Concept (1) – Format: “Open World or Instanced”
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First of all, im going to say – brilliant composition. definitely worth the read, and im going to reply to it per point of yours. I think thatll be most orderly.
1. Format
I agree that instanced raiding sounds way better.
One thing that you havent touched on is the often debilitating problem of AFK-ers/people who clog “map instance” space, but dont partake in the event. Often these people will even scale the event, making it much harder to complete because they dont contribute anything. With instanced content, not only is player amount easier to regulate, but AFK-ers will also be much less of a problem. Instanced raids also allow people to raid with only people they know if they so wish to, making raiding with your guild alot easier. So in the end, i think instanced is vastly superior to open world bosses, and the pro-s heavily outweigh the cons.
That being said, i think it would be a very nice feature to have to be able to get random members of the community with similar interests to join the instance – even if they aren’t in your guild. This would also provide the added benefit of allowing people to invite friends who aren’t part of the guild to join them.
*Concept (2) – Size of raid. "
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Concept (3) – Encounter Design.
These are the kind of mechanics that should be played into with GW2’s combat system and this doesnt even REMOTELY touch on what can be explored by way of jumping puzzle platforming, pressure plates as someone else mentioned, splitting up raids temporarily, environmental weapons. So many reasons GW2 would kick butt with raids.
2. Size of raid
I agree that a set amount of people would make it easier to balance, although i think 10-15 people would be slightly too few for raids. The way i think of raids, theyre really big things, co-ordinated group efforts – there should be a serious distinction from the “group of friends” parties we have in dungeons, and the way dungeon bosses work. Dungeons seem like more something that would fit the “helping guildies level alts” idea.
If a suitable “LFG/topping up” system could be found, i think raids of around 30-50 people seem like a better size. Theres also the possibility of just adding different difficulties, upping the levels, amount of damage bosses do etc when you choose to enter with more people. A tuned version of the scaling system, you could say.
“Raids” definitely isnt a fixed concept though, and if there are multiple different raids, they could be designed for different amounts of people. The LFG system could help smaller guilds top up the higher man raids, or perhaps smaller guilds can cooperate to join together for the larger raids. Especially cooperation of smaller guilds seems like a nice idea to me. The larger a raid is designed for, the more cooperation.
3. Encounter design
I agree that we could really use some new mechanics here. This is a big part of why i was referring to the prime hologram earlier – it really had quite alot of fun mechanics that needed to be taken into account.
I love the spirit of the ideas you’ve put forth here. Rather than just a boss that needs killing with a few special attacks that need dodging, the encounters could really be made very fun. Jumping puzzles to get further, and especially the parties teporarily splitting up and taking care of different things is a concept i love, because youd still need coordination, but for a small while, youre suddenly in a smaller group and need to change your decisions because youre suddenly in a whole new strategic situations. GW2’s system has so many brilliant things that i think could really be used to make raids awesome.
-more coming-
(edited by Spyritdragon.6048)