Yeah I thought this was fairly obvious given that it is standard practice among all MMO's since... EQ at least.
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I just posted in your "No Hope Zone." What now?
(Check my character name.)
On-topic, I think that linkshells need something to do together. Though some shells do plan them as events and manage rotations, the current "endgame" even done from inside a linkshell are basically pickup groups that you /l'd instead of /sh'd. No one is saying that this content should be forced upon someone either. Hell, I'd do large-group endgame at this point just to get myself out of Ul'dah sometimes, or for a lodestone achievement.
As for those who say that large group content is equivocal to spamfests, you really need to open your eyes a litttttle wider. The OP asked for content for large groups, and you read "big mobs with high attack and high defense." Other reasons to take >8 people could include...
- Crowd Control
Groups may need to fight 2+ monsters (which cannot be slept) simultaneously. Many BLM/THM/CNJ/WHM may be needed to sleep a huge number of mobs. It could be for many reasons; two mobs could "combine" if not fought separately to form one impossible boss that would almost inevitably lead to a wipe; or, they could simply not be sleepable and four teams of 3-4 would need to keep them at bay to avoid overpowering people.- Interdependent Objectives
Imagine, if you will, a cave that has several different "paths." One party goes left, and another right. The ones on the right walk into a huge room, and suddenly the tunnel collapses behind them. After an audible cackle from beyond a glowing magical barrier at the other end of the room, wave after wave of undead soldiers begin attacking this group, who must stay alive. The other group suddenly encounters a group of necromancers who are busy in some horrid rite. After defeating that group of necromancers, the undead stop assailing the right team, and they are able to proceed to a switch that allows the other party continue. Right at the end, the parties come together for a large boss fight.- Requirement of >8 roles in battle
This is harder to mange while still remaining in the mindset that anyone should have access to everything, as it almost requires a huge group with, if not set jobs, a wide variety of jobs; there would of course be room for "extras," but it's not conducive to the "any group should be able to roll through" idea that I see a lot of lately. Some ways I can think of are... . you might need 4-5 archers to get a dragon out of the sky, 4-5 mages to break through its magical barriers, and 2+ tanks each building hate (as it's very possible for one to be killed by accident, and the other would take over), a bard here or there to boost their parties, etc. This is dangerously close to the aforementioned spamfest, but the separation into separate, equally-necessary goals sets it ahead in my opinion.
As usual, I'm going to stop thinking here because I've written a lot and doubt people actually read it. :rolleyes:
I hate hate hate large groups. I'd much prefer them stick to designing content for 3-5-8 person groups.
I hate hate solo and light party content, and open content like another person advocated earlier in the thread. I'd much prefer they only made large group content.
But I guess I could live with them simply making content other people enjoy too, even if I don't like it.
If they are going to pick 1 and 1 only. They need to make everything for 16+ people, there is enough mmos for solo/low man out there.
Lets hope the devs have the sense not to just pick 1 though.
Yeah.... Have some 8man and some 16man stuff would be nice
more open world content, or more instances thats not a boss fight, like hamlet defence will be in 1.22.
THey need to or they should just sell house and call it lol.
Stronghold bosses?
Hamlet defense? :P