackle this without either making a guild mandatory , or taking challenge away from people who like it? This isn’t an easy excercise to make.
First let’s look at players that want to do group content. When discussing these matters, the community has created 2 stereotype groups . The casual and the hardcore.
Now i don’t like to use these terms, cause in fact there isn’t really a gap between these 2, it’s more like gradient. When we are looking at the problem with a vision of only those 2 groups, the hardcore wanting challenging content so they can be the very best (like noone ever was.) and the casual players who just want to have fun together and have a blast, this seems unable to overcome, you have to let one of those player groups down it seems, at least if you want everyone to experience your game content. [spoiler=When i was a hardcore raider…] i used to think you had to earn the right to see content, what a young and foolish kid i was back then, limiting game content you make to one small group of your audience is stupid, it doesn’t serve you as a company to create stuff for a small % of your players base[/spoiler]
Over the years i’ve been in about any demographic of mmo’s, from the hardcore heroic-difficulty-2-weekly-raids-guild to the guy that only has a few hours/week, and sometimes even none. And later again to a few hours most days.
Guildwars 2 does in my opinion tackle some problems excisting between these player bases in the exact right way. The downscaling system works, people can play with their friends of any lvl, the core of this mechanic really is amazing, and is good for all players. Another good thing scaling to the number of players around.
Now i will be the first to say that the system needs some tweeking especially when looking at rewarding outdoor pve content, scaling issues with for example death players on the ground. Notification of events also needs improvement. But the base of the system is a far better system then the model other mmo’s use to date. It doesn’t make you hate other players running in to your pve lvling and questing experience, wich is a huge improvement.
When we are looking at group content however, there is a problem with all current mmo’s. We are trying to find a middle ground that is challenging and yet not daunting to get into. I’ll tell you now, this isn’t possible. Challenge and daunting depend from player to player.
Now i believe we do have 2 main reasons to go into a group instance that i find important: challenge and fun with others. Rewards should be a way to reinforce these two aspects of group play. And this is where current mmo’s fail. Rewards are the only reason we do group content.
So don’t shoot me for this… Wait this is the internet, nvm, i’ll duck for cover after posting, fire away.
This is how i think group content could function in GW2 in the future. Take in mind, do not try to apply these systems to any of the current instances, fractals and the other dungeons are clearly made as 5-man dungeon.
So here goes, future group content should not be size bound. The reward for a group instance should always be the same, and when RNG based the same %, and be distributed over the ammount of players partaking in it. The bosses would not become more challenging with more players around, they would just recieve a slight health buff so they can’t be zerged down, larger groups however should still have the advantage of going a bit faster then small ones. Now take a while and let that sink in, i know it sounds very strange. But i think this will provide a solution to the hardcore, the casuals and everything in between. Even if you have never been in a dungeon before going in with a big group to clear it shouldn’t be to hard and shouldn’t be to focussed on you, while still providing the doing group content feel. For these kind of groups however we would need a tool for casual non-guild people to get into it, in my opinion this could be as simple as people walking in getting put into an instance with others walking in around the world, so basicly a hot join dungeon group system, wich you can enter alone or with a group. There are allot of people who don’t have the time or skill to acces the current lvl of group content, in fact there are more then you know. In this way, a player who has never played an mmo before can enjoy a good friendly instance with other people without going trough any trouble.