Duos and Trios

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  • WizardryWizardry Ontario, CanadaMember EpicPosts: 12,975
    It is just a bad way to design a game by limiting an exact number to content.
    It is possible to do BOTH solo and grouping  or even 2 or 3 whatever and so happens i played a game for years that proved it and could be designed very well to make it happen.
    Not only is it possible  with good design it also means great class design and gives players CHOICE because even players that like grouping have those days they don't feel like it or can't  or whatever reason but at least the choice is theirs.

    I am sure some keep wondering,why does wiz down rate so many games,well here is your answer...because they are crappy designs that do exactly this,they limit your choices,they FORCE content to be instances or raids to even dumber ideas like scaling.All in all ,when i see a design that is NOT needed,it tells me the system designers are just not smart enough or creative enough or put no time or effort into designing classes/combat or the game itself.

    Perhaps it lends a reason as to why my favorite mmorpg was basically designed by ONE guy.That limits all the ideas to the same guy,so the entire design is focused on the same pattern of thinking ,instead of getting 5 different minds all going in different directions.Example one system designer might be designing classes to be like Wow "linear questing/raiding"while the combat guy is designing classes to be all solo or very weak meaning lousy at soloing etc etc.
    KyleranMrMelGibson

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • MrMelGibsonMrMelGibson USAMember EpicPosts: 2,234
    Wizardry said:
    It is just a bad way to design a game by limiting an exact number to content.
    It is possible to do BOTH solo and grouping  or even 2 or 3 whatever and so happens i played a game for years that proved it and could be designed very well to make it happen.
    Not only is it possible  with good design it also means great class design and gives players CHOICE because even players that like grouping have those days they don't feel like it or can't  or whatever reason but at least the choice is theirs.

    I am sure some keep wondering,why does wiz down rate so many games,well here is your answer...because they are crappy designs that do exactly this,they limit your choices,they FORCE content to be instances or raids to even dumber ideas like scaling.All in all ,when i see a design that is NOT needed,it tells me the system designers are just not smart enough or creative enough or put no time or effort into designing classes/combat or the game itself.

    Perhaps it lends a reason as to why my favorite mmorpg was basically designed by ONE guy.That limits all the ideas to the same guy,so the entire design is focused on the same pattern of thinking ,instead of getting 5 different minds all going in different directions.Example one system designer might be designing classes to be like Wow "linear questing/raiding"while the combat guy is designing classes to be all solo or very weak meaning lousy at soloing etc etc.

  • AmatheAmathe Miami, FLMember RarePosts: 2,903
    I was able to obtain an excerpt from a preliminary VR Dev meeting on group sizing:

    Then, shalt thou count to three. No more. No less. Three shalt be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, nor either count thou two, excepting that thou then proceed to three. Five is right out. 

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • AdamantineAdamantine NowhereMember UncommonPosts: 3,980
    edited September 27
    Amathe said:
    We have talked a lot about soloing versus full group content. I'm wondering how much can be done by pairs of players or half sized groups? Of course it depends on what they try to fight, level, gear, skill, and so on. But I mean generally speaking, can we expect to enjoy some content with smaller teams, even if it is just xp grinding?
    Depends really.

    Assuming that Pantheon is mostly like Vanguard:

    You can manage any solo content in groups. You'll just kill faster. Thats not dungeons though.

    For dungeons you might a more specific group setup, i.e. tank and healer.

    However when the level of the dungeon gets higher you might need a cc to manage the extra mobs, otherwise the tank might have a too hard time keeping mobs on him instead of the healer. Unlike Vanguard, tanks and healers and damage classes arent supposed to have much cc.

    When you get even higher level, dungeons will start to really require a second healer to split heal aggro, and/or more damage dealers in order to kill quickly enough so you dont have to handle the respawn.

    Certain classes could solo really well in Vanguard. For example Dread Knight, assuming you had good gear, Disciple who had much less gear constraints, and Necromancer, who could still be very effective in rags. Those and a couple others could actually attempt to solo dungeons - at least on lower levels.

    I start to quickly forgetting names of places in Vanguard now, but there was for example one famous dungeon in the middle of the south of Qalia (the southern african/desert themed continent) which was a castle on the hill. At level 45 I came there on my tank (Dread Knight) and had a really hard time grouping there. At level 55 in raid gear I returned for a certain specific questline and soloed the place easily (albeit I still tried to avoid as many mobs as possible since killing still would take time). I dont think I still got any xp for killing, though.
    Post edited by Adamantine on
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