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why 4/8/16?

Dexxius's Avatar


Dexxius
01.17.2012 , 12:59 PM | #1
Just wondering why they choose this, Not sure about other people in there guilds but always one person left out, 5 would have been little batter 16 mans for Op is fine imo but least FP 5 man would have been little better or even 6. Maybe change in near future?
The dark side of the Force is a pathway to many abilities some consider to be unnatural.

Salmissra's Avatar


Salmissra
01.17.2012 , 01:01 PM | #2
Considering all the fights have been designed and tuned for those numbers, no they're not going to change

As to why - why not?

trotsky_tor's Avatar


trotsky_tor
01.17.2012 , 01:33 PM | #3
You know, it's just as likely that a guild has a # of people looking to group divisible by 4 as have a # divisible by 5.

The fact that your guild has 1 or 2 people left out doesn't mean that's the case for everyone.

universeman's Avatar


universeman
01.17.2012 , 02:01 PM | #4
I thought the 4 man group was a bit strange as well. Not that I see it as a problem, but I like having more people in the group. It makes it more dynamic and fun (IMO). Yes, the material in game is designed around 4 players, but that could be changed if they felt it would make things more interesting.

Let's assume, for a moment, that the game content could be balanced for 5 or 6 players (as well as for 1-4)...Do you see groups of 5 or 6 being more fun? What are the pros/cons?

The most recent MMO I still have fun playing is City of Heroes. They allow 8 players in a group. And the content scales to that, along with players choosing their difficulty level. It makes for some incredible encounters. Of course, everything in that game is instanced...though I've never had a problem with instancing. I get the impression a lot of people frown upon that.

My only gripe here is that nobody wants to group, because nobody needs to. What benefit is there to grouping? Except to tackle that HEROIC or FP...