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09/12/06, 3:48 PM
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#51
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Terrible Terry Tate, Forum Linebacker.
Elyree
Troll Warrior
No WoW Account
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Originally Posted by Nurru
No guild serious about progression is going to deal with two raids and two sets of raid ids trying to overcome the same content.
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And if you are currently rotating 55 to 60 people through 40 raid slots the alternative is?
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Originally Posted by XI-
Do you have a point or are you just crying now?
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09/12/06, 3:49 PM
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#52
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Moltenmich
Malorum
Undead Priest
No WoW Account
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Originally Posted by TheRealJon
I think people tend to discount pretty quickly is that the game is going to be completely different come expansion. People are going to slow down on the end game instance grind because it is not going to be end game anymore. People are going to be working on leveling, exploring the new areas, moving off to do the new PVP ladder full time, possibly not wanting to level at all, there is just an infinite amount of possibilities that could happen with your guild before you reach the point in the expansion that you are ready to put together an end game group.
If Naxx is any indicator, the end game is going to require a ton of consumables, and a good majority of them will need to be farmed out of whatever the UBRS/Strath/Scholo instance will be at level 70. You probably are not going to just get to level 70 and start grinding away at endgame completely successfully. At least on my server we farmed the living crap out of stuff like UBRS to get our flasks/patterns/gear etc to prepare ourselves for Molten Core.
The 80 people you have in your guild now could be around 35 or so by the time you are ready to run endgame in the expansion. Then again you could come out of the level 70 grind and your guild now have 90 people .. who knows.
I say go into the expansion looking to just have some fun levelling and taking in everything. You spent the last year and a half grinding away the latest end game instance, sticking to a schedule ... this is the time you finally do not have to stick to that schedule. You can rediscover if you really do like the game or not, pick up some cool stuff, or maybe try a new character/class/faction. Once you all reach 70 and are ready to go do endgame work on it from there, no use making plans for things you aren't sure are going to turn out the way you planned. You don't want to make your hardcore elite guild of 30 people, then by the time you reach 70, 10 of them got bored at level 65 and gave up.
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Its pretty much what i plan to do. Level up, take in the new scenery, and have some fun. Once some of us hit level 70 evaluate the guild at that time. For once it will be nice to just logon whenever and run a 5 man or something.
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Originally Posted by JamesVZ
Anyway. Badges suck, bring back 40 mans.
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09/12/06, 3:49 PM
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#53
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Piston Honda
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Originally Posted by Darkmyst
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Originally Posted by Nurru
No guild serious about progression is going to deal with two raids and two sets of raid ids trying to overcome the same content.
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And if you are currently rotating 55 to 60 people through 40 raid slots the alternative is?
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Cut the fat out. I think most large raiding guilds will do some sort of purge.
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Noobing it up on Mal'Ganis since '06
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09/12/06, 3:51 PM
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#54
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Piston Honda
Tauren Warrior
Blackwing Lair
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Originally Posted by Gauss
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Originally Posted by Darkmyst
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Originally Posted by Nurru
No guild serious about progression is going to deal with two raids and two sets of raid ids trying to overcome the same content.
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And if you are currently rotating 55 to 60 people through 40 raid slots the alternative is?
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Cut the fat out. I think most large raiding guilds will do some sort of purge.
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That really hurts guilds that started out as friends and ended up with successful progression. I can't imagine what it'd be like to drop 20+ people who i've raided with for 1+ years. But back to reality, most people in my guild are dead weight and I can't wait for BC :).
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09/12/06, 4:12 PM
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#55
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Piston Honda
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Originally Posted by malthrin
Any opinions on 25-man guilds endorsing raiding alts or even dual main-hood?
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Back around January or February, we had too many people for one MC raid and people didn't like rotations. So we tried to fill spots with recruits and the remaining spots were filled with alts whose mains were in the other raid. The idea was that it takes time to recruit good people, so the alts would sortof carry us into the stage where recruiting was done. It failed though. I'm not even sure in hindsight, but it seemed like the people with alts tended to either get burned out or crucial people silently vanished because they didn't like being in a raid that was slower than the old one due to sub-par alt gear and such. Splitting a farm-content raid into two raids is a different picture than what will happen in BC though.
I think if you can encourage cooperation between two raids, you can avoid a lot of the drama (assuming you have good leaders/core in each raid). For instance, maybe if it's the norm for one person in each raid to log everything possible and record a low-quality fraps for new boss fights, then post that for everyone to see, both raid groups will get the benefit from one anothers' experiences. I think the way to go would be to have shared DKP and allow people to swap between raids when needed (rogue1 talks to rogue2 and swaps raids for one week), but generally stay with their primary one. Ideally, the times of the two raids could address time zone issues as well. I'd bet that even with times catered to particular time zones, you'll find some people with no preference - those people could be used to balance the raids (make sure both have enough of spec X or leadership in class Y)
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09/12/06, 4:17 PM
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#56
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Von Kaiser
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I really hope my guild doesn't go down the 2 seperate raid group path. I see a mountain of drama in our future, if that's the case. Guilds have enough drama as it is.
No matter how equal you try to make things, there will be an "A" group and a "B" group.
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http://ctprofiles.net/2427034
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09/12/06, 4:45 PM
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#57
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Bald Bull
Night Elf Warrior
Proudmoore
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I think it would really ease the transition to BC for established guilds if bliz saw fit to improve the raid-lockout game mechanic.
For example, suppose you got a popup dialog on zoning into an instance asking you if you wanted to bind to that raid ID with/without looting privilege. Each player gets one loot-enabled bind per lockout, and as many loot-disabled ones as they wish.
This would accomplish blizzard's goal of controlling the influx of epic items into the game, without restricting players from helping out their guild's other raid during that week.
If progress is a concern and an unlimited amount of loot-disabled lockouts would allow content to be defeated too fast, you can simply restrict players to one lockout of each type. This allows a guild to field 2 raids with a significant amount of flexibility to trade players around for balance.
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09/12/06, 4:49 PM
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#58
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The beatings will stop once morale improves
Nurru
Undead Priest
No WoW Account
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Originally Posted by Darkmyst
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Originally Posted by Nurru
No guild serious about progression is going to deal with two raids and two sets of raid ids trying to overcome the same content.
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And if you are currently rotating 55 to 60 people through 40 raid slots the alternative is?
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Have fun fighting with raid ids when raid A can't go because MT 1A is offline and raid B's MTs are locked in their own instance. If they change how raidids work this may not be an issue.
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09/12/06, 6:00 PM
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#59
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Von Kaiser
Murloc Hunter
Azjol-Nerub
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Where does Kharazan fit on the progression map? My understanding was that it was a level 70 epic zone somewhere in the same general difficulty/reward range as the other top-end zones in BC.
If so, we aren't even necessarily talking about two 25 man raids running the same zone, we might also be looking at a 25 and a 10 running two different zones. Raidids also would become less of a problem then.
Is there more concrete information I haven't found yet about how Kharazan relates to the Burning Citadel in terms of level 70 endgame?
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09/12/06, 6:31 PM
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#60
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Don Flamenco
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The way it's being hyped, at least by the playerbase, is that Kharazan will be the gateway into BC raid content. It will trivialize all our previous raid gear, be far more difficult and take much longer than any 5-man, and be the 'endgame' for the supercasuals. I think it's also going to cure cancer, but who knows.
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09/12/06, 6:33 PM
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#61
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Von Kaiser
Murloc Hunter
Azjol-Nerub
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Originally Posted by Kasonic
The way it's being hyped, at least by the playerbase, is that Kharazan will be the gateway into BC raid content.
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So this is what we might call a Wild Assed Guess, yes?
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09/12/06, 6:39 PM
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#62
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Von Kaiser
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Originally Posted by Crazypie
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Originally Posted by Igni
I'm all for trimming fat and I'm the last one to suffer fools. At the same time, you've got to wonder what will all the "fat" end up doing. Pugging 10-man raids? Being content to do 5-mans? PvP? Wake up and start playing better?
Is the Fat just lazy? Not smart enough? Doesn't have enough time? I don't bother to ask these questions when I'm in a group with them as busy as I am not yelling at them. But you've got to wonder that if the number of raid leaders stays relatively the same as it is today, and all these people get cut, what are they going to end up doing?
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Another problem i see with trimming the fat is what if the fat is the bulk of a class? An example is the mages in my guild are all shifty, and have around equal 60% attendance. Now if we took the "core," it'd consist of 5 warriors, 4 priests, 1 shaman, 4 druids, and 3 locks. Now the problem with this is, because of instance requirements, won't bringing in 5 warriors and 4 druids be detrimental to progress? It seems to me that blizzard is shooting for class balance so that there are atleast 2 of every class, but 5 warriors would mean we're cutting out some other classes that might be necessary. I guess only time will tell.
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What they will do is what everyone else has done, move on to other guilds. Just because they aren't associated with the guild I'm in doesn't mean they are going to go all emo and stop playing. People change guilds all the time, it's not like a homeless guy on the street.
I'm not too worried about the bulk of the class being the fat because the instance caps are much smaller. You only need 1-3 good people for a 10 man and 2-4 for 25. If we had to replace all 7 of our warlocks right now, it'd be a catastrophe, Garr would become a real struggle to get past. But if we lost 2 or 3 right now, hell they don't show up very often anyway. I can understand the concern of showing up for your first 25 man run and there be 1 mage, 1 warlock, and 5 warriors. I think the BC is going to really shake up everything that the game has come to so far. Guilds are going to shuffle themselves around, players are going to reroll Draenai and Blood Elf, current characters will stay at 60 while new mains level 60-70, some people will be slow levelers and you won't see them in raid with you until a few weeks after attempts begin. All of this is going to contribute to the changing of the player base.
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09/12/06, 6:47 PM
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#63
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Piston Honda
Tauren Warrior
Blackwing Lair
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So you're saying it's going to pretty much wreck a ton of guilds and cause huge shifting throughout the player base. Yea, pretty much understandable. The core of my guild better lvl up in a hurry tho cause I play this game for one thing, pve content :).
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09/12/06, 7:17 PM
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#64
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Great Tiger
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Originally Posted by Whiteknight
For example, suppose you got a popup dialog on zoning into an instance asking you if you wanted to bind to that raid ID with/without looting privilege. Each player gets one loot-enabled bind per lockout, and as many loot-disabled ones as they wish.
This would accomplish blizzard's goal of controlling the influx of epic items into the game, without restricting players from helping out their guild's other raid during that week.
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That sounds like it could be exploited badly for farming. = P
25 man raid, split into 5 groups. Group A is loot enabled, Groups B-D aren't. Clear instance, collect loots. Group B starts an instance where they are loot enabled, Groups A, C-D help clear, B collects loots. Rinse, repeat, depending on how many times you are able to clear the instance between resets.
For instance, if implemented now, I'm sure some guild could clear a BWL instance everyday, for 7x the drops than normal.
I wonder if they plan to use checkpoints to get around the current lockout system. Divide a raid instance into 4 "wings", and expect players to be able to clear one wing a night. So first night, Groups A & B clear wing 1. Second night, Group A is short raiders and gets a few B people, but it's alright since they're going into wing 2, where neither Group A or B are locked out.
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09/12/06, 7:24 PM
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#65
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Amazing Racist!
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Originally Posted by Crazypie
So you're saying it's going to pretty much wreck a ton of guilds and cause huge shifting throughout the player base. Yea, pretty much understandable. The core of my guild better lvl up in a hurry tho cause I play this game for one thing, pve content :).
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Yeah I guess those instances you will be doing while you are levelling aren't PVE content.
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09/12/06, 7:32 PM
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#66
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i mine flae u
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Our team b killed razorgore before team a. Lets call them Team 1 and Team 2 this time, anyhow we NEED 2 teams...so we can field more shadow priests!
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09/12/06, 7:35 PM
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#67
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Piston Honda
Tauren Warrior
Blackwing Lair
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Originally Posted by TheRealJon
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Originally Posted by Crazypie
So you're saying it's going to pretty much wreck a ton of guilds and cause huge shifting throughout the player base. Yea, pretty much understandable. The core of my guild better lvl up in a hurry tho cause I play this game for one thing, pve content :).
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Yeah I guess those instances you will be doing while you are levelling aren't PVE content.
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5 and 10 man content do not interest me like 25 man or 40 man content. I started out online rpgs playing diablo 2, which had a what, 8 player cap? I really got into the whole team work aspect of a rpg and so far, wow seems to have taken that idea and made it better. When people ask me how fun wow is, i always tell them, "it's amazing cuz you have 40 guys workin together to get stuff done." Saying "it's amazing cuz 5-10 people can clear a dungeon" isn't nearly as exciting or impressive.
I think people should really stop and think about what wow requires in terms of pve success. you have 40 different people on at one time, who are spread out all accross the US/Candada, collectively fighting thru an instance. People have been playing wow so long that it seems normal, but for the average joe, getting 40 people together online is a pretty crazy feat.
edit: grammar/spelling
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09/12/06, 8:35 PM
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#68
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Don Flamenco
Night Elf Warrior
Cenarius
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Originally Posted by fuzzy
Our team b killed razorgore before team a. Lets call them Team 1 and Team 2 this time, anyhow we NEED 2 teams...so we can field more shadow priests!
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Its team 1 and team A. Or Team One and Team Alpha. Or Team Alpha and Team Omega, etc. No hard feelings that way..
Of course how it will all work remains to be seen.
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09/12/06, 8:39 PM
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#69
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The beatings will stop once morale improves
Nurru
Undead Priest
No WoW Account
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In the case of a Team A and Team B, how do you fix one of the teams? Say Team A is 2 bosses behind Team B because their tank keeps BurningCrusadeFlaming the raid. Do you give them a tank from Team B? Do you shuffle people around and make Team B weaker? Do you recruit a new tank for Team A and tax an already full roster?
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09/13/06, 10:43 AM
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#70
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Piston Honda
Myonax
Orc Warlock
No WoW Account
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If your not interested in my anecdote about our experiment with two MC raids early on in our raiding days you can jump to the bottom to see pros and cons.
We ran 2 raid groups for 6 months or so. We had our first raid with our long time members then we started a second raid for alts and new applications. At first their was a lot of resentment on the second raid group towards the main raid group because at the time they had rag on farm (bwl was brand new then) and the second raid group was struggling with finding a tank that could stance dance for magmadar (we are horde), the second raid group really thought we should have divided the players from the main raid group up. At the time that was something we were completely un-interested in, we already had rag on farm in the first group and it was working fine, we preferred having a solid raid and a new raid instead of having two mediocre raids. Eventually the second raid group found the right tank and started progressing and getting geared up then the interesting things started happening. The second raid got more and more geared up and attrition on the first group slowly switched the balance. For a month or two both raids were running simultaneously racing to kill rag first. By the end of that month the second group was consistently killing rag first, by the consecutive month there was such a huge turnover in the first raid group that it was a struggle to even get them to rag. As we started doing more BWL/AQ40 we couldn't fill 2 MC raids anymore so eventually the experiment ended.
Anyway here is the quick summation of the pro's and con's
Pro:
Fielding two raids gears up a lot of people more quickly. Having multiple raids on farm content makes progression content a lot easier as you have a huge pool to draw from for your progression raids.
Assuming you find a reasonable line to divide players you can create a competitive environment.
People are more likely to find a group that matches there play schedule.
Shared Bank
Cons:
You need far more people to field two raids, at some point you will be recruiting twice the number of people you are used too.
Two or more raid leaders are required at all times.
If one raid is a failure, you will loose the good players you couldn’t fit in your successful raid to other guilds and attrition.
Switching players for class balance becomes a nightmare if raids aren’t progressing equally.
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09/13/06, 11:06 AM
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#71
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Bald Bull
Blood Elf Paladin
Mal'Ganis
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Originally Posted by Celandro
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Originally Posted by fuzzy
Our team b killed razorgore before team a. Lets call them Team 1 and Team 2 this time, anyhow we NEED 2 teams...so we can field more shadow priests!
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Its team 1 and team A. Or Team One and Team Alpha. Or Team Alpha and Team Omega, etc. No hard feelings that way..
Of course how it will all work remains to be seen.
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Team Hell for Leather
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09/13/06, 11:11 AM
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#72
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Warrior-Poet
Igniferroque
Dwarf Priest
No WoW Account
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Originally Posted by Kasonic
think it's also going to cure cancer, but who knows.
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AIDS. It's going to cure AIDS.
Given that current 20-mans are on a twice a week reset, is it possible they'll extend that to 25-mans as well? Or would that introduce too much loot at too fast a pace?
On a side note, if there wasn't new content to defeat and everyone got their Tier 4s at a faster pace than they do now, would that be terrible for the game? I'm not trying to push an agenda or start a hardcore versus casual flamefest, but what would the effect be on the larger guilds if there wasn't the next big thing to defeat?
I'm wondering this because as the game becomes larger, I figure the percentage of hardcore raiders becomes a smaller percentage of the base. This would make tailoring the game to us less a priority than being casual friendly.
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Ignie Ferroque translates from latin to "with fire & with sword." It is a stock phrase used to describe the results of a destructive raid into an enemy's territory, whose sole purpose is to generate fear, terror, and destruction.
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09/13/06, 11:50 AM
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#73
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Don Flamenco
Orc Death Knight
Blackrock
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Is there even a confirmed full 25 man instance besides Black Temple? The ones I have heard of (Magtheridon, Prince Kaelthas) all are supposed to be Onyxia-style single boss quickie 25 man encounters that reside in generally 5 man winged instances.
And there has been some rumor that Black Temple will not even be opened on release, but patched in. Which makes sense, it will take a few weeks for any guild to get to it (assuming Karazhan is 2-3 months before farm, and Karazhan is necessary to clear before BT) so why even have an instance open that no one can see for at least a month.
The bad thing is many of the guilds pushing hard to Naxx have severely overrecruited in the last few weeks and many run extremely large raid rosters now. It definitely is going to be drama llama time when expansion hits and people start figuring out the best ways to min/max and stack specs/classes.
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09/13/06, 12:18 PM
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#74
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Mind the gap.
Malan
Tauren Shaman
No WoW Account
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Originally Posted by Igni
Given that current 20-mans are on a twice a week reset, is it possible they'll extend that to 25-mans as well? Or would that introduce too much loot at too fast a pace?
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Blue posts have already confirmed that all 25man content is on the standard 1 week reset timer.
As I understand it, some of the 10 man content is also on a 1 week timer. The 5 man instances will be just like they are now, no lockout timers.
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09/13/06, 12:54 PM
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#75
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Amazing Racist!
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Originally Posted by Igni
Given that current 20-mans are on a twice a week reset, is it possible they'll extend that to 25-mans as well? Or would that introduce too much loot at too fast a pace?
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Wouldn't that be assuming 25 mans are going to be easy?
Back when we first started doing Molten Core it took as all week of attempts to clear all the way through the instance, I doubt Blizzard would cut the raid timer down. Just because its 25 man doesn't neccessarily mean its going to be short and easy.
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