Ydiss wrote:Alternatively, what if you had 6 players online and could instead visit lavastorm mountains, kill your way through some new tier 4 content to sol A, zone into an instance for groups and dungeon crawl through to a group boss that is the group equivalent of fennin ro?
Let's say all the same gear drops. Let's say you can then flag 6 players, once per 24 hours, for tier 5. But add a challenge to it that increases risk or cost. Extreme example, you need to do a corpse run if you die or gear from tier 4 is "damaged" and needs repairing by doing a quest in the same zone to persuade the goblin repairer to fix your gear.
xadien wrote:Guild Wars 2 would do that too. You basically get de leveled, when you enter a zone, but you still get xp at a modified rate. I was speaking more to the ability to allow me to join a raid of another guild. without disbanding my guild and joining theirs.
On the EZ server there was a way to spawn a spirit, give him Platinum and he would teleport you to an instance of every zone. 10k was a group instance and 30k was a guild instance. So each zone effectively had an open world, competitive spawns, etc, A Group instance that limited to 6 or a guild instance that limited to Y. If those can be created, surely there's a social instance that could be created for a raid.
I'd also like to advocate for group content of "uber" difficulty. Using WoW as a point of ref, you could enter into a Heroic instance, or a regular instance.
As always keep up the good work. If I can help, please let me know.
xadien wrote:Something that would make me happy... and perhaps others.. in these group instances make the mobs actually require as much as possible multi class interactions.
One of the great things about EQ was that you had to play together as a team, You needed someone to Snare, Mez, Slow, Heal, DPS, Tank.. and Pull.
It would be great if mobs didnt summon all the time so that pulling was a thing, There's a great art to splitting pulls. On this setup currently it's dont damage the mobs, and pull as many as you can, but not 25 so you dont get ported out.
It would be great to require Mezzes, and slows, and snares so that npc's didnt run away and bring extra mobs.
xadien wrote:Something that would make me happy... and perhaps others.. in these group instances make the mobs actually require as much as possible multi class interactions.
One of the great things about EQ was that you had to play together as a team, You needed someone to Snare, Mez, Slow, Heal, DPS, Tank.. and Pull.
It would be great if mobs didnt summon all the time so that pulling was a thing, There's a great art to splitting pulls. On this setup currently it's dont damage the mobs, and pull as many as you can, but not 25 so you dont get ported out.
It would be great to require Mezzes, and slows, and snares so that npc's didnt run away and bring extra mobs.
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