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  1. #11

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    I'd lay the blame on Blizzard's poor groundskeeping when it comes to old world content. They've come about as damn near close to giving new players level 70 characters as they can without actually just giving them level 70 characters. Problem is, those improvements are all from the perspective of the more commonly used leveling methods, ie, solo questing. It more or less leaves multiboxers sitting there with the older, slower methods of leveling, and it hits us in the time department.

    Good luck getting them to do anything about it though. Then again, every time I quit and put a cut-n-paste response on 10 accounts, they tend to fix whatever the issue I was quiting over is.

  2. #12

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    My one and only devils advocate to your suggestion is that 5 people can kill things 5 times faster. So while your solo guy takes 10 minutes for a collection quests, 5 people won't take 50 minutes because there would be less downtime and mobs die faster. Of course, then there's the issue of total available mobs without waiting on respawns to counter that but whatever.

    Obviously as a multi-boxer I like the idea. Good luck though, I'll /sign whatever suggestion you make along those lines.

  3. #13

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    Well 5 guys does not mean that things die 5 times faster. Yes they do kill things faster than a solo guy, but you have to look at how fast you can put out the damage and the biggest factor is how many times you have to cast. For example. Lets say a mob takes 6 spells to kill. And for ease of math and all things equal we will use a 2 second casting spell so we don't have to factor in the global cool down. That will take the solo guy 12s to kill the mob. A Duo, 6seconds. a group of 3, 4 seconds. Now here is where things get goofy. Group of 4 still takes 4 seconds as does a group of 5. So a 3, 4, or 5 man group kills the mob in the same ammount of time. So 4 seconds over 12 seconds is only 3 times as fast as solo in this example. Thus it will take longer for a 5 man group to get all the drops (3 times faster, but 5 times the drops needed), they take a penalty to XP by grouping.

    Solo: 12seconds per kill for 10 drops = 120seconds
    Duo: 6 seconds per kill for 20 drops = 120 seconds
    3man: 4seconds per kill for 30 drops = 120 seconds
    4man: 4seconds per kill for 40 drops = 160seconds
    Full group: 4seconds per kill for 50 drops = 200 seconds

    Now lets factor in that each member adds an additional multiplier for running around. A duo will have 2x the run around time getting to the mobs. Thus a full group will have 5x the time of running around. Lets say 10seconds to get from mob to mob. now it looks like this.

    220s
    320s
    420s
    560s
    700s

    This is all things being equal. It doesn't seem unreasonable as right now it takes my 5 man group 2 castings to kill normal mobs. But all this maths is nothing more than to show that a full group doesn't do things 5 times faster.

  4. #14

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    Honestly, I don't think that making loot quests "group" lootable is going to make that big of a difference. The problem is that these quests are DESIGNED with a person doing them solo. The problem isn't with the looting, it's with the design of the quest to begin with and on a more grand scale the way the game has evolved.

    Most of the "Group" quests even aren't worth doing with a group because they are easy enough just to solo with most classes. The ones that aren't soloable are so easy with a group that they aren't even fun. I mean, how many non-tank-n-spank group quests are out there?

    The other problem is that their really isn't many group quests. They are assuming that you want "group" quests to extras and the real "group" quests to be "instance" quests. I would guess that out of any zones quests, maybe 3% of them are "group" quests.

    If they want to improve "group" leveling then they need to really put in "group" leveling. Increase the amount of group quests that are in a zone and for the love of god make them fun and at least somewhat challenging. Fighting ONE elite that has the same amount of HP as a trash mob in the 5 man next door does not quantify a group quest.

    I dunno ... maybe they could...
    - Make event driven quests rather than quest start driven. For example, the way the Battle for Undercity fight starts every X minutes once someone talks to him. Then make the events about as long as the undercity one. It shouldn't be as long as doing an instance but it shouldn't take you longer to put a group together than it does to actually do the quest.
    - Make dynamic quests. Wintergrasp was a great idea, but they wasted it on PvP. It should have been part of the PvE content. Have the scourge attacking constantly and destroying different parts (or all of the zone). You can fight to reclaim different parts of it to increase the amount of questgivers or the defenses. But make it so it's not incredibly easy to win or incredibly easy to lose areas. If you've ever played FFXI, then the beseiged events are exactly what I'm talking about with the attacking and defending thing.

    I would love to see a zone at war where the current quests are based on the needs of the actual fight. Have generals and captains and such (all nps) that fight alongside you. You could queue up for "group" quests which would be anything from escort quests to being deployed to an area to defend or attack. You could queue up for "solo" quests which would involve anything from bombing runs to stealth missions to delivering orders or relaying messages. You could even work crafting into it where you can be given items and craft them, then deliver them to people, doing so will increase the armor or strength of a given army.

    Instead of a "questing" system, I would do it on a "queuing" system, where you queue up for quests. So, if you have like 5-6 groups there, then they aren't all trying to click 100 mph to get a quest from a captain or whatnot. That and they can push out quests faster based on the number queue'd. The more people that are queue'd up the more intense the battle gets. The opposition can send in non-elites, elites, bosses, raid bosses, etc. Loot could be something along the lines of the honor system, granting "seige" points instead of actual badges or crap like that.

    You could base xp gains off the type of quest and do area xp. If you successfully defend an area, everyone in the area gets xp. They could go based on the amount of participation to get a percentage of the amount of xp. The amount of things they can do with this system is pretty endless.

    So, if you wanted to go quest, you could head out, queue up for the battle and then spend a few hours in the mix of the fight.

    This could be part of an intermediate update between patches to. They could add different things or take things away from different areas in the zone occasionally so we don't end up with 6 months and no new raid... *cough*.
    Duese 80 Warrior - Alleria
    1x80 Pally / 4x80 Shammy - Rebeckah, Manafont, Azurelore, Wildcard, Spiritsurge
    Heroics Cleared: Gundrak, Nexus, Utgarde Keep, Azjul Nerub, Utgarde Pinacle, Culling of Stratholme(+timed), Violet Hold, Zul'drak
    Remaining: Halls of Lightning, Halls of Stone, Occulus, Old Kingdom

  5. #15

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    Quote Originally Posted by 'Duese',index.php?page=Thread&postID=198819#post19 8819
    If they want to improve "group" leveling then they need to really put in "group" leveling.
    It's not feasible for old content. Just changing the quest drops for collection quests to be lootable by the whole group sounds a lot more achievable. The mechanism is already in place for quests with single item drops. It will also reduce mob contention. A group of 5 won't be killing everything in sight for hours to get quest drops for everyone, they only need to kill as many as a solo person would.

    And I am sure the millions of people that play solo don't want the burden to find people to group with to complete elaborate group quests, not more than they already are anyway. I played a DK solo the other day and struggled for probably an hour to find someone to help me kill the elite forest walker giant things as I couldn't solo them at 70. Eventually someone that already completed the quest line took pity on me and helped me out.
    The Orcks of War
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  6. #16

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    It's not feasible for old content. Just changing the quest drops for collection quests to be lootable by the whole group sounds a lot more achievable. The mechanism is already in place for quests with single item drops. It will also reduce mob contention. A group of 5 won't be killing everything in sight for hours to get quest drops for everyone, they only need to kill as many as a solo person would.

    And I am sure the millions of people that play solo don't want the burden to find people to group with to complete elaborate group quests, not more than they already are anyway. I played a DK solo the other day and struggled for probably an hour to find someone to help me kill the elite forest walker giant things as I couldn't solo them at 70. Eventually someone that already completed the quest line took pity on me and helped me out.
    While I agree that it's not feasible for old content, the fact that you can basically turn in 3 quests and get a level with RAF makes it a moot point. 1-60 is so incredibly fast and easy that I have an extremely hard time with people who complain about it. I already had a problem with people complaining about it before the xp changes, RAF and quest rewards were boosted. 60-70 is just about in the same boat. I was one of the people fighting against making leveling 1-60 easier. I fought against DK's starting at lvl 55. I fought against just about everything that people have complained about in making leveling easier. It's a staple of MMO's and WoW makes a mockery of it.

    The general theme of making leveling faster or easier is equivalent to making it more fun, but why? Some people seek fun in the journey and some people seek fun in the destination, well the journey is over before it starts and the destination is a beautiful place where a billion other people are already.

    The thing that everyone attributes to the greatness of Vanilla WoW is that it was new, yet the same essential quest dynamics haven't changed since they were introduced. The only real "new" thing that was added was the "mounted" quests and those are already a tired mechanic from overuse.

    Blizzard's answer for the questing system has been basically to add more quests. Northrend having more quests than either of the two other continents and containing 10 levels vs the 60 the other cover is a confusing resolve.

    I also attribute this to the "lack" of content each of the zones have and the more dependence people are putting on addons like questhelper to push them along. It's not lack of skill or even effort, it's lack of desire to read through loads of quest text to "save the day" by looting 8 raptor eggs that has no effect in the grand scheme of things.
    Duese 80 Warrior - Alleria
    1x80 Pally / 4x80 Shammy - Rebeckah, Manafont, Azurelore, Wildcard, Spiritsurge
    Heroics Cleared: Gundrak, Nexus, Utgarde Keep, Azjul Nerub, Utgarde Pinacle, Culling of Stratholme(+timed), Violet Hold, Zul'drak
    Remaining: Halls of Lightning, Halls of Stone, Occulus, Old Kingdom

  7. #17

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    I find WoW to be very anti-teaming. I think the non-group drops show this. What few grouping items they had have been removed or seriously weakend ( most non-instance elites were eliminated ).
    What is worse now is that all of the instances prior to UK do not prepare you for how hard UK is going to be when you get there. Kara is easy.

    I'm feel like the people who wrote WoLK never played WoW before. The mount quests, the way things are looted such as kick before loot or talk to the dead to loot or just plain overly complicated looting ( mind control a pet to loot, mind control a pet to kill something ).
    I kind of found pre-wolk questing to be 5x the fun to have a team and WoLK questing is almost like having 1/5 the fun to have a team.

    WoLK pvp sux, WoLK rewards from heroic badges sux. Having everything you have worked for so hard for invalidated every time they spit out a change to the game sux.
    X Five, a Galakrond alliance guild for multiboxers
    pally/shaman (thiliander/xenoca) , Shaman/Hunters (Zhedrar), Priest/Warlocks(Yarili,Yarlii,Yariil,Yarlli,Yarill)

  8. #18

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    I agree with the intent of the OP. However, I doubt Blizzard would look at this seriously. Blizzard should simply revise / expand RAF.

    As I have said before, I don't quite get why RAF benefits die at level 60 and/or after a set number of days. The whole point is to get more new people into the game, and for the most part if you RAF you miss the experience of leveling (very useful and fun for solo players new to the game). So I guess while I found RAF to be very fun for extra teams, I would not have liked to have RAF'd my main toon when I started at launch. Maybe a RAF++ system. RAF++ should really be for existing players who play together and want to fall into the bottomless pit that is alt-itis, but it would have to be changed to allow triple experience all the way up to 80. Leave RAF out there for new players, bump 3x EXP to level 70 (RAF was for the end of the TBC cycle so you really only needed to level 10 normal levels not 20) and let the new people figure out how to play in Wrath content that is tuned for their talents and spells. Possibly have a level requirement of 80 for RAF++ to ensure people get the full impact of playing the original game as intended.

  9. #19
    Member Ughmahedhurtz's Avatar
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    I'd love to see any improvements/incentives to actually group outside of instances and quest elites. As most folks note, the collection quests and the way XP is halved for each additional member = suck. They added a slight group bonus a while back but it was so negligible as to be hardly worth whatever time it took them to code it. :P
    Now playing: WoW (Garona)

  10. #20

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    Very simple minor changes can fix everything.

    1) Add 20 percent to the max range of mobs so you can get bigger pulls

    2) Just increase the group bonus by say 30 percent.

    3) As to RAF just say it ends when you get 120 total levels on all characters on that account, or in 6 months. And offer a $15/month deal to keep it going monthly after that.

    4) Allow Raid instances to give group exp (i.e. once you enter the instance in a raid you can break into groups without being kicked from the instance, if you so desire).

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