I have not read through this whole thread, but I want to make sure something is understood. There is currently a bug in the dungeon scaling system that is making dungeons harder then they should be with large parties. It will be fixed, and hopefully this will make your experience a thing of the past.
That should make it easier for pugs to find groups when it is fixed. Thanks.
I meant character names and guild names both. I didn't mention any specific ones bc of the forum rules.
I can't speak for everyone but I look at it this way. Everyone was new once. The new players who don't get to run many groups will think we are much "smaller" than we are. If 75% of the groups running quests are guild/friend only and there is never an LFM up, a new player gets a distorted idea of how active our game is. I really enjoy helping new players, and love helping people complete content they'd usually not get to.
My cleric can solo most content (not a brag) and since my cleric does all my greensteel blank crafting, if I need another stone from devils, I can just solo it and be done with it. I can "/g Anyone want in on some Running with the Devils?" and /tell Devils? and have all the help I need to make it fast and fun, with jokes all along the way. OK lets look at a guy in a small guild, or a large guild that rarely raids and isn't as end-game focused as others. That doesn't mean that they will never get interested in more raiding, or that they will never want to focus on end-game. That person might not want to necessarily run 10 shrouds a week. But I really enjoy making sure that when they WANT to, they get some help getting it done. I'm not sure there are a lot of times a full party is needed...BEFORE dungeon scaling. I think a 5-man Titan, before they broke it, was as many people as you could have before people start getting in the way. Reaver, Hound were both short-runnable. And it isn't ONLY those newer players that get helped by a pug every now and then. Last night an officer in power-gaming guild was having a terrible time getting Sins of Attrition done...had to pug it out bc the guild isn't running the content until level 20.
As long as there are MMOs there are going to be power gamers and casual players both. I especially don't want newer players to come to this game that I really enjoy and think its boring, lame and "dead" because there aren't amny groups to get in.
Nightbreak - Thelanis.
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.
Good to hear that. Thanks for the update.
However, I want to add something. While that will address the complaint that full groups are harder than smaller groups, it probably won't address the complaint that PUGs are a thing of the past as it is not encouraged or rewarded enough. Starting or joining a PUG represent a certain risk, and will often cost you time because other players will often cause delays.
Have you considered XP bonuses to encourage bigger groups, even if only to make up for the inefficiencies that joining a group entails?
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i like the scaling feature in certain circumstances, mostly in the lowbie range, sub lvl 10.
But alot of the devil battleground content is trivialized by party scaling. My barbarian can solo thru the wilderness area w/o a problem. Potting away more damage from frenzy than from monster damage. But red names that otherwise would have taken no potions to kill solo, now require 3-10 silver flame pots to kill.
I'm starting to reconsider whether I even want to take more than 2 people into the new quests.
Shadowsteel [TR train wreck]
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.
Enemy casters now do way too much damage when you have a 6-person group...I'm guessing that's what the fix is. I'm hoping it is, at least. A minotaur shaman just wiped my whole party with one fireball on Depths of Doom on normal.
I do to, I'd much rather run the new content with a full group than go in solo or with 2 or 3. I just feel that there should be a certain point in the content where dungeon scaling stops. Maybe it could be reevaluated again if we ever reach epic levels, and the level progression changes again, (making a larger dead zone of leveling)
Shadowsteel [TR train wreck]
Agreed.
That's great - instead of making it unreasonably harder when you let an unknown person join, you're just going to make it reasonably harder.
Still doesn't help PUGs, though. I prefered to avoid PUGs before the mod - now I don't even think about leading or joining a group unless it's with known friends.
So, if you want to make MY experience a thing of the past, remove Dungeon Scaling, please.
"I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674
As I haven't really had a chance to get into full groups(playtime erratic) I can't speak for that end of the spectrum. But from the opposite side I can.
Don't know if its just the FvS is just that powerful, or if they really scale it down for smaller groups. Was running Stealthy Repo at lvl 2. Granted yes, I remember the quest not really being that hard to just "zerg" thru with a decent ac. But I remember having to at least kill a few things/cc near the lvrs.(maybe Im just not uber enough to not have too)
But I ran all the way to the end, aggroing everything, including a red name, pulled every switch w/o being touched, had the dungeon alert all the way red by the time I got to the gem. Then, and only then, when I had all the slow debuffs, did I have any issues at all. Even then, I still only had to smack a few kobolds around to clear a small path to the gem. Did/needed very minimul healing btw.
I for one like the DA, maybe just needs tweaked a bit, as well as the scaling. I'm a decent player, can usually hold my own when I need too. But that just seemed way too easy. Add to that all the other quest in the harbor area(soloed lvl 3s at 2) It just seems to me that all the other posts I am seeing about the scaling and pugs making the quest that much harder, are probably spot on.
Just an observation from a longtime DDOer :P
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Tahren 19 Drow Sorcerer Life 2 of ?
You save pugs by being in them, not by whining that you should be rewarded for taking along people you think are incompetent. You do realize that if these 'incompetents' don't merit being in your group, they can just form their own small group and get the full benefits of scaling? They can still play the game now, unlike before.
DDO has very nearly strangled to death because it is so group centric. The fact that you couldn't just play DDO without tortuously assembling 6 people drove off a LOT of players. I personally know of twelve subscriptions (and a number of f2p accounts) that were picked up primarily because that was addressed. Three to four is the normal sized group. Six takes actual effort in most cases. LotRO's started making a lot of 3 man instances because of how much demand there is for them compared to 6 man ones.
DDO already goes a long ways towards encouraging grouping: Unlike most games, you don't get more reward for going short. The only thing you get is freedom from someone you apparently don't want to play with anyway. That's a bad thing?
/so freakin true
That's what happens when all you care about is the reward at the end. Maybe THAT is what is the death of pugs - the fear of not getting your reward, and not those other two factors. I find joining a trainwreck in the making is way more enjoyable than mindlessly droning along like a washed up hooker turning a trick for my n20th shroud/reaver/hound run.
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QFT
Actually, that is not true at all. In LOTRO, for example, the loot and XP one can obtain from group-only quests (that is, quests too hard for one person to have a remote chance of completing alone) is many times better than what can be gained from solo-friendly quests. However, no one does the quests because starting a group is inherently inefficient: you have to wait for others, you take more risks, etc.
What you end up with is players who like to group not finding a group until end game or not even being interested to start a group. A lot of that has to do with leveling and grouping not being natural partners, but that is not the whole truth to it. There is also the problem that starting a group involve a lot of busywork, downtimes and an higher risk than solo, and thus the reward has to be greater to compensate.
If you want groups to get started, you have to add a fitting reward.
Humans are goal-driven creatures. Even in a game where the purpose is simply to have fun and relax, they will still look for pattern and ways to optimize their performance. That is why rewards have to be balanced. While players may think that "The journey is a reward", and it's true, they don't act like it.
By the way, that is why a famous MMO designers has once agreed that "'The journey is the reward' is a ****ing lie. (People would rather have the princess)."
Last edited by Borror0; 09-05-2009 at 11:08 PM.
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some of the best groups I have been in are pugs. Everyone has to learn sometime and the Vets should take the lead and show the casual and/or new players a bit of understanding now and again...broken scaling or not. Think of it as working towards a boyscout/girlscout badge
Last edited by Lifeblood; 09-06-2009 at 09:54 AM.
"Come on folks its easy" Tico 20 Cleric, Montico Arti, Longlife 18/2 Ranger/monk, Jaaomae wc 20, Teeco Cleric
Ah!
And here I thought I was just running with bad parties.
Actually, I had been blaming wipes on poor agro management. People not being careful how many monsters they pull into a fight.
With smaller groups we were all being more careful. Fought closer together and didn't have as many people off in multiple directions.
DA: I realised after my first response that even though it was in the title, most people hadn't really been talking about it here.
I've seen a lot more green recently. But IMO it was working just like it should.
Haven't seen yellow yet.
I did see green just for spawing a large mob at no fault of the players though. And that seems wrong to me, but as far as I can tell we get nothing bad happening to us on green, so it's no big deal.
Definately noticing a lack of LFMs for new content though.
And the ones I do see have a bunch of people asking for guides.
Seems guild or no guild many adventures are not very adventurous IMO.
Khyber
Swez Sowan
Sowen Sown Sowyn
This just in!
Over 25% of your PuG-Capable players are on Cannith!
Not that this has anything to do with DA being the evil bane of a full party, but now you know why the PuG LFMs are lacking. There are about 10-25 LFMs up on Cannith and 75% of them are for levels 1-7. Nice, eh?