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  1. #1
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,037
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    I can't imagine doing mechanics with 10-12 people. People cant do mechanics with 4 or 8.
    (3)

  2. #2
    Player
    Lyni's Avatar
    Join Date
    Sep 2013
    Posts
    89
    Character
    Lyni Sol
    World
    Cactuar
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Valkyrie_Lenneth View Post
    I can't imagine doing mechanics with 10-12 people. People cant do mechanics with 4 or 8.
    They want more people in the group to alleviate the amount of responsibility of a single player. Case in point-> Most 40 man raids in games that have them.
    (0)

  3. #3
    Player
    dragonseth07's Avatar
    Join Date
    Aug 2016
    Location
    Manhattan Beach
    Posts
    922
    Character
    Ratithgar Jovasch
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Careful what you wish for. You know how the 24-mans are faceroll mechanics? That's because of the high number of players. Adding more to groups means mechanics would need to downshift alongside it, otherwise things become totally unPUGgable.
    (2)

  4. #4
    Player
    Vanitas's Avatar
    Join Date
    Aug 2013
    Location
    I wish I had a Girlfriend.
    Posts
    909
    Character
    Vanitas Olterian
    World
    Leviathan
    Main Class
    Dark Knight Lv 80
    I'll pass, thanks.
    (1)

  5. #5
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    First I would prefer Full party dungeons simply because you can add more interesting mechanics with two light parties.
    (0)

  6. #6
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    What SE could do is scale the difficulty by the fine-tuning to the ilevel of the party at the time they get to each boss. That would either force people to play the role they were given, or drop players that are not pulling their weight.

    Hell, they could do a "survivor" type of round where there are 5 bosses, and after each boss, the weakest role performer is dropped automatically (including the tank or healer), so you start with a full party and end up with a light party at the end with just 12 players. If someone votes themselves out (eg neither tanking, healing or dps'ing in any meaningful capacity) then the final light party can wind up being 4 DPS, or two tanks and two healers split across two parties. 3 light parties enter at the end, and thus there's your 12 man group.

    Like this is how it would work:

    All parties hit the first boss, when the boss drops, a score pops up for DPS %, Enmity generated %, and Healed damage % contribution. Whoever has the lowest % is sent to the penalty box so they can keep watching, but they are unable to claim any rewards once in the box, or they can exit the raid from the box. The treasures only show up after a player is removed.

    At the second boss, third and fourth boss, the same as the first. If at any time someone in the active party drops (disconnected ????'s) someone from the penalty box gets a second chance to sub in, offered to everyone, but only the player with the highest contribution average gets to replace them.

    A fail-safe in the contribution calculation could also be used to ensure that a party with two lame-healers or two lame-tanks doesn't get automatically promoted to the next battle by comparing the calculation across all three parties. If a party ends up with no healers or no tanks, then the entire party is sent to the penalty box to prevent "troll" parties from getting any rewards at the final boss. eg, if a party joined the raid, and every player just idled (eg a group of bots) then at the first battle, the entire party is sent to the penalty box, thereby making it possible that the final boss might have just 8 players or even just 4 players. We shouldn't need this, but may as well think about how such mechanics can be abused.

    For regular 8-man content, SE could use a similar idea and just auto-kick players that contribute less than 1/16th to the damage, heal or enmity control. That saves "spaces being taken up by carries"
    (0)
    Last edited by KisaiTenshi; 05-30-2017 at 02:22 PM.

  7. #7
    Player
    Kethic's Avatar
    Join Date
    May 2017
    Posts
    218
    Character
    Kethic Zachrias
    World
    Hyperion
    Main Class
    White Mage Lv 90
    One of the big draws of FFXIV for me was the small party requirements. The bigger the required group, the more troublesome logistics become, especially once the mainstream have passed that content. I'm game for some big group content, but I'd prefer we keep the small group content where it is. Frankly, if there was some 2 and 3 person content, I'd be down.
    (1)

  8. #8
    Player
    KaerisKlyne's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    210
    Character
    Hjarta I'kastala
    World
    Adamantoise
    Main Class
    Summoner Lv 90
    There's no problem with 8-man party size. Mechanically speaking, I think the issue is in encounter design where 8-man feels problematic because of mechanics meant to 1HKO a player with little room to recover rather than just having to raise and have a weakened party member. I'm sure I'll catch some heat for saying this, but I've played content across the board from normal dungeons to savage raids, and the memory-test-or-die element of things (that, honestly, I think could be tweaked enough to be more recoverable without making the fight flat out easier) is what makes things seem difficult with a seemingly limited party size.
    (1)

  9. #9
    Player
    Losstarot's Avatar
    Join Date
    Jul 2014
    Posts
    107
    Character
    Omega Mutewind
    World
    Spriggan
    Main Class
    Dragoon Lv 80
    Nay the system is good and it works great, so i dont think SE should change the raid comp, plus we already have 24 man so i dont think its really needed
    (0)

  10. #10
    Player
    MistakeNot's Avatar
    Join Date
    Sep 2015
    Posts
    2,312
    Character
    Auriana Redsteele
    World
    Zodiark
    Main Class
    Paladin Lv 83
    Quote Originally Posted by Tyrius View Post
    Been hearing people ask for bigger groups WOW style but I think Se could change groups to 12 man adding 2 more dps one tank and one heals giving more party flexibility what do you guys think?
    I think that 8-man groups have plenty of flexibility already, and requiring more people would make it harder to find groups.
    (0)

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