36 Players per Raid

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diolas

Dalayan Beginner
So how does this work exactly? Does the server recognize everyone from a particular guild in the zone and go from there? Or have you simply capped the number of people allowed in any given zone?
 
A mob can only have 36 clients (and max 6 of each class) at once on its hate list, then the adept "Protected" code kicks in against further people.
 
Good idea. To be honest, it will make raiding a bit more interesting. Though I've honestly only raided about three times on Winter's Roar...I'd imagine that quite a few mobs have been killed probably from zerging? Could be wrong. Either way great idea.
 
Can you explain the mechanics of it in a little more detail please. I'd like to know more about it before I jump to any conclusions.
 
I... thought he explained pretty much everything there is to know. Maybe you should be more specific with your question(s).
 
Let's pretend I'm not fully familiar with Adept mob coding and how it would adapt to this particular situation.
 
The Adept policy was mostly designed to prevent higher level players from farming lower level named. Also, prevented higher levels from buffing lower levels who would then tackle said named. Bascially prevents a lower level with high level buffs from engaging a name. Forces people to play on their level when taking on mid-level named and raids.

In this situation, I would assume it would prevent, say Rogue 7 from hitting a mob. As I am not 100% on say healing - it may be that someone engaged with adept mob cannot be healed by someone outside the incident (ie - higher level or Cleric 7) or is removed from the incident - I would think that it would be the former.
 
This change really makes me wonder about specialized encounters that require many of the same class... say a 2 mob encounter that requires 2, 3 CH cleric chains.... or one encounter that requires 4 enchanters to mez 4 of 5 linked mobs

So on regular raids these guild members cannot join, but can only log in on specialized encounters? Seems to promote the use of bots more than discourage it imo.
 
Based on your scenario, you still only maxed the clerics at 6 which is the max for any class.

If you are getting higher than that, then I would suggest brainstorming some other ideas - such as using other classes in conjunction with chanters for crowd control (such as bards)
 
It's not like you have to do The Rathe here anyway. Wiz tailors the encounters, or so I've heard. But what do I know....
 
A mob can only have 36 clients (and max 6 of each class) at once on its hate list

I always understood if you die, you leave a mob's hate list. So, as people die, can more people jump in to keep the 36 clients on the hate list?
 
I've noticed that I can no longer FD my monk to save him from agro hits. Does this mean if I have to keep him FD'd for most of the fight (for pulling reasons) he's taking up a spot?

Are there any non agro spells that people can use to help out with the fight?

The agro radius on a lot of mobs is huge, could they be lowered so that people can't inadvertently gain agro when they're not supposed to?
 
I think the genral idea is to not bring people that arent involved directly in killing the mob. A lot of peopels tactics and lineups are going to have to be revamped. :)
 
well, this is going to change alot of things in the raidings, since you might not always have 6 of each class and might need the extra dd or healer to come in since 1 of yours is missing.

as far as dieing, that should remove you.

however if your in, say Plane of Hate, things in there can have a massive agro range, and if another group is there for xping while there is a raid, then they can gain part of the agro, which can either have the xp group be TPed out and their party can be ruined, or parts of the raid can be TPed out and the raid can be lost due to that. just a thought.

this is a good concept, however with alot of the new clans/guilds, their only way to succed in raiding some of the harder mobs is to out zerg the mob (massive amounts of players trying to take it out). The only way for some of the higher level agros to be killed is by the people that have been on here for a long time that have the best gear and dont need to zerg anything.

also, higher levels can still help the lower levels do this without as much of a problem, such as in their AA area buffs, can do it right before they zone in or gain agro from the mob(s). that is probly 1 of the things you were aiming at stoping, however, there are ways around everything.
 
dying should not remove you from the list. having reinforcements nearby from over 36 is the same thing as having them help pre-code.

also, if there's a raid going on, and a few other people not included in the raid (i.e. another guild) in a purposeful intent to disrupt the raid..
 
dwf-rog-lfg said:
Good idea. To be honest, it will make raiding a bit more interesting. Though I've honestly only raided about three times on Winter's Roar...I'd imagine that quite a few mobs have been killed probably from zerging? Could be wrong. Either way great idea.
The old "res during the battle" fights do not happen on WR. In fact, before the influx of players, PR was raiding nightly with 30 players. Since about three weeks ago, ou ranks have swelled a bit, and also more people log on for raids than a month or two ago. Anyway, to get back on topic, if you die during a PR fight, you stay dead until the mob is either dead, or everyone is dead. Zerging doesn't seem like that big of an issue, yet. Give it some more time, and eventually both PR and Ruin(?) will have a much larger force to work with, making some encounters trivial.

The only main problem I see with this code is that eventually, a new guild will be formed. Having 60 + on your roster, with five or so people sitting out every fight, will get old, fast. Not to mention all the incoming players.

Also, it means for fights that I have stuff from... why would I go back and take up a slot? I see no reason to go and take out a mob just to take both the chance for someone in my guild to get loot. This in turn of course creates the effect that the higher level people will want to advance rather than continuing to "farm" ToV dragons, or otherwise for the new comers. Again, why take up raid slots?

Just some thoughts I suppose.
 
Rambler said:
dwf-rog-lfg said:
Good idea. To be honest, it will make raiding a bit more interesting. Though I've honestly only raided about three times on Winter's Roar...I'd imagine that quite a few mobs have been killed probably from zerging? Could be wrong. Either way great idea.
The old "res during the battle" fights do not happen on WR. In fact, before the influx of players, PR was raiding nightly with 30 players. Since about three weeks ago, ou ranks have swelled a bit, and also more people log on for raids than a month or two ago. Anyway, to get back on topic, if you die during a PR fight, you stay dead until the mob is either dead, or everyone is dead. Zerging doesn't seem like that big of an issue, yet. Give it some more time, and eventually both PR and Ruin(?) will have a much larger force to work with, making some encounters trivial.

The only main problem I see with this code is that eventually, a new guild will be formed. Having 60 + on your roster, with five or so people sitting out every fight, will get old, fast. Not to mention all the incoming players.

Also, it means for fights that I have stuff from... why would I go back and take up a slot? I see no reason to go and take out a mob just to take both the chance for someone in my guild to get loot. This in turn of course creates the effect that the higher level people will want to advance rather than continuing to "farm" ToV dragons, or otherwise for the new comers. Again, why take up raid slots?

Just some thoughts I suppose.

The higher levels will then never advance, because they need the lower end ones just as much as they need the lower end ones.

Your "main problem" does not seem like a problem to me at all.
 
Well... ever tried throwing a bunch of "new" players at a mob? It doesn't work all that great. You need some more advanced players who know the strats of the fight to help kill it. Yes, eventually it's not a problem once the newer ones get more AA's and gear, but that takes time.

Hmm, your sentence confuses me though. If you have 20 vets, that leaves room for 16 newer players. This is of course from a guild that eventually will have a far far greater roster than 36 man raids can sustain.

Meh, I actually cannot come up with some sort of quick argument, and am too lazy to bother remembering my train of thought from my original post. Other than to say that within a month, a new guild will be born. We'll see if my amazing sixth sense predicts correctly.
 
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