The Problem(?) of PUGs

On my droid, so no lengthy post, but go re read the part where I explain how a rule in tems of what is allowed, and an actual in game restriction are just two ways to accomplish the same thing! Also when I say they, not we, it is gramatically implied that I wasn't there, not that that has anything to do with anything; since what happened is what counts lol.
 
Of course i'm of the opinion that if your raid is 100% flagged, pug wherever the hell you like.

Maybe this is a better thing to consider. Could we not do like a silent faction system where having killed x amount of trash in the zone increases a counter that is checked by the same mechanic the murk port and rebel port to DL use? "the gruploks don't want you in their village etc etc"

"You have not proven your worth to this cause" etc etc etc etc.

It seems the raid port gate clickies are really the problem here, these seemed to me to be a tool that was given to make raiding somewhere easier for reoccuring visits, not a exploitable way to allow someone to skip content and join a raid half way through a zone.

Even though Valorb key isn't a raid port, one person can let an entire group of 17 non flagged people in. In theory they could even be exploited to let 18 different players in (and this is actually done alot)

Maybe we do need to ensure that people at least see the content, a flag system for having engaged the previous mob in a progression zone scenario?

Could we put flagging systems (invisible flagging nocs) or something akin to the burnign spirits in ToT that give you your flags? As in after having passed this gear check, be it environmental or a mob you get x flag, allowing you access to this larger section of the zone?

Honestly i want to see a middle ground here, because i am also of the opinion that any group of people who all have access to something should be allowed to go there if they are capable of organizing themselves.

Honestly if we don't consider these ideas I think we need to reconsider having so many raid port clickies. Because it isn't really ok to have tier 0 non OP flagged characters ported into IP for rot loot. I understand and agree that if you can get soemwhere, with a group of people and kill something, you should be allowed to, but these raid port clickes are enabling people to get somewhere without even having to qualify.

One of the essential peices you're missing is the gear checks that are put into zones like Prison, and progression zones. Most of you don't remember doing mirror golemns, but I know i see tons of people on IP pugs that wouldn't make it through the tunnel with the golemns you have to pass even with a relic hot on. PoFire has a tunnel of lava with high dmg that it specifically tells you yah have to pass to be worthy of their tests. You sholuldn't be beyond that if you can't, the same applies for IP. You need to kill mirror golemns, and ti get to them you have to survive that tunnel to get into IP.

These were gating methods and styles that were implemented before this raid clickie port screwed their purpose to hell.

We have gear checks, competency checks, and box check mobs for a reason, and if you aren't able to pass them you shouldn't be allowed to port past them.
 
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Am I right that the bottom line and crux of this issue, is that PUG's of random noobs will blast through all the content the game has to offer?

If that is an issue some people have, it's pretty silly. The people I see really blast through the tiers are in guilds.

I think the "issue" is more that certain people think pugs have it too easy and create too much competition.

This is mostly due to ringers, which are an issue separate from pugs. Look at any guild under t8. Most of them use a ringer tank. People can argue that ringers are a problem (i don't really have a position on that), but they are a big part of the game and I don't see them going anywhere. Its such a complex issue that's its impossible to fix without creating lots of new problems.

Pugs are a very cool social aspect of the game. This doesn't discredit guilds. I love my guild and wouldn't play the game w/o them, but that is basically a closed community. Pugs are a chance to meet new people. There is a certain joy in killing a mob with a slew of people you just met that is entirely different from guild kills. It can make mobs that would be boring for FWF a challenge again.

The worst part I see about the current changes is that they hurt nubs and protect endgame players. It is now EASIER to pug most lower tier content, yet all of the really high tier stuff is protected from pugging. Also people with weird playtimes/styles who liked progressing with pugs are now basically stuck forever at t10.
 
Well as a self inflicted nub (I prefer to just play my lower level characters now), the only thing I see as a significant hinderance in this game (to me personally), is the lack of casual guilds. My new characters are not 65 yet, but once I reach that point, I would ideally like to find a casual friendly guild, preferably with European time zone players. The only Euro guild I know of at the moment is Exo, and they are the super hardcore, raid 3 times a week or gtfo! types.

I always enjoyed the tier 1 - 5 raid content a lot, but it seems nobody really does that anymore. The big guilds are all very high tier, the small guilds are all about 5-8 tier, and even the pug raids do that kind of stuff too. If I had more time, I would start a new guild for casual people to have fun in all the low tier raid content this game has to offer, but I don't really have the time to run a guild. So I have a great big ? about what I'm going to end up doing once I reach level 65 with my current characters.
 
There are several casual guilds around, some raid and others don't. They tend to be less active on the forums, but they are in game or in the guild listing forum.

The reason t1-5 are largely skipped isn't people being any more hardcore, its just that people can literally just get BoE gear up to about that tier, and by the time they start raiding, they are ready for t4-6ish.
 
Leaning towards getting rid of the PuG restricting rules in general and just adding in 1-1 keys for zones we care strongly for (while making keys easier to mass produce obviously).
 
Leaning towards getting rid of the PuG restricting rules in general and just adding in 1-1 keys for zones we care strongly for (while making keys easier to mass produce obviously).

This means that in these key zones every player doing the content will need a flag? That will really hurt guild recruitment (might even hurt guilds more than pugs)

I feel like some people don't realize that most players really don't care about lore. They just want to battle challenging dragons and hang out with their friends and get phat loots.

It would also be a ton of work to add in the flags for all current players.
 
This means that in these key zones every player doing the content will need a flag? That will really hurt guild recruitment (might even hurt guilds more than pugs)

I disagree, he made it obvious it wasn't going to be widespread, he said the zones they care strongly about.
 
I disagree, he made it obvious it wasn't going to be widespread, he said the zones they care strongly about.

Even so, having to backfarm specific bosses every time you recruit a new player would be a PITA, but it does depend a lot on how many places this is used. If its rare enough, that at any given tier range, you will only need to do 1 mob, that's not so bad... but with Iksith progression, prime, saitha, and warchief are all sort of linked, so having to kill all three to catch any new member up to where we currently are would be a pain (they are also longish clears).

This type of thing can also lead to over tier guilds killing targets for flags and rotting all the loot, depriving others of their potential progression.

It could be okay, depending on how widespread it is and the specifics of how it works (maybe allow guilds a little leeway)
 
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