More 16-man missions! (PVE)

jon0592

jon0592

Wilds Pathfinder

Join Date: Jan 2006

N/

I'm talking about stuff like Vizunah Square and Unwaking Waters. The mobs were bigger, but so was your mob! You had 2 parties of 8 which I thought was really fun.

Maybe an elite mission that needs 1 luxon side and 1 kurzick side?

EDIT: Seeing as barely no one does Factions PVE, maybe some 16-man missions in the NF story where

**SPOILER**

the players split up to go with Master of Whispers or Margrid the Sly. For MoW, you would do Rilohn Refuge, 16-man, then Moddok. As for MtS, you would do Pogahn Passage, 16-man, Moddok.

PS-
On a completely unrelated sidenote, make our guilds be able to be alligned with Istan, Kourna and Vabbi? (not just Luxon/Kurzick). You could have AB maps that are related with those places.

Istan AB maps would be forest and beach themed (Zehlon Reach, Mehtani Keys)

Kourna AB maps would be plains, with a few structures around the place (somewhat recreation of Jahai Bluffs)

Vabbi AB maps would have a layout that looks similar to the Tihark Orchard map.

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

I hate those missions. Their nice and all, but you can't choose the other team. Lots of times I got a bunch of idiots on the other team. If you could choose the other team, then I'd be all with this. But until then, /notsigned

hscrugby

Ascalonian Squire

Join Date: Dec 2006

Just rub it in that most of us don't even have 8 friends, much less 16.


That and there is NO telling what you get with the hodgepodge groups.
End up with 16 monks that can't heal or resurrect.

Shanaeri Rynale

Shanaeri Rynale

Desert Nomad

Join Date: Aug 2005

DVDF(Forums)

Me/N

Huge set peice battles is the one thing GW kinda lacks. I would love to have my team of 8 fighting it out with 100's of NPC's on both sides. I'm not sure a party larger than say 10 would be that practical simply because of the time it would take to form up.

I'm not a PvP fan but sometimes I think I would like to see a team of 8 'goodie' players vs a team of 8 'baddie' ones. E.g you need to kill xyz, the other team are trying to stop you. Whether you were goodie or baddie depended on your route through the game.

In any case the AI and routines exist to create useful NPC players so one of these Tolkien sized epic battles would be superb and truely memorable.

hopefulliness

Academy Page

Join Date: Aug 2006

legendary knights of vanhalla

W/Mo

not to flame or anything but....
AB IS ABOUT A WAR WITH A THE LUXON AND KURZICK!DO YOU SEE LUXON OR KURZICK IN VABBI OR KOURNA?
second of all, those missions would die like they did in factions, the other party is always henchies

mrgoat

Frost Gate Guardian

Join Date: Jul 2006

No... just.. no. Those were the two most annoying missions in factions, simply because you can't control the other team at all. You can leave a bad pug, you're essentially stuck with an entire extra bad pug on those missions. With some of the "other" teams you get on those, you'd be better off with just the one team of 8.

I would be in favor of mission with two teams of 8 if you could decide which other team of 8 to go with, or 4 teams of 4, as long as you can decide who you group with.

Just don't force teams to work with other random teams. It's annoying and frustrating. Vizunah square is the reason I've only taken two characters through factions, and will probably never take another. Every minute I'm not enjoying the game is a minute I shouldn't be playing. At least in alliance battles, the other side has the same vexing disadvantage.

But like I said, I'd be all for it if you could match up with the other team beforehand.

rubics

rubics

Ascalonian Squire

Join Date: May 2005

I actually really enjoyed the 16 person missions. The first time through the game, they looked like the future of GW. I wouldn't mind seeing something that used 16 people but let you wait until you had an actual group of 16. With the new search features, it seems a lot more practical.

/signed

Antheus

Forge Runner

Join Date: Jan 2006

Large group missions are a failure. GW no longer has sufficient concentration of players to support them, so the other group will most likely henchies. Pre-aranged groups would lack the apeal, making much of the team hero/henchies as well.

For what it's worth, even WoW is scaling down the raid sizes.

GW is balanced around 8 person teams. Anything more, and things become uninteresting, especially with skills like SF, or several MMs. There just isn't any balance.

Gregslot

Gregslot

Wilds Pathfinder

Join Date: Aug 2006

Me/

I like it, of course, i dont want to count on other 15 people to do anything. One because i usually get some really stupid people on my team, and two... wel... number one is enough already.

teh blink

teh blink

Ascalonian Squire

Join Date: Jun 2006

Belton, Missouri

Love the idea. I like those missions, and if people would like a new friend pick me

/signed

gameshoes3003

gameshoes3003

Forge Runner

Join Date: Feb 2006

/signed
Even though people have said they get idiots on the other team (believe me, I got 5 idiots teams 5 times in a row, all different people). I think it adds a "challenge" to the game so that you can't really win easily.

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

I loved those missions. They were really fun.

Perhaps you can make a party of 8, then find another party of 8 to add as allies and you would synch up together.

eloc_jcg

eloc_jcg

Lion's Arch Merchant

Join Date: Sep 2006

Canada

Guards Of The Citadel [GotC]

E/Rt

No, that would be stupid to make our guild be alligned with Vabbi and the other stuff. In all of Nightfall you are a Sunspear...you are meant to serve everyone and protect everyone.

Angel Netherborn

Angel Netherborn

Krytan Explorer

Join Date: Jun 2006

Lower Ward, Sigil

Goda Vos

Loved those missions too.

/signed BUT only if they improve the way the other team gets selected.

Chicken Ftw

Chicken Ftw

Wilds Pathfinder

Join Date: May 2006

Quote:
Originally Posted by Antheus
Large group missions are a failure. GW no longer has sufficient concentration of players to support them, so the other group will most likely be henchies. Pre-aranged groups would lack the appeal, making much of the team hero/henchies as well.

For what it's worth, even WoW is scaling down the raid sizes.

GW is balanced around 8 person teams. Anything more, and things become uninteresting, especially with skills like SF, or several MMs. There just isn't any balance.
QFT. Emphasis on bold part.

KiyoshiKyokai

Ascalonian Squire

Join Date: Jan 2007

Red Versus Blue

D/

The team battles are interesting, but I think they should be reserved for players who want to do that kind of thing. I, like many, am loathe to do Vizunah Square with any of my characters. I've had to leave more than not, just because the other players quit after finding out I'm a human and not a hench team. And all I said was "hi, anyone else over there?" People are assuming too much that humans are bad players.

Is this because GW AI is so good that even chumps can get to the endgame?

Anarkii

Anarkii

Jungle Guide

Join Date: May 2005

-None-

R/Me

I hate 8+8 groups like Vizunah where I have no control over who the rest of the 8 people are.
So /notsigned.

Quote:
Originally Posted by Antheus
GW is balanced around 8 person teams. Anything more, and things become uninteresting, especially with skills like SF, or several MMs. There just isn't any balance.
The Deep, and to a lesser extent Urgoz handled 12-man content very well. The key is the design of the content, not really the numbers.

If its simply a massive group of monsters Vs players(like in most of DoA), its bland and uninteresting. But if you are forced to split, and the splits themselves require much planning and thought, then a mindless SF/MM zerg wont work. See how far you can go loading your team with 8 SFs and 3 monks in The Deep.

Hand of Ruin

Banned

Join Date: Jul 2006

I would still hero/hench them.

Enko

Forge Runner

Join Date: Jun 2006

VA

Mo/

hated those missions. I would do them late at night to hopefully get a full team of henchies on the other side.

Sli Ander

Sli Ander

Wilds Pathfinder

Join Date: Jul 2006

Deep in Maguuma, by the Falls

Liberators of Agony

Mo/R

The 16 man ones were actually the ones I enjoyed most in Factions, though others were fun. As for not being able to pick the other team, my team in Vizunah simply made sure to send someone ahead to protect the npc's(assuming the other side wouldn't). We prepared for the worst, and hoped for the best(just like you should with any other mission).

I would have to agree that player numbers pose the biggest problem. Unless the influx of people can be guaranteed, its kinda pointless. We don't want another Jade Quarry.

But thats just my two cents

EPO Bot

EPO Bot

Desert Nomad

Join Date: Aug 2006

Mo/N

/signed

I luv the chaos!

Hyper Cutter

Hyper Cutter

Desert Nomad

Join Date: Jun 2006

Knights of the White Eye [HINA]

/signed... on the condition they let us rez people on the other team...

SpeedyKQ

SpeedyKQ

Krytan Explorer

Join Date: Dec 2005

E/Me

/signed

These were a lot of fun. One or two per campaign, for a change of pace, is plenty. But Vizunah Square was a blast.

nrvllrgrs

Academy Page

Join Date: Jul 2006

Keepers of Lore [LORE]

Me/R

I liked them as well. I would however like the ability (in addition to random group) to be able to choose who my other party of 8 is.