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Open letter to Bioware about raiding with 16 ppl

STAR WARS: The Old Republic > English > Flashpoints, Operations, and Heroic Missions
Open letter to Bioware about raiding with 16 ppl

DarthMorokai's Avatar


DarthMorokai
02.11.2012 , 04:33 PM | #51
Quote: Originally Posted by Unixx View Post
I really appreciate your feedback. Yes, this issue is easy to fix in our eyes.


Possibility #1
Add random epic drops.

Possibility #2
Add a whole 16 ppl dungeon which can not be made with 8 ppl.

Possibility #3
Let the encounters drop better gear in 16 man operations.
I agree with this except instead of BETTER gear for 16 man, maybe drop MORE gear for 16 man since you have MORE people to gear up.

Unixx's Avatar


Unixx
02.11.2012 , 05:18 PM | #52
Quote: Originally Posted by Wukray View Post
An 8 or 16 person raid is not a raid that is more like a tough group event. I was hoping this game could be the in between of EQ1 and WoW but once again I have found fail again.....
Hm, interesting point. Yes, 40 man raids like in WoW are defenitely something different. Back then, we had 120 active players with a fixed rotation.

But MMOs evolved, and today raiding seems to be something different. It is no longer such a huge event which has to be planned through in every detail and at least days before it happens. Today, this whole thing is more easy to organize.

At the moment, the content in SW:ToR is ok. Just remember that WoW had no real raid content when it was released and stuff like MC, BWL etc. came much more later.

Bioware is doing ok when it comes to the content. But what makes me suffer is that we run through the two existing dungeons with 16 ppl in normal mode. Then we go hardmode, but the same dungeons again. And then some even do it again in nightmare with twinks or simply have no id... or we do parts of the raids in hardmode and other parts in 8 ppl nightmare.

So you see the same content over and over again, but just in various modes. I already got bored of it, and not rewarding 16 man raids even more demotivates us.

At least we managed to ninja inv two smaller guilds - this is why we still have enough players to go raiding. Now we are waiting for the new content and hope that Bioware will bring in intelligent changes which make the game more interesting.
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-Arcane-'s Avatar


-Arcane-
02.11.2012 , 05:49 PM | #53
No point running 8man ops when 16man is so faceroll.


But your point is valid, 16man is slightly harder (or has more balancing issues) and drops the same if not less loot than 2x8mans.


+1 biofail.
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Chnmmr's Avatar


Chnmmr
02.11.2012 , 05:53 PM | #54
I enjoy 16 mans even though they're harder. What stops me doing them anywhere near as much as I'd like is repair costs. Having to pay 70k after a few wipes is too much, and 16 mans definitely have alot of wipes. In other words, I find it very difficult to fund 16 mans and therefore hardly do them.
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BrandonDeLong's Avatar


BrandonDeLong
02.11.2012 , 06:01 PM | #55
/Signed


Bioware please make some changes that will reward players for doing 16 mans.
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CtpUK's Avatar


CtpUK
02.11.2012 , 06:33 PM | #56
Evening All.

From our guilds perspective, 16-man Ops are seen as the way to go for a few reasons. Firstly, we have a player-base that has been together over a number of MMOs/online games, so it makes sense to involve as many as we can. Secondly, 8-man encounters feel slightly undertuned (or at least that is the perception we have). Clearing in 16-man gives us a greater sense of achievement.

We took our first steps into Nightmare operations this week and were pleasantly surprised by the challenges we faced. Lets not kid ourselves, Hardmodes aren't exactly that big a step up from normal (all things considered). Wiping should be part and parcel of endgame content.

But the question remains, how do you incentivise guilds to run larger Ops?

I like the idea put forward by an earlier poster of introducing a 16-man only Operation into the game. I appreciate that this may alienate a few smaller sized guilds, however, is it really that difficult to have 20 or so active players.

More loot in 16-man? I see it as being fine as it is. You shouldn't expect to gear an entire guild within 3 or so weeks. There are the added problems with Master Looter. We have our raid leader control group loot, asking our members to roll on each item as it is clicked. It takes time, but until Bioware sort the issue with less items/Alien Data cubes dropping on encounters with ML enabled, this is what we'll have to make do with.

How about having a bonus boss for 16-man operations? Okay, I may get lambasted for this. Just a thought.
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ViperI's Avatar


ViperI
02.11.2012 , 06:54 PM | #57
Quote: Originally Posted by Unixx View Post
What you are saying here is not correct.
Nobody would force anyone into 16 ppl raids if 16 ppl raids would get pushed a little bit. 8 man dungeons would not die and would not be disadvantaged.

Did you actually read the opening post in this thread?

When buffing the 16 man operations slightly, there is no consequence to the 8 man raids. No guild would be forced to get 8 more active players just because one trash mob between the bosses drops one random epic.
If there are unique drops that only drop on the 16 player ops, then you are wrong. You would be forced up to 16-man raids in order to continue your progression. You would be forced into 16-man raids in order to attract the best, new talent. In essence, 16-man would be THE end-game and 8-man raids would just be practice. Many guilds want true 8-man progression that is THE progression. We want parallel paths to progression, not a single, linear path where 8-mans are only there to lead into 16-mans.
Viper 1
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CaptainInsano's Avatar


CaptainInsano
02.12.2012 , 04:36 AM | #58
Just add vanity/prestige items to the 16 man Operations to reward players for doing harder content and organizing more people. Titles, mounts, pets, and different colored gear work just fine. They already screwed up by making the mounts available to 8 man. They should be a 16 man only item.

Raideag's Avatar


Raideag
02.12.2012 , 05:00 AM | #59
Not to sound to cynical here, I'm just trying to get your process and some advice here. Did everyone in your Guild just Powerlevel and/or just PVP the whole entire time to get gear high enough to be Clearing all the Hardmodes and Nightmares? I mean seriously your whole entire guild was already clearing all Flashpoints and Operations on Hard Mode and Nightmare mode by January?

The reason why I'm asking is because I was the very first person in our Guild to hit lvl 50 in the beginning of Jan. I'm still waiting for the rest of our Guild to get one lvl 50 toon. Most are leveling 3 or 4 toons at the same time instead of just finishing one toon first. Yet tonight was the very first night seven of members of our guild went into Eternity Vault in a 16-man group and only got the first robot boss down to 45% before the enrage timer.

Frankly I seriously don't understand how some of you can already have that stuff on farm status by now. I'm not trying to be mean I'm trying to get information to help others and myself. Any help would be appreciated instead of stupid comments like learn to play newb.
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mechintel's Avatar


mechintel
02.12.2012 , 05:08 AM | #60
I would say keep the gear the same, but make the difficulty of each in line with one another. 16-mans aren't all that hard, it's more the fact that 8-mans are complete faceroll. 16-mans don't need to be nerfed, 8-mans need to be buffed. Because clearing all content in 3 weeks is just stupid.