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#1
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#2
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Sure, if you’re in a smaller group rather than a full one maybe the exp starts to get closer if you’re just nonstop chain pulling. But is that really a good answer? Having people exclude others from groups if they’re able to handle the content with, say, 4 people? I kinda think that’s even worse than a server with a ton of soloers; feels worse when all the groups are sitting there with open spots but won’t take another player. | |||
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#3
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It's a hard question because not all groups are created equal. Certain configurations of duos\trios\full groups or whatever would have more or less incentive to group based on how well their classes can solo individually, regardless of a group bonus.
A group bonus won't be equally enticing to all classes, so classes who already solo a lot will probably continue to, and you'll have lots of groups of all rogues or something. | ||
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#4
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want a tough game, with a very steep learning curve? such that you will rage-quit and go back to farming orc belts on your 60 necro?
Rainbow Six: Siege | ||
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#5
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#6
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azxten you sure do like to write huge essays that no one will read
cope | ||
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#8
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find people that play on the same level as you
add them as a friend on discord build groups of people that pull their weight...you dont have to be inclusive and invite every semi-AFK mouth breather out there | ||
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#9
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cap
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#10
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I empathize, but the values are pretty oppressive and I'm not sure that's the right course to take. I played a Dragoon on FFXI back in the day and it felt like there was no point logging on without committing an hour to finding a group and at least 2 more to leveling. Needing a group to get exp if the classes aren't balanced is bad, and EQ is also home to underpowered classes. Will the rangers of EQ enjoy this? If even the soloers need groups then rangers have no hope of getting one. If you're gonna go the route of manipulating numbers I'd start at class/race penalties/bonuses.
The problem I see stems from class imbalance, and the only way to fix that is unclassic changes. Ideally they would nerf Ench and Shm, nerf mage's pets, nerf bard target limits and even buff a few things. Some of the zones are also much more difficult by comparison to others. If wizards/druids were more desirable from rebalancing you couldn't say the zones were too out-of-the-way, but they're still very difficult by comparison. That's where ZEM should come into play for incentivization. They probably won't do that though because classic. There are unclassic things, but those facilitate normalized gameplay. I recently agreed with a /permadeath suggestion, but that doesn't change the game, it only assists in people being forced to do what they can already do - delete their character on death. The argument of "groups were classic" is a tough one. There's no measurement for that, only subjectivity. I'd say it's not classic for an ench/healer to duo a 30 mob camp in a dungeon though. | ||
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