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Scalable Flash Points


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I would like to propose a new idea for Flashpoints.

 

I hope this is the correct forum for this, otherwise tell me where to post this.

 

First thing: I know my idea would require a lot of work (and cause developers to pull out their hair) but I am also a developer and I know that what matters in the end is not so much the amount of work involved as the result for the end user. (cost vs return)

 

Second thing: Read the whole idea and think about it for a minute or two before posting your comments or flaming rant.

 

So, I propose that Flashpoints scale with number of players.

 

The one thing that annoys me the most is that when I have a group of 4 friends (or more) online, I can only play with 3 of them at the same time in a Flashpoint. The others are left on the side, same thing with people from my guild.

 

So why not have Flashpoints scale based on the number of people in the team when they get inside the instance?

The scale would go from 4 to 8.

  • At 4 players the Flashpoint would stay the way it is now.
  • At 5 players the mobs/bosses would get a bit more HP.
  • At 6 players, increase again HP and also the bosses would get one more ability (or resistance)
  • At 7 players, increase again HP
  • At 8 players, increase again HP and the bosses would get a second extra ability (or resistance)

It would not scale beyond 8 because it is usually pretty rare to have more than 8 people available for doing anything.

 

That would mix well with the fact that most players can fulfill multiple roles (healer, tank, dps).

So you would need a tank and a healer at healer, but after that you can have increase on dps, or healer or tank as you want.

Of course some bosses would require more than one tank or healer because it would not make sense to have 8 players with only 1 tank and 1 healer.

 

That way if you want to play with your friends, you can and no one feels left alone.

 

Now you will be wondering what about the loot ?

Well you get away from the usual 1 random good piece drops and people roll for it.

And instead you make 1 piece drop for everyone.

The trick is that it is the quality of the item that is random. You can get a green or a blue or orange.

 

Next thing: the companion ?

Leave them out of the loop if there are more than 4 players in the group.

If the group has less than 4 players, they can get in and a companion will stay to fill the last spot.

But above 4 only players can be in the instance.

The instance scaling is fixed on the group gets in and kill the first boss.

 

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A friend proposed that the FP could also scale on gear or level.

We discussed it, and i am not sure I agree to it.

Still, I said I would pass the idea along, so here it is :jawa_biggrin:

 

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Also, a friend proposed that the number of loot drop does not increase as the purpose of scaling is simply to play with more friends.

Once again I am not sure to agree, but once again I also said I would pass the idea along for discussion.

 

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Same friend said that the instance should still be able to scale after the first boss kill in case someone drops or more friends join the group.

I am not sure to agree to this.

But I am open to further discussion :jawa_angel:

 

Thank you for taking the time to read this.

And if you like the idea please post your support (or constructive comments) here.

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ive seen this sort of thing suggested in several games, usually though people want it scaled down so a smaller group could do it.

 

for regular versions, i say keep the one good item, but give several green drops per boss.

 

hardmodes should share similar loot rules as operations if you have 7-8 people, as it is essentially a raid now. on that note ops would need something to further distinguish them from large group hardmodes, if only to avoid the 'why do ops when 8 man hardmode gives same gear' type threads.

oh more than just bosses would need adjustments. a lot of the fp's have hallways that are obviously desigend around the idea of the 4 man group, and will get crowded with larger groups. more/stronger trash might be needed, that 'tough' pull of 5-6 mobs becomes a trifle with a larger group (moreso anyway), an elite with 40k health would need more health, all mobs would need more damage and health to avoid just being able to zerg everything to the boss.

 

all in all im in favor of this sort of idea, already had a few times when we had 5/6 lvl 50's online, but the small group limit for fp's forces others to sit out or beg in general for a group - we would be able to do an all guild run with your idea.

Edited by blackhumbug
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ive seen this sort of thing suggested in several games, usually though people want it scaled down so a smaller group could do it.

 

I don't think this is an issue with companions. Because, it would imply that any FP would have a range of 2-8(or more) people. Which is fine, because if you're trying to do FPs solo, I think it's a bit against the point of doing them since they are supposed to be group instances, and this is a social game.

 

+1 to the OP though. This is along the same mentality as mentoring, trying to make a game be playable with whoever you want, however you want.

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