Quote:
Originally Posted by Ayeshala
This means guilds will be forced to recruit keeping in mind the biggest raid available and force guild members to sit out when they do a raid requiring less people.

This is the kind of thing that kills guilds and community in the long run and one of the biggest problem EQ had from expansion to expansion; constantly fluctuating raid sizes which forced guilds to brutally grow their number to accomodate the newest idea of how many people a raid required and then downsize when the next expansion came out under a new team who's idea of how many people should be needed changed from the previous team.



A big guild will have no problem dividing itself into smaller raid groups and assigning leaders and such to organize and direct the raids. I have no problem with small or big guilds, but we aren't making content where we create, say, a raid encounter for 40 people, and then some group brings 60 people and just zergs the mob(s) and makes the encounter trivial.

You guys know I am very pro community, pro guilds of various sizes, pro friends, pro groups, etc. But I don't think having encounters that vary in terms of how many people should be involved in defeating them will hurt community, and if it does, the benefits far out weigh the harm, and all of the other pro-community aspects of Vanguard will do more than enough to compensate for any harm done (assuming having variable raid sizes really does end up hurting anything).


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