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Intro
Justin Lowe - Sado - @zirak
Pete Trerice - Misenus - @petetrerice
Ben - Dover - @doverbs
Joshua Ogborn - Sleeper - @dhsleeper
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Segments
Friday Update: Esseles Developer Walkthrough
GameStar Magazine Interview With Gabe Amatangelo On Operations
- PC Gamer Interview With Gabe Amatangelo On Operations
DevTracker Highlights For The Week of July 28, 2011
Facebook Image of the Week 7.28.11
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Posted 8/2/2011 2:27:57 PM-
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Posted 8/2/2011 2:21:22 PMThe only real problem I have with it is from a high end guild perspective, DKP works because it rewards those that put the time and effort in, those that put more time in earn more DKP and therefore get prio on gear, with the loot bag system, there is no reward for the extra effort, which may cause guilds to have to reward members in new ways, other than that I think this is a great idea tbh
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Posted 8/2/2011 2:18:31 PMThat said... it does eliminate a number of issues we've had to put up with for quite some time now. The hunter spending DKP on an item not really suited for him, the raidleader giving his girlfriend healer precedent, ninjas that may well join a guild taking a chance and ninjaing when a very rare item drops. Politics affecting distribution... and so forth.
And last but not least allows for SOME reward to those who are chronically unlucky in the form of commendations. Doesn't have to come close to those who are lucky, but should still make them feel like their time is throughly wasted.
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Posted 8/2/2011 1:20:20 PM-
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Posted 8/2/2011 2:22:28 PM-
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Posted 8/2/2011 4:55:20 PMPerhaps just stun-able as a way to reduce damage? Kinda boring though I guess, just another thing you'd spam whenever its off cooldown.
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Posted 8/2/2011 9:49:52 PM-
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Posted 8/2/2011 6:03:39 PM-
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Posted 8/2/2011 12:39:19 PMSmaller IS easier for several reason, such as space (unless you can somehow differentiate the rooms), coordination and the basic limitation of having fewer people. There are simply mechanics you can't do with few people. A Lady Vashj encounter would be impossible with 8 and mindnumbingly insane with 16. And that was all about coordination.
A few cases of smaller = harder has been experienced. Sartharion with 3 drakes in 10 was crazy hard but that was because of the mechanics set up. Basically the encounter required more tanks than you could allow, and thus also more healers, and at the same time a lot more DPS. In the end only few groups actually did it like it was supposed to be done, most just zerged Sartharion after they got their gear up.
By the way, 10 and 25 grants the same gear in WoW. Just 25 grants more.
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Posted 8/2/2011 1:01:37 PMAgain, I gave voice before about this: I'm quite happy about this decision, because I prefer fewer good men, and it feels good, kinda familiar to have a smaller raid force. Less drama, less afk, less noobishness. 8 or 16 man raids sound hi5 to me!
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Posted 8/2/2011 1:59:07 PMI finished several 10 man bosses two man. One healer and one tank. Are those encounters indicative? So don't even begin talking about MC and the fact that it could be done by 15 competent raiders. That's 6 years ago, it no longer holdn't any truth worth talkign about. Unless BioWare wan't to go through all the same mistakes Blizzard did.
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Posted 8/2/2011 2:08:47 PMYou are certainly correct is saying that small groups can not perform the intricate actions of larger groups, allowing developers to craft insanely deep and expansive encounters. On the other hand, large groups mean more variables in both damage, damage absorption, and healing. This means that developers need to permit more wiggle room for the objective to be overcome, otherwise encounters would only be overcome by the top .5% of the population who perform it perfectly. More people means more forgiveness.
Smaller groups can not perform the intricate, multistage boss dances made famous by WoW, but the encounters can be tooled to require a razor fine performance that is simply unachievable by large groups in practice. One example of this was the pre-Burning Crusade 45min Stratholm run. One bad pull, one bad heal, one misstep by anyone and the entire run was blown. You can't have this precision in a large group setting simply because the law of averages makes it effectively impossible.
Both settings have their pros and cons regarding difficulty. One can be hard one way while another is hard in a different way. It is short sighted to define one as the all together more difficult in every situation.
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Posted 8/2/2011 5:13:08 PMWhen your only experience with this is wow, it colours your every conclusion. For one, 3 drakes10 was killed by plenty of guilds. Your assertion that "most" just zerged it later could be said about every single hardmode encounter in wow. The minority kill it when it is challenging content, and the majority go back to get the achievement later. That is just the same for both 10 and 25man.
It will entirely depend on how SWTOR is going to design encounters. I am sure there will be similar stuff to wow, and I am sure it may take Bioware to find their feet with regards to some of this stuff.
Saying one will be easy and one will be hard is probably premature at this stage. We already know that they both have a difficulty setting. At the end of the day, we probably wont find out until we try it!
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Posted 8/2/2011 7:47:22 PMThe 45 min Strat run is not unique in WoW, and neither was it the hardest. I never ran it myself as I entered at BC. However I did experience Zul'aman and the mount run there, and did so with people who had played since beta. They had little more than scoffs for Strat 45min compared to the bearrun. Now that was a 10 man.
But why does the bigger run need more leeway? That makes no sense. What you can demand of a smaller raid you can't demand of a bigger, and add more layers of difficulty on top of the danger of 1 dead = wipe situations. I simply can't see how you can argue that in the small group it is ok to demand perfection, but not the bigger group. It has already been done. The law of averages does not apply as those failures in big groups will also be present in the smaller ones. You can naturally weed them out of the groups, but how is getting rid of two guys in two 8mans any more difficult than two in a 16man? It is not. The same average.
Dover you yourself note that smaller groups can't perform the same actions the bigger ones can. So you assert they can instead go another route (let's ignore timed runs like Strat and the Bear for the moment). Yes, something else is required to make the encounter hard, but what can smaller groups do that bigger ones can't be expected to do as well? Where are the technical limitations? Nowhere I can see. You just invent some arbitrary cutoff and say the bigger groups require a sort of handholding.
If you maintain that the bigger groups need ot be easier due to the population and X percentages etc. then I will just say that more small runs are performed than big ones. It is almost exponentially easier to get a small run going, so by making the smaller groups harder you make Operations considerably less attractive to a much larger portion of the population. Perkunas is right, more small runs are able to be performed, so it makes no sense that those have the .5% wall. You just piss more people off that way.
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Posted 8/2/2011 3:12:28 PM