Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Public Discussion » Public Discussion

Reply
 
LinkBack Thread Tools
Old 04/30/10, 6:45 AM   #181
Amalfor
Glass Joe
 
Undead Mage
 
Terenas (EU)
Originally Posted by pichuca View Post
for a side note, I´m not talking about making the 25 mans easier, but making the 10 mans a lot of harder.
Blizzard aren't going to make anything in WoW harder than it already is, that's one thing for absolute certain. Whether they continue to make things even easier in terms of progression and completion is where the debate lies.

Offline
Reply With Quote
Old 04/30/10, 8:15 AM   #182
Mearwen
Glass Joe
 
Mearwen's Avatar
 
Blood Elf Paladin
 
Kael'thas (EU)
Originally Posted by Shadout View Post
One thing they could do was having raid lockouts 'per boss' but still tied to an overall 25man raid lockout structure.

For instance, if a 25man raid kills 9 out of 10 bosses on 25man, and then decide to go 10man on the last boss for whatever reasons (like lacking players monday just before a reset), then only the people who are actually in the 10man gets saved for the 10th boss.
Whereas 10 others from the former 25man raid could start another raid, and enter a new instance. The game would see that the new raid leader (or another person in the raid who was locked furthest in the 25man, i.e. 9th boss) was already saved for the first 9 bosses and despawn those, giving them direct access to the last boss, just like the other 10man group.


An another possibility for Blizzard is to add a tool in game to manage the ID at Guild level and to add the possibility to split / lock / merge the ID in the guild. An example could be :

Day 1 : Enough people to fill a 25 main, the raid kills 4/10 boss.

Day 2 : 23 people connected but enough to do 2 * 10 man raid. The guild's officier split the ID 25 into 2 ID 10. The both raid is beginning with already 4 boss dead. During this time it's not possible to go in 25 man ID.
Raid 1 finished with 6/ 10 and raid 2 with 5/10

Day 3 : Enough people to fill a 25 main. The guild's officier merge the two 10 men's ID (In fact delete the ID) into the 25 men's ID. The raid is beginning with 6/10 boss deads (Most advanced 10 mens raid). The raid kills the 7th boss.

Day 4 : It's the Week end. There are enough people to fill 3 * 10 raid. So same story, the "main 25 ID" is frozen and 3 new 10 ID are created for the 3 raid. No link to the previous 10 ID, so you can fill the 3 raid without any problem.


With this system nobody can kill 2 times the same boss and it's pretty esay to raid even. You can go with : 10 people, 2*10 people, 1* 25 peoples or 3*10 peoples. So less people on the bench and less day with raid cancelled, everybody is happy



PS : Sorry for my bad english.

Offline
Reply With Quote
Old 04/30/10, 8:55 AM   #183
Exemplar
Bald Bull
 
Human Paladin
 
Scarlet Crusade
Originally Posted by Harwin View Post
Then the extra loot drops off 25 should already cover that vs 10. The most common number I've seen suggested (and the one that makes sense to me) is 6 drops vs. 2.
Focusing again solely on numbers - current 25man bosses drop 3 pieces of loot. If you double that, you halve the time in which that group is fully geared.

It can be argued that people running 10 and 25 simultaneously gear even faster, but focus on the "Best in Slot" phenomenon. Under the current system that will 95% be 25man gear (accounting for the rare 10man item with better itemization, such as occasional trinkets). The 10man gear is stop-gap until the BiS 25 is received. So end result is the same - double 25 loot means half the time to gear your raid at the top end.

This potentially means a shorter cycle within the patch. Patches remain on the same fairly steady schedule (not released faster or slower). The top-end guild will rapidly demolish the instance once artificial wing-closed-come-back-later barriers are removed. They will gear in record time and have longer windows of inactivity. Even the average 25 guild would be able to "overgear" the later/harder bosses in the instance more rapidly (under the assumption that bosses are tuned to be killable in gear from the previous gear and grow easier as you gain that tier's gear).

So there's the worry that this carrot could damage other aspects of the WoW lifecycle. And some have proposed as many as 9 drops in 25man, which would be triple the current level.


@Mearwen
That works for a guild. How about non-guild. I join one of your day 2 10man raids. Kill a few bosses. Day 3 you merge, my raidID vanishes (I'm no longer locked at all?) or is deprecated. Day 4 you split to new IDs - I cannot join, your new IDs do not match my deprecated ID.

If they want a per-boss lockout, the best method is winged instances (like Hellfire Citadel, TK, etc) - where each separate wing/instance holds a single boss. This still creates difficulties other difficulties - gating: how do you prevent access to specific bosses in the week, gearing: boss A doesn't drop any tank loot (or all your tanks have it), why do tanks want to go to that instance, organization: player X did boss A with the core raid, late/benched player Y did boss B in a PuG, and so on.

There's just no magic bullet solution. Just look at the current raidID situation - it's not ideal or we wouldn't even be discussing other methods.

Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

Offline
Reply With Quote
Old 04/30/10, 9:34 AM   #184
KraxisSingular
Banned
 
Blood Elf Hunter
 
Runetotem (EU)
Interesting to see the 'gearinflation' card being brought up relatively often.

Why is it that everyone assumes that there has to be 2 or more drops in 10 man? It could just as easily be 1 drop n 10 and 3 in 25. That would make 25s look considerably more interesting since it would remain the same and 10s would suffer a loss compared to now. That wouldn't be too bad since 10s are gaining a huge buff overall.
The psychology of a 1-3 system is a lot more static than the proposed 2-6. People would gear up about as fast as now (which seems appropriate), and the 25 raiders would feel that the 10s pay a price to get up there. Meanwhile the 10 raiders would still feel better since now they aren't being discounted compared to 25 loot.

It seems to me that Blizzard don't really want to change the raidingscene more than absolutely neccesary, likely keeping the overall setup as it is in regards to numbers. After all it has proven to be a success so far. But they want to cut down on time spent so people can get SC2 and Diablo3 on top of WoW. Too much gearinflation would be counterproductive to that.

Offline
Reply With Quote
Old 04/30/10, 10:45 AM   #185
suicuique
King Hippo
 
Night Elf Warrior
 
Antonidas (EU)
To pick up on the reiterated thesis of "if 25 raids need carrots , they are not inherently fun, and should die".
Keep in mind that Blizzard designing 25 and 10 raids to be "equally" challenging means the are forgoing a lot of theoretical encounter designs, which can only be a loss to every WoW player. Consider the drop of council boss designs in WotLK ("iron council" is just a mere shadow of council designs of former days, and even though "blood princes" are only 3 it does show the limits of this encounter type in 10 man raids). As someone else mentioned already: how can you design a Vashj encounter as a 10 man raid, and would have the wave design of the Hyjal trash worked with 10 people splitting in pairs or three from the "main" raid? While one could argue that this has been a process long in the making, it can only get worse with the paradigm shift from 25 to 10 as the main attraction.

As a previous poster stated: if 10man is "more fun, more socialising, less work and being played by more players than the 25 raids", why stop this argument at 10 and not extrapolate to 5? It's not as if 10 was the holy number of optimal "fun" in the game. While 10 may be the same number as classes, WoW has got 30 different specs, 3 different roles and 2 different factions. Each of the above statements (fun, socialising, work) holds true for 5 vs 10 as well. Why stop at 10 man raids and not make the 5 mans the premiere focus of the game? You would just give up some more encounter designs and class inhomogenities.

I acknowledge that many people, who can only raid 10 man because of time constraints, technical aspects or friends might rejoice because they see no harm done. But realize that at the end of the day it is Blizzard offering less options to their customers. Not more. 25 man raids will severely suffer because of this change (I'm not arguing that point here. Time will tell.), and one aspect of game play may be irreversible harmed if Blizzard makes even the slightest mistake. This is a risk I'd rather not take. While WoW might get more "personal" again, it is in danger to lose the "massively" title of its genre.

Last edited by suicuique : 04/30/10 at 10:50 AM. Reason: paragraphs added

Offline
Reply With Quote
Old 04/30/10, 10:48 AM   #186
Exemplar
Bald Bull
 
Human Paladin
 
Scarlet Crusade
Reducing drops in 10 would be a good and reasonable solution. However, Blizzard has mentioned increasing loot in 25 as a carrot. They have not mentioned decreasing 10.

You really believe that the populace will not scream "NERF" at the top of their lungs if they reduce drops in 10man? Especially from that segment of the playerbase which is only able to run 10mans (10man strict, small guilds, PuGs with time limits (10man forms and begins faster than 25)). There will be other cries of "You lied!" and "But, you promised!" as well.

Public backlash is an ugly thing. It happens to varying degree many times Blizzard changes their mind on a topic. This is another reason why I think Blizzard really jumped the gun releasing this info before they had in-house details. If they want to go to this system they should have ironed out the details internally, then given us the same rough outline of the future with "futher details to be released later" so they don't feel bound by what they've said.

Finally - you could run a full clear of 10man and PuG a few bosses in 25 in a small guild or with some solid friends. That's a decent spread of loot. New system you could do the 10 or the 25. The average players already feels they've "lost" loot, or chances at it. Reducing the 10 further will "feel" more painful.

As with most things, impression can be more important than the truth.

Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

Offline
Reply With Quote
Old 04/30/10, 10:53 AM   #187
Harwin
Piston Honda
 
Night Elf Hunter
 
Mannoroth
Originally Posted by Exemplar View Post
Focusing again solely on numbers - current 25man bosses drop 3 pieces of loot. If you double that, you halve the time in which that group is fully geared.
My argument remains the same at 3:1 as at 6:2, and Blizzard stated explicitly that 25 man would drop more loot *per raider* than 10 man, so barring something strange like 8:3, 3:1(or a multiple thereof) seems the most likely result.

Offline
Reply With Quote
Old 04/30/10, 11:01 AM   #188
Exemplar
Bald Bull
 
Human Paladin
 
Scarlet Crusade
Originally Posted by Harwin View Post
My argument remains the same at 3:1 as at 6:2, and Blizzard stated explicitly that 25 man would drop more loot *per raider* than 10 man, so barring something strange like 8:3, 3:1(or a multiple thereof) seems the most likely result.
If Blizzard plays word lawyer, expect the same public reaction. Their quote, indeed, is "25-player versions will drop a higher quantity of loot per player" - which implies more for 25, not less for 10. Implication is not The Truth, of course, but it matters for public relations.

It also is more a disincentive for 10, not an incentive for 25. 25man doesn't have gain a carrot, 10man gains a stick.

Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

Offline
Reply With Quote
Old 04/30/10, 11:03 AM   #189
gcbirzan
Bald Bull
 
gcbirzan's Avatar
 
Human Paladin
 
Darksorrow (EU)
Originally Posted by Exemplar View Post
Reducing drops in 10 would be a good and reasonable solution. However, Blizzard has mentioned increasing loot in 25 as a carrot. They have not mentioned decreasing 10.

You really believe that the populace will not scream "NERF" at the top of their lungs if they reduce drops in 10man? Especially from that segment of the playerbase which is only able to run 10mans (10man strict, small guilds, PuGs with time limits (10man forms and begins faster than 25)). There will be other cries of "You lied!" and "But, you promised!" as well.
They didn't mention any such thing. They just said that there will be more loot per raider in 25 mans than in 10 mans, not more loot than now. Even given that, 10 mans will get better loot than they get today, and the amount of drops in 10 mans is too high as it is (1/5 per raider, compared to 1/8.(3) in 25 man). Giving out 6 pieces of loot in 25 mans would bring that ratio even higher (1/4.1(6) per raider) which would be even worse in the long run, since people would lose the loot incentive of an instance way faster.

Originally Posted by Exemplar View Post
It also is more a disincentive for 10, not an incentive for 25. 25man doesn't have gain a carrot, 10man gains a stick.
That's not true. They just remove the extra carrots from 10 man.

Romania Offline
Reply With Quote
Old 04/30/10, 12:21 PM   #190
thefool808
Von Kaiser
 
Worgen Druid
 
Ysera
Originally Posted by gcbirzan View Post
They didn't mention any such thing. They just said that there will be more loot per raider in 25 mans than in 10 mans, not more loot than now. Even given that, 10 mans will get better loot than they get today, and the amount of drops in 10 mans is too high as it is (1/5 per raider, compared to 1/8.(3) in 25 man). Giving out 6 pieces of loot in 25 mans would bring that ratio even higher (1/4.1(6) per raider) which would be even worse in the long run, since people would lose the loot incentive of an instance way faster.

That's not true. They just remove the extra carrots from 10 man.
I am assuming that one of the extra carrots that 10 man is getting would be equal item level gear. However, I don't really believe that to be a carrot (unless you are a loot whore).

The fact that the item level will be equal between 10 and 25 doesn't matter to the strict 10 man guild. You say "10 mans will get better loot than they get today", but the dungeons will be tuned to match that better gear, so it is a wash. It is in fact only a benefit to the 25 man raider that cannot raid 25 man that week, yet still has a chance to get loot from doing 10 man. However, the quantity of drops does matter to the strict 10 man raider and dropping only 1 item per boss instead of 2 simply means it takes longer for the that raider to gear up than it does currently. I'm not sure how you can say that would not be a stick to 10 man raiders.

The shared lockouts is a stick to 25 man raiders that ran both version of the dungeon each week. The badge changes are also a stick to these players. These are the obvious intentions of the change.

Offline
Reply With Quote
Old 04/30/10, 2:11 PM   #191
Tinwhisker
Bald Bull
 
Tinwhisker's Avatar
 
Dwarf Rogue
 
Scarlet Crusade
Originally Posted by Mearwen View Post
An another possibility for Blizzard is to add a tool in game to manage the ID at Guild level and to add the possibility to split / lock / merge the ID in the guild. An example could be :

Day 1 : Enough people to fill a 25 main, the raid kills 4/10 boss.

Day 2 : 23 people connected but enough to do 2 * 10 man raid. The guild's officier split the ID 25 into 2 ID 10. The both raid is beginning with already 4 boss dead. During this time it's not possible to go in 25 man ID.
Raid 1 finished with 6/ 10 and raid 2 with 5/10

Day 3 : Enough people to fill a 25 main. The guild's officier merge the two 10 men's ID (In fact delete the ID) into the 25 men's ID. The raid is beginning with 6/10 boss deads (Most advanced 10 mens raid). The raid kills the 7th boss.

Day 4 : It's the Week end. There are enough people to fill 3 * 10 raid. So same story, the "main 25 ID" is frozen and 3 new 10 ID are created for the 3 raid. No link to the previous 10 ID, so you can fill the 3 raid without any problem.
That won't work and I'm highly skeptical that any function that lets you split and scale to and from the different raid sizes will work because:

Day 5: The next boss drops in 25man drops a trinket that many people want so you split the raid to get more chances at the drop.


United States Offline
Reply With Quote
Old 04/30/10, 2:47 PM   #192
• Narcosleepy
It's not you. Really. I hate everyone.
 
Narcosleepy's Avatar
 
Goblin Hunter
 
Mal'Ganis
Let's move past the whole "10 man has less people, less loot dropping and less people who might roll on said loot while 25 man has more people, more loot dropping and more people who might want to roll said loot" argument. That horse is dead and beaten already.

Not to say we can't discuss the differences, thoughts on what this might mean to raid comps, etc. Just stop pointing out that 10 < 25 and one drops more loot than the other.

If this signature offends you please complain to the management.

United States Offline
Reply With Quote
Old 04/30/10, 3:16 PM   #193
Callin
Glass Joe
 
Undead Priest
 
Lightbringer
One thing I have not seen discussed much here is the news of multiple raid instances and how it would apply to the lockouts.

“For the first few raid tiers, our plan is to provide multiple smaller raids. Instead of one raid with eleven bosses, you might have a five-boss raid as well as a six-boss raid.”

This sounds similar to ICC being split into 2-3 instances. It’s the same amount of development time but gives players more options.
This might ease up a lot of the problems we have been discussing so far. A guild with 25 pushes into one of the instances and hits a roadblock. They spend whatever time during the week pushing that boss. The rest of the time, guild members locked into that instance can form a 10man in one of the other raid instances.
Right now raiding consists of 2 raid instances; ICC 25 and ICC 10. In the future we will still have the same thing only it will be UBR 25 and PWN 10.

This seems contrary to their stated intent to reduce the time “required to raid” that is the current norm, as raiders will still feel the need to run all the instances available to them. However, what it would do is loosen up some of the restrictions of organizing a weekly raid.
If you have people that have to sit on Tuesday and on Thursday you have a lot of different people who are available that night, you can enter the second instance instead.

Offline
Reply With Quote
Old 04/30/10, 3:23 PM   #194
KraxisSingular
Banned
 
Blood Elf Hunter
 
Runetotem (EU)
Originally Posted by thefool808 View Post
I'm not sure how you can say that would not be a stick to 10 man raiders.
Because it is artificially inflated right now, perhaps due to the smaller scale or the lesser quality. It is unknown.

The loss of the council fights, well not really a loss as they will still be there, but there will undoubtedly be a slimming of the effects to fit the 10 man version could end up hurting. The council fights are just the most visible examples, but even single boss fights can lose a lot. Sad thing. Of course it could end up being totally different fights... I just doubt that a lot.

I'm also surprised that only a few people have mentioned the pure classes. This could potentially hurt them. Even the hardness factor and stacking buffs etc will become more important. Differing fights will boost flexible players (2 healers here, 3 healers there, an extra ranged third time etc). I'm not saying it will hurt definately, but anything less than 4 pures per 10 in general/theory is a loss.

Offline
Reply With Quote
Old 04/30/10, 3:35 PM   #195
Harwin
Piston Honda
 
Night Elf Hunter
 
Mannoroth
Originally Posted by Callin View Post
This seems contrary to their stated intent to reduce the time “required to raid” that is the current norm, as raiders will still feel the need to run all the instances available to them. However, what it would do is loosen up some of the restrictions of organizing a weekly raid.
How do you figure?

Right now you can spend 100% of your 25-man raid time in ICC-12. If you decide to spend 100% of your time on ICC-6A, and not do any 25-man raid time in ICC-6B, then yes, some raiders may decide to do that in 10 man. But your 25 man could also have decided to do the first few bosses of ICC-6B with some of their time.

When we were learning SSC and TK, we were doing 3/4 TK before we killed Vashj.

Splitting them up does allow you to spend more time on bosses without having all of it be on one roadblock boss, and that certainly increase the total time you could spend on 25 - but you're only encouraged to go into 10 mans if your guild in fact doesn't do it in 25 man - you're not doing the same content twice.

Offline
Reply With Quote
Reply

Go Back   Elitist Jerks » Public Discussion » Public Discussion

Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Best raid composition for 10 man progression Katria The Dung Heap 17 06/19/08 9:10 PM
A proposition for dungeon and raid progression Jaxtrasi Public Discussion 231 03/17/08 8:47 PM
Help with our raid progression: What to do next? Fashioncore Public Discussion 7 06/06/07 6:44 PM
TBC, natural raid progression draghkar Public Discussion 73 02/19/07 2:31 PM
At a fork in the raid as far as progression goes... Oneiros Public Discussion 3 07/24/06 1:54 AM