So what?
No one is forcing you to do raid content.
We need some raids. Its not really a raid if a party can manage it, then its, by definition, group content.
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We need guild vers. guild content ^^
While I actually support larger content, it does have a direct effect on people that prefer small group content. The primary effect is that raid content tends to cost large amounts of resources which have to come from somewhere which means less time developing and releasing new content in smaller group sizes. I'm sure plenty of people have played other games and it is quite noticeable in some how much effort goes into raids and how that leads to less small group content with some patches containing none at all.
In addition, most games decide that raids should have the highest quality loot which has a much larger effect then people in the raid camp like to admit. The raid camp tends to explain that if they don't like the content they can just not do it. The problem is the community as a whole adjusts to people having access to this gear as they do other content and tends to lead to decisions such as who gets to come to new group content. In addition depending on the team developing, it has many times lead to content that is designed with the majority having access to old raid gear for new small group content or else it is incredibly not interesting to the raid crowd. This is all of course assuming that gear gets fixed in a way to matter more as the current set up in the game it would make very little difference.
Not every game is going to cater to every demographic. I personally would like some larger 16 person content, but I understand the arguments from other sides that would prefer it never occur. I'm also interested to see how 8 person content feels when something actually challenging is created since this is larger, group size wise, then many other games that have 4-6 people for groups and have raid sizes that are in many cases experiences with 8-10 people.
Well we were doing PvE with over 100 players on DAoC and it was working fine. Doesn't have to push it to 100, but content for ~40 players seems reasonable to me. Now I'm not asking for that on XIV 1.x, the game engine is simply not designed for that many players to be together...
But when 2.0 hits, with free companies and all, then yeah, large scale content would be great. Also remember that content with 40+ players doesn't mean 40 players stacked on the very same objective. You could have 3 small group of 4 players in a remote location, forced to coordinate with "the main group" in order to take down adds, or accomplish a specific objective...
There are tons of way to create large scale content, that's not only "zerg one world boss".
So what? Group content has the same effect on people that prefere larger then group content.
Personally I would like to see all end game stuff require 10+ players.
I really have to ask, if your for larger raids, why is your only post here, one that does nothing but argues against it. Makes absolutely no sense.
i dont want zerge fest engame, but something like this would be cool. esp if it scored you party and delt loot based on score or something.
http://www.youtube.com/watch?v=bYrLdihWwXs
I hope so, but people hate playing with other people in an MMORPG...so at best we're looking at 4 man content only in the future, if that and if they don't add a solo option, which they will because of said reason.
Yeah, if we're going to have a variety of content, there needs to be more 'raid'-like content geared for large groups that would be impossible to low-man while keeping such content from being zerg-fests also, like requiring certain goals to be tailored for gathering/crafting classes, and like forcing groups to split up periodically (a la randomized mazes maybe).
If you're not interested in having that variety, as mentioned, there are plenty of other games out there to suit your wants.