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  1. #1
    Member Ughmahedhurtz's Avatar
    Join Date
    Jul 2007
    Location
    North of The Wall, South of The Line
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    7169

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    Only one real major set of problems I have with wow:

    1. Raid size is limited to 40.
    2a. Group size is limited to 5 and not 8 or 10.
    or
    2b. Group quests cannot be completed in a raid.
    3. Game engine can't handle more than 100 people in a zone. Sheesh, even DAoC could do this. Sure, it lagged to hell but you could still do it with patience.
    Now playing: WoW (Garona)

  2. #2

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    Quote Originally Posted by Ughmahedhurtz View Post
    Only one real major set of problems I have with wow:

    1. Raid size is limited to 40.
    2a. Group size is limited to 5 and not 8 or 10.
    or
    2b. Group quests cannot be completed in a raid.
    3. Game engine can't handle more than 100 people in a zone. Sheesh, even DAoC could do this. Sure, it lagged to hell but you could still do it with patience.
    Ahh the memories of running the Planes of Hate, Growth and Fear. Only to find out that another guild didn't abide by the server calendar of who's turn it was that day. Yep, I don't miss that but I did like that there was no limit to the number of people you could bring to the fight.
    I love the smell of electrocution in the morning!

  3. #3

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    Quote Originally Posted by Ughmahedhurtz View Post
    2a. Group size is limited to 5 and not 8 or 10.
    or
    2b. Group quests cannot be completed in a raid.
    This. Just my 2 cents, but they could really up the fun of grouping if they allowed quests to be done in raids, just for the simplicity of spawns and tagging and generally just getting to know people.

    Or autogrouping with guilds, so that if you're in the same zone as a guildie, there is no "invite so-an-so" or "let me disband my group so I can join you" type stuff. I think WAR really hit the nail on the head with the concept of public quests.



    Instances. I like the concept of instances when it comes to farming things. I mean, the point outside of server issues is to make "rare" spawns more accessable to the entire population and do away with spawn camping. Instances at this point have taken on a life of their own, now becoming a loot pinata that you beat regularly for goodies.

    I don't know about anyone else, but I like the concept of uber bosses where the tackling strategy is only about a quarter of what the fight entails. I'd really like some outdoor bosses that are just about how many warm bodies you can throw at the thing until people get sick of dying or the thing falls after an hour long epic battle royale.


    I'd also like set pieces to become a bit more prominant.

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