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MMO [TAB] Raiding - The Basics

I'm really looking forward to the 40 man raid sizes. Its a completely new scenario for me, though I am accustomed to the 25 man raid sizes from previous games. It will be interesting indeed.
 
I'm really looking forward to the 40 man raid sizes. Its a completely new scenario for me, though I am accustomed to the 25 man raid sizes from previous games. It will be interesting indeed.

Yea, at first I was skeptical, but honestly, I'm now excited about the 40 mans. There was a lot to like about the Vanilla WoW raids. Will be a lot of fun no doubt!

In terms of casual members vs hardcore, the larger raids may assist to some degree. A solid 40 man would likely have a mix of players. Running a 20 man raid on the side for the hardcore could give them an outlet to really push themselves without getting frustrated.

Of course, it might just turn out we have 40 incredibly capable and focused raiders :D
 
In my experience, raiders are skilled, on time/prepared, and have a great attitude/fun to play with. Pick any 2.

All half-joking aside, I'm very excited about raiding again. I want to jump in with both feet and be all hardcore!

But I have to deal with reality. As a father, I'm going to have other obligations that I won't be able to blow off for my hobbies. So, I'm more realistically looking at being a consistent, casual raider. I plan to roll a tank, so I see myself taking a OT spot most of the time. I actually prefer the OT role in any case. I found it to be more challenging for a lot of fights than the MT spot, though it tends to be less "glamorous."

I'll save my opinion on loot for when the thread opens up. Tho the best loot system is the Handle Yo Shit system.
 
I'll save my opinion on loot for when the thread opens up. Tho the best loot system is the Handle Yo Shit system.

God I wish it was that easy. I am really hoping for some help from the modding community to be able to do a solid loot system. Needless to say we are having discussions about what we can do, but at the moment, its more like wait and get our hands on it to see what we can do. We will have a loot system in place before the game launches and we will be open about it as soon as we can, like we have everything else.
 
My favorite loot system in WoW was an EPGP one we used for awhile in BC. How the points accumulated was a bit complicated, but seeing how much you had and using them was easy.
 
I used EPGP in WoW raiding also. Loved it. One of the best things for me with EPGP is that it is easy to reward people for non raid stuff that will be big in this guild. Run a community event? Bonus EP for you!

I wish we had more hands on in the game and more modders doing hands on in the game loot distribution systems could be set up. Rest assured me and Gyoin are already trying to hash out what will work for [Tab]. After we see more and have some real choices we will bring the discussion to the site so in the end the officers can make the best decision. Especially the ones that will be running the raids.
 
I've administered 4 different loot systems and I like EPGP the best as well. I always included a loot council clause so that officers could make calls that were best for the raid group as a whole if necessary, but it was almost never used.
 
I've administered 4 different loot systems and I like EPGP the best as well. I always included a loot council clause so that officers could make calls that were best for the raid group as a whole if necessary, but it was almost never used.
Yeah, we've discussed probably 10+ different variations. We've honed into a few and depending on 1. General community input and 2. Specific game mechanics and 3. add-on knowledge/support is what will most likely define what we use.
 
In our small 10m guild in WoW we just /roll but for the larger guilds in the past, I've always preferred DKP. Not the auction style but just earn dkp per boss, spend dkp if you're the highest on said item. Think that is EPGP?

Not a fan of loot council, but a clause like Fen said could be good.
 
Before we start to go too detailed in a loot distribution discussion, we WILL open a dedicated forum post for such a thing. But we're just waiting a bit till we learn more because all it will be at the moment is "What we did in X game", which is not Wildstar. It will be a different loot drop system in Wildstar (randomized stat loot) which is a new process for MMO's and requires a different thought process. Until we know the exact details, it's best to keep the discussion on hold.
 
Before we start to go too detailed in a loot distribution discussion, we WILL open a dedicated forum post for such a thing. But we're just waiting a bit till we learn more because all it will be at the moment is "What we did in X game", which is not Wildstar. It will be a different loot drop system in Wildstar (randomized stat loot) which is a new process for MMO's and requires a different thought process. Until we know the exact details, it's best to keep the discussion on hold.

Is that similar to the loot system in Diablo 3?
 
Is that similar to the loot system in Diablo 3?
Can't tell if sarcasm, but I'll bite...

Raid pieces have been semi-confirmed to have 4 "stat slots". Two of these stats will always be the same on each variation of the same piece and are locked / cannot be changed. But the other two will be fully random and can consist of anything (that isn't the same as the previous two locked stats) and can be replaced. The numerical value for all four of these stats will also be randomized with a set range. So in that essence, it's the same as D3.

Unlike D3, we will not have "instanced loot drops", they will be group need/greed systematic.
 
Can't tell if sarcasm, but I'll bite...

Raid pieces have been semi-confirmed to have 4 "stat slots". Two of these stats will always be the same on each variation of the same piece and are locked / cannot be changed. But the other two will be fully random and can consist of anything (that isn't the same as the previous two locked stats) and can be replaced. The numerical value for all four of these stats will also be randomized with a set range. So in that essence, it's the same as D3.

Unlike D3, we will not have "instanced loot drops", they will be group need/greed systematic.


No sarcasm. This sounds exactly like the D3 system. You'll get a piece of gear that will have Dex, Crit and 2 random stats. The other two possible stats will be picked from a pool (Life steal, vitality, strength, int, etc) and the value of each of them will be within a particular scale. Your dex could have 50-102 possible points based on a random roll whenever the item is discovered.

Will then see pieces that are the same name but two totally different pieces because one will have more of a particular desired stat?
 
Will then see pieces that are the same name but two totally different pieces because one will have more of a particular desired stat?
Pretty much. The point values won't be quite as drastic as D3, and even though the two static stats will always be the same class, the other two that aren't CAN be changed, so it's a more customizable version of D3.
 
I'd really prefer that at least the 2 "core" stats have set values, and then have randomness on the other 2 if you must. I can't imagine the frustration of dropping a ton of DKP on a "good" item, only to have it come up "perfect" the next week. Hopefully it won't be that severe of swings.
 
I'd really prefer that at least the 2 "core" stats have set values, and then have randomness on the other 2 if you must. I can't imagine the frustration of dropping a ton of DKP on a "good" item, only to have it come up "perfect" the next week. Hopefully it won't be that severe of swings.

Or a system like the Reforge system in WoW that at least lets you change some of those unwanted stats into something useful.
 
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