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0 Pre-Open Beta FAQ




Note: The more complete, though outdated, pre-"open beta" FAQ may be found here.

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» 38. Solo, casual and group content
+ 38.1.  Who is your target audience?
+ 38.2.  Someone said most of your content is going to be for groups? Does that mean there's no raiding?
+ 38.3.  How will you address players with different amounts of time to play?
+ 38.4.  Will you attempt to appeal to other types of gamers?
+ 38.5.  How important is player interdependence and community?
+ 38.6.  How much should a solitary player be able to affect the world? How should this change if he teams up with other players in social groups?
+ 38.7.  What aspects of Vanguard do you think will especially appeal to the female gamer?
+ 38.8.  Are you building Vanguard: Saga of Heroes more to expand the gamespace and appeal to new gamers, or to appeal to existing MMOG players, or both?
+ 38.9.  How do you going to draw in players new to MMOs?
+ 38.10.  How does Vanguard encourage player-to-player interaction?
+ 38.11.  Will grouping be forced in Vanguard or will I be able to Solo?
+ 38.12.  Tell me more about Group Structure/Core Group
 38.13.  What is the Group Size?
Last updated: 2006-03-30 15:11:25 [ sharable link ]


The current plan for raid sizes is indeed mostly around the number 25 or so, as mentioned, but the paln also is to have raid areas vary as to how many people are needed. So solo/casual content is for 1-3 players, group content 3-6, and raid content 6-X, where X is a variable. We hope to control X to some extent (to stop people from bringing, say, 40 people to an encounter desinged for 25) using TLC, dynamic threat assessment, and a few other mechanics I can't talk about yet. We're focusing first on group content, then solo/casual, and will implement raid content towards the end of beta, so a lot of this remains theory until tested in a beta environment.
Source: Aradune Mithara 03/29/2006 on the FOH boards


The group size is something that is subject to change during beta. We have thrown around some numbers in the past but ultimately we hash that out in beta.

As for screenshots showing groups of larger sizes - that build of the game did not have any restriction on the number of group members. That will not be the case upon release..
Source: Tagad


Current thoughts, subject to change as we continue to beta: Max hard limit: 8. Most group encounters tuned for 7ish.

This means that a group of 6-8 should be in good shape, assuming the group members have a variety of members from each core job.

With 8, you could, for example, have 2 of each core jobs. 2 heavy fighters, 2 light fighters, 2 healers, and 2 mages.

The group limit for casual content is obvously a lot lower, with exp penalties much more extreme so we don't get larger groups killing casual mobs over and over again.

Group size for fighting raid mobs is obviously and conversely much higher.
Source: Aradune Mithara


The current plan is max size of 8 for a group group (fighting group based mobs). 2 or 3 for casual. Raid we haven't totally worked out yet, whether it will be a max group size or some sort of group linking or both.

For groups though most encounters will be tuned around them being doable with groups of 6, so you can think of the target group size there being 6-8, with a hard cap of 8. Let me know if that makes sense. - Early November 2005
Source: Aradune Mithara

+ 38.14.  Will a group be penalized for having the maximum of 8 players?
+ 38.15.  How do you handle Looking for Groups?
+ 38.16.  What about groups and Level Spread?
+ 38.17.  What will stop groups taking all the content designed for casuals?
+ 38.18.  It your game is item-reliant, how will this affect changes in playstyle? Can I easily switch from being a casual player to a group player or a raid player?





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