View Full Version : One massive party??
Balder
11-15-2007, 01:04 AM
It has been every player's dream: One massive party for a KQ. No more credit loss complaints. Everyone gets to share the clerics buff and everything ends happily ever after.
Or is it?
Something that just occurred to me is that, even though you rarely see those as you get to higher lvled KQ, those damn leechers are still out there. But thats not the main problem here. The main problem would be how the clerics would be able to handle it. Heck, how would the party window show up and stuff. Its hard enough to keep people alive when they're not in the party but I just cant imagine how we'd be able to do it.
Posts your ideas on how to setup a proper massive party here.
Kholai
11-15-2007, 01:59 AM
Cleric buffs get +60% in a party of five. In a party of fifteen, that's plus.... what, 180%? A full party in KQ already makes the difference between a tanker being able to tank the boss and dying, a full KQ party of fifteen people would make the difference between injury and total whitewash.
Since this benefits me directly, I like the idea and hope for its impossible implementation.
-Drago-
11-15-2007, 05:37 AM
Oh wow! Could you imagine (as a cleric) to have to watch over 15 health bars? :eek: Would be hell, they go up and down like the stock market! Best way to divide the work are 3 teams with 3 clerics, every team got his own babysitter (just kidding :D ). Besides I don't think there would be enough room for 14 partymember bars on the screen. XD
Anyway, except the cleric thing the other advantages sound nice. A big team also means that you (almost) always finish the sidequests (killing decent mobs). As I only failed at the last slime quest (i needed only the king! X3) so imho it doesn't make such a great difference here. Guess others aren't that lucky?
Liala
11-15-2007, 06:35 AM
I see the advantages I guess, but I think it would be hard work/stressful for the clerics. Also, wouldn't we all get less exp?
-Drago-
11-15-2007, 06:44 AM
I see the advantages I guess, but I think it would be hard work/stressful for the clerics. Also, wouldn't we all get less exp?
Not for people who don't deal much/any damage. The experience gets divided equaly to all team-members (afaik). That would be a great deal for clerics but also for leecher. :rolleyes: So mages get far less ep, fighters and archers a bit more and clerics ... they get some ep, better than nothing like before! XD
PS: I'm talking about big fights. Clerics usually don't try to tank marlone or the mini dragon. ;)
PPS: Only edited a spelling mistake. :p
Ralyth
11-15-2007, 06:59 AM
yeah sounds like a great idea to me and i love it but it would be stressful keeping everybody alive although i do think the whole Kq should work toghter as a team and get the same kills but at the same time having 3 seprate partys that have there own unique style of killing what im saying is that if my party (me,4 other people) kill lets say marlone right not only would my party get the kill but the whole KQ would get the kill just my thoughts
Forbin
11-15-2007, 11:11 AM
It's not so complicated, guys. :)
All you have to do is implement raid window and raid settings, much like other MMORPGS have done.
You still go in with groups of 5, but every kill is split evenly among the groups. A raid window will be utilized for easier group management. A raid leader will be selected at the start of the KQ, automatically. The leader will originally be the highest level character, and with a tie, randomized. From that point, the raid leader can either organize groups themselves, or hand over leadership for someone else to do it.
(Ex: Robo KQ, 45 fighter gets leadership. They don't have time to organize groups because they need to tank right away. They hand it over to an archer or mage to do it real fast)
In the case of the raid leader being a sponge and refusing to organize, you can still organize your own groups. The raid leader simply has the option to do it for you, and place healers/tanks/DD where they need to go.
Vrael
11-15-2007, 01:13 PM
all of you guys just want to make the game SUPER EASY. The game needs to be hard and not have everything super easy
Jerath
11-16-2007, 03:32 AM
Cleric buffs get +60% in a party of five. In a party of fifteen, that's plus.... what, 180%? A full party in KQ already makes the difference between a tanker being able to tank the boss and dying, a full KQ party of fifteen people would make the difference between injury and total whitewash.
Since this benefits me directly, I like the idea and hope for its impossible implementation.
ummmm...... you may or may not be aware of this, but that % bonus is only for the buff that the clerics actually provide. For example, let's say the buff added 100 def..... with the 60% bonus would bring the BUFF bonus up to 160, not your total defence with a 60% bonus. otherwise that would be ridiculous as you say, but unfortunately that's incorrect.
DaViO
11-16-2007, 03:41 AM
yea has very got idea.
-Drago-
11-16-2007, 03:45 AM
ummmm...... you may or may not be aware of this, but that % bonus is only for the buff that the clerics actually provide. For example, let's say the buff added 100 def..... with the 60% bonus would bring the BUFF bonus up to 160, not your total defence with a 60% bonus. otherwise that would be ridiculous as you say, but unfortunately that's incorrect.
I'm sure he knows cause he said "Cleric buffs get +60% in a party of five. ...". :p
The real numbers should be like this (example King Slime Counterattack): The Protect lvl 1 buff gives 14 conventional damage and 10 defense. Including the buff from +180% it changes to 39,2 points to attack and 28 points to defense (last one is almost equal to a tier 1 defense scroll). ;)
DaViO
11-16-2007, 03:46 AM
in jingdom quest has veri plus site the gropus gms
Kholai
11-16-2007, 05:09 AM
ummmm...... you may or may not be aware of this, but that % bonus is only for the buff that the clerics actually provide. For example, let's say the buff added 100 def..... with the 60% bonus would bring the BUFF bonus up to 160, not your total defence with a 60% bonus. otherwise that would be ridiculous as you say, but unfortunately that's incorrect.
Quite aware of this fact. Also aware of the fact that an extra two people in a party of three makes the difference between "can tank" and "rez please". +180% would make Protect grant: +196 Damage, +179 Defence, almost as much defence as an entire set of armour, again, and the + damage would make every hit deal.... what? Protect normally gives up to +20 damage every hit, so that's 30-40 extra damage on every hit against the mobs with a super-party?
Sure, it's just on the buff, but the buff is hax.
As for Exp.... Each member divides the XP by the number of members, then boosts the XP gained by 10% for each member or so. 15 members works out as 17% experience from killing a mob, provided all members were nearby and participating. Five members works out as 30% of the experience, so you'd sacrifice half the experience you'd have got. But... in practice, you'd not be losing out on that much, especially if your party o' five wasn't the one with all the damage dealers (best party for experience ganking in KQ? One cleric, four mages).
Your experience from a KQ boss is already divided among fifteen people, with a super-party, you'd probably get more XP for everyone, rather than less.
Also, as a cleric, I'd be perfectly content to watch fifteen health bars, it's a pain in the rear trying to click a moving target, or checking the tank's HP, and he's the only one in an ideal situation whose HP should be dropping. Having in-depth knowledge of how close everyone else is to dying, including other clerics? Godsend, the only issue would be appointing which clerics concentrated on the tank and who would heal the other peeps.
Driftlock
11-16-2007, 11:50 AM
Forbin said what I would've pretty much spot on.
Making it a raid of 5 man parties, where you can see the other groups, but buffs aren't shared through them, are a way many MMOs go. It's effective.
To those clerics who think it's too much work to watch over that many people...it's easier than you think, you just have to talk to the other clerics quickly in the beginning. You set 1 or 2 to primarily watch the main tank, another for an offtank, another for the raid in general. Just divide the clerics up to a specific job and it's simple.
I know I'd like it. I'd be able to watch out for a few people I saw taking damage but not in my party much more easily.
chuui
11-21-2007, 09:07 AM
hmmmmm you might get less EXP points if ya do that but it will kinda be fun :p:):p:D
noobesian
11-21-2007, 01:41 PM
its not that clerics dont think they can heal that many people its that they can usually tank just as good as most fighters if they have a defence scroll and other buffs the only problem with a cleric tank is they dont do enough damage to hold aggro unless they have a realy really reallly sweet wepon
kedell
11-21-2007, 01:43 PM
I see the advantages I guess, but I think it would be hard work/stressful for the clerics. Also, wouldn't we all get less exp?
Trust me, as a guild head priest in WoW, if the user interface is half decent (and movable), it isn't that bad.
As a matter of fact I prefer it. If I'm with a group of four mages, they should almost never take damage if things are being tanked. As it stands now, I have to hope to get a decently leveled warrior in my group or I'm running around clicking on all of them to see who has what health. Seeing all the life bars of the other players in a neat tidey format on the left of the screen would simplify and streamline my job greatly.
That and with enough priests in the group, splitting up who heals who would go much faster.
Kalipso
11-22-2007, 01:47 AM
I like the idea. As a cleric it's easier to see someone health status when his in my team, than protect some tank when my people are acually dying, besides sometimes it's hard to point at someone not from party during the fight. And If on KQ would be relly one party everyone would finish his quests and not have to worry if he is in team with a main tank or not.
Ah... and the mega buff idea :) I like it.
Gooserider
11-23-2007, 04:27 PM
One massive party not such a great idea. Parties of 5 but allied is better. Everyone involved in raid gets credit for kills they need. So maybe you get a trimmed down version of alliance stats. But you can still see when tank in another party needs healing and have quick access to select him. It's not like it would take up all that much room on your screen.
Garvin2000
11-23-2007, 04:33 PM
just fix for people who leech in kqs and the fact that kq.based quests become useless and this is actually a good idea. =)
snog87
11-23-2007, 04:48 PM
Maybe a new icon down the bottom listing all the people and their health in the 15 people party???
http://www.wizards.com/magic/images/whatcolor_iswhite.jpg
Take the Magic: The Gathering 'What Color Are You?' Quiz. (http://www.wizards.com/magic/playmagic/whatcolorareyou.asp)