Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > The Riverside Inn

Notices

Reply
 
Thread Tools Display Modes
Old Dec 13, 2006, 05:21 PM // 17:21   #1
Frost Gate Guardian
 
Join Date: Mar 2006
Advertisement

Disable Ads
Default 12-Man DoA weekend?

A suggestion that might make disgruntled Anguish players happy would be to up the team from 8 to 12 players one weekend. Maybe repeat it a couple of times a year.

With 12 people on the team, the drops would be worse per-person, so the hard core gamers couldn't complain that folks are in there reaping all manner of rewards that they worked hard for on an 8-man team.

The whiners (like me) might actually be able to finish in under 3 hours and still put their kids to bed with a hug, a kiss, and a bedtime story without feeling like they are abandoning their team to certain death.

The unskilled players might actually make it past the first mob.

The PvE players could get their Razah (maybe) and be done with DoA.

The sadists would have their abuse back on Monday at noon.

It seems like a reasonable compromise to me.
stamenflicker is offline   Reply With Quote
Old Dec 13, 2006, 05:29 PM // 17:29   #2
Hell's Protector
 
lyra_song's Avatar
 
Join Date: Oct 2005
Profession: R/Mo
Default

Quote:
Originally Posted by stamenflicker
The masochists would have their abuse back on Monday at noon.
Just a small correction.
lyra_song is offline   Reply With Quote
Old Dec 13, 2006, 05:41 PM // 17:41   #3
Site Legend
 
Join Date: Oct 2005
Default

Quote:
The unskilled players might actually make it past the first mob
DoA isn't for unskilled players...sorry but thats the truth.
__________________
Old Skool '05
Malice Black is offline   Reply With Quote
Old Dec 13, 2006, 05:53 PM // 17:53   #4
Krytan Explorer
 
Clone's Avatar
 
Join Date: Jan 2006
Default

Frankly, I'd be fine if it went to 12-man on a permanent basis. It might make me actually interested in the place.

Quote:
Originally Posted by stamenflicker
The PvE players could get their Razah (maybe) and be done with DoA.
This is kind of a telling statement, and a general feeling I've got from most of the people I've talked to. They want to "be done with DoA." I think there's a bigger problem here if a majority of players have become disinterested in an area thats not even a month old.
Clone is offline   Reply With Quote
Old Dec 13, 2006, 06:03 PM // 18:03   #5
Site Legend
 
Join Date: Oct 2005
Default

12 man would halve the difficulty..then DoA would turn into another ToPK.
__________________
Old Skool '05
Malice Black is offline   Reply With Quote
Old Dec 13, 2006, 06:06 PM // 18:06   #6
Hell's Protector
 
lyra_song's Avatar
 
Join Date: Oct 2005
Profession: R/Mo
Default

Quote:
Originally Posted by The Admins Bane
12 man would halve the difficulty..then DoA would turn into another ToPK.
Not neccesarily.

There would still be groups going in groups of 8-9 to gain more loot.

Having a 12 man limit doesnt mean you have to have 12 people in the party.
lyra_song is offline   Reply With Quote
Old Dec 13, 2006, 06:09 PM // 18:09   #7
Krytan Explorer
 
Clawdius_Talonious's Avatar
 
Join Date: Aug 2006
Location: Screwston, Tejas
Guild: KOS
Profession: N/Me
Default

I like the idea of a twelve man weekend, although I'd like to see it in AB instead of DOA, however DOA could use something like this as well. But in AB it would be nice to form a twelve man coheisive group instead of being randomly teamed with eight other players (yes, I am aware that heal party and such would have an unbalanced nature in such an event, but that woudl be part of the fun of the weekend)

a 12 man DOA group weekend would be nice though, then a couple guildies and myself could take our heroes out as a viable alternative to other players.
Clawdius_Talonious is offline   Reply With Quote
Old Dec 13, 2006, 06:11 PM // 18:11   #8
Krytan Explorer
 
Clone's Avatar
 
Join Date: Jan 2006
Default

Quote:
Originally Posted by lyra_song
Not neccesarily.

There would still be groups going in groups of 8-9 to gain more loot.

Having a 12 man limit doesnt mean you have to have 12 people in the party.
Indeed, this seems to become the standard pretty much everywhere else. Use as few people as you want for a challenge. And if giving the people the option of more slows its current decent into ghost town status, why not let them.
Clone is offline   Reply With Quote
Old Dec 13, 2006, 06:14 PM // 18:14   #9
Forge Runner
 
Join Date: Apr 2005
Profession: Mo/Me
Default

What they should do is make DoA be 12 men permanently and then have "8 man DoA weekends" every couple of months.
Navaros is offline   Reply With Quote
Old Dec 13, 2006, 06:15 PM // 18:15   #10
Wilds Pathfinder
 
Scutilla's Avatar
 
Join Date: Sep 2005
Guild: Tyrian Explorers League
Profession: R/P
Default

In my experience, ANet only messes with the party size if they're considering changing it permanently, like they did with Heroes' Ascent. From what I've read, they intended it to be an 8-man area and are satisfied with it being an 8-man area, so there's no reason for them to consider increasing the party size to 12.
Scutilla is offline   Reply With Quote
Old Dec 13, 2006, 06:17 PM // 18:17   #11
Hell's Protector
 
lyra_song's Avatar
 
Join Date: Oct 2005
Profession: R/Mo
Default

I think the questions are.

Will having 12 people make it easier to get into a group or harder?

Will people just want another monk/nuker/tank ?
lyra_song is offline   Reply With Quote
Old Dec 13, 2006, 06:20 PM // 18:20   #12
Frost Gate Guardian
 
Join Date: Jan 2006
Default

/signed

worth a try,from what I have seen on this site and friends opinions in game maybe there would be more than 2 or 3 districts and more people would play this area. I mean thirty lv 28s vs twelve Lv 20s would still be considered elite right?
midnight caretaker is offline   Reply With Quote
Old Dec 13, 2006, 06:35 PM // 18:35   #13
Forge Runner
 
Join Date: Jan 2006
Default

Adding 12 people will just make 12 people wipe at first mob rather than only 8.

DoA takes skill. The rewards are by now know to be meaningless, or at least worth merely a bit more that FoW/UW rewards (which is basically lots of xp).

Do the DoA for challenge, or don't.

And comments about group sizes. With only few exceptions, all the groups you fight have 6 mobs. For the 3 or 4 groups that are indeed larger than that, the terrain is just demanding body blocking and agro management.
Antheus is offline   Reply With Quote
Old Dec 13, 2006, 07:23 PM // 19:23   #14
Frost Gate Guardian
 
Join Date: Mar 2006
Guild: Servite Nostrum Animus [SNA]
Profession: E/Me
Default

shouldn't be necessary since the area wasn't designed for a 12 team.
also reconnects should help alot.
Kenagalaz is offline   Reply With Quote
Old Dec 13, 2006, 08:06 PM // 20:06   #15
Frost Gate Guardian
 
Join Date: Mar 2006
Default

Quote:
Originally Posted by Scutilla
so there's no reason for them to consider increasing the party size to 12.
Except for the reasons I mentioned. I don't think doing a 12-man weekend a few times a year is going to do anything except up the participation rate on those weekends. Thats good for the community, and good for Anet.

Who knows, maybe a few people would enjoy it enough and make enough new friends to stick around and form groups after the weekend was up. Like I said above, it wouldn't be hurting the hard core players that much. Gem prices might fall a little, but people shouldn't be ripping off the noobs like that anyway.

And anyone who thinks having 12 won't help, isn't really thinking. With more players to spread the damage around, an extra healer and an extra support player (like a weapon rit, a command paragon, or a choking gas ranger) would make all the difference in the world, especially with two additional damage dealers attmepting to hold aggro. One of the primary reasons that otherwise good builds (like ineptitude/clumsy mesmers or energy surge mesmers) don't get a shot in DoA is that you're trading off specialization skills for the increased damage per second you get in an ele or warrior.
stamenflicker is offline   Reply With Quote
Old Dec 13, 2006, 08:13 PM // 20:13   #16
Lion's Arch Merchant
 
Join Date: Jul 2006
Guild: GoW
Profession: Mo/
Default

If they increase the size to 12, then Dunkoro and Razah can join in with Tahlkora in our group.

Poor Tahlkora... we abuse her too much.
aohige is offline   Reply With Quote
Old Dec 13, 2006, 08:26 PM // 20:26   #17
Desert Nomad
 
GloryFox's Avatar
 
Join Date: Jan 2006
Location: Good ol' USA, where everyone else wants to be
Guild: Now Plays World of Warcraft on Whisperwind
Default

A 12 man might let an Assassin Dervish or a Paragon into the Group.
GloryFox is offline   Reply With Quote
Old Dec 13, 2006, 08:37 PM // 20:37   #18
Desert Nomad
 
Eviance's Avatar
 
Join Date: Nov 2005
Location: Eh I forget... o_O
Guild: Biscuit of Dewm [MEEP]
Profession: R/
Default

I don't think that a 12man weekend would be that bad. It is ONLY for a weekend and you are still going to have people who can't complete the area anyways. I think it would help people to get a better feel for the area without so much stress and rage. Then it goes back to 8man and they have to remember what they learned and adjust!

I don't think it would "hurt" anything.
Eviance is offline   Reply With Quote
Old Dec 17, 2006, 02:38 PM // 14:38   #19
Frost Gate Guardian
 
Join Date: Mar 2006
Default

Quote:
Originally Posted by Eviance
I don't think that a 12man weekend would be that bad. It is ONLY for a weekend and you are still going to have people who can't complete the area anyways. I think it would help people to get a better feel for the area without so much stress and rage. Then it goes back to 8man and they have to remember what they learned and adjust!

I don't think it would "hurt" anything.
At this point it is more about getting in an out in less than 3 hours. I don't have that kind of time even if I find a good group to play with, which is becoming less and less likely with each passing week.

Monks find good groups. And it appears that ele's do also. The rest of us just have to get lucky.

3 hours is too long for a mission that doesn't forgive mistakes. It's a simple risk vs. reward formula, and it doesn't pay out what it demands. I have small kids, so I can't even attempt until after they are asleep (8-9 o'clock). If I am lucky and get a good group in the first 20 minutes of looking, then I'm fighting sleep long about midnight--- tired = hurry, coupled with frustration and mistakes.

Getting in an out in half the time would be grand.
stamenflicker is offline   Reply With Quote
Old Dec 17, 2006, 03:27 PM // 15:27   #20
Desert Nomad
 
Join Date: Feb 2006
Location: Doomlore Shrine
Guild: Just Us Gamers [JUGs]
Profession: R/
Default

Quote:
Originally Posted by stamenflicker
The PvE players could get their Razah (maybe) and be done with DoA.
That's all I want from DoA, but I still don't want it to be easier to get him. If people want him, they'll work for him. They don't deserve him without working for it.
xiaotsu is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 05:50 AM // 05:50.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("