raid-group

Latest

  • The Secret World announces group and raid sizes

    by 
    Larry Everett
    Larry Everett
    09.14.2011

    As you may have heard, The Secret World gathers up modern-day legends and conspiracy theories and asks, "What if they were all true?" Of course, if these stories were true, then there would have to be a group of people preventing the world from crashing down in utter chaos, right? The Secret World has three such groups, in fact: the Illuminati, the Templars, and the Dragon. That's the big picture, but what about smaller groups? In an interview with The Electric Playground, Lead Content Designer Joel Bylos explains the general idea behind the group dynamics: We really feel that an MMO is a shared experience, right? It's very important that people work together to solve these problems. That's the greatest sort of feeling of achievement: when you work together with other people to overcome something. He goes on to say that it may be possible for players with similar builds to actually be viable even when they're grouped together. He specifically mentioned a group of all tanks' being able to tackle a dungeon if they all had a self heal. But how many players are actually in groups? Bylos says five, and raid groups are 10. No more worrying about finding those other 30 people you would need for those 40-man dungeons, thank goodness!

  • Call for Submissions: Best and worst ways to vet puggers

    by 
    Lisa Poisso
    Lisa Poisso
    07.09.2010

    How do you vet potential PUG raiders? Do you require an inflexible GearScore threshold? Do you insist on experienced players who can link the achievement to prove they've completed the encounters? When do you feel comfortable taking on a more lightly geared or inexperienced player? Do you rely on hard and fast numbers, or does conversation with potential raiders factor in? WoW.com is accepting article submissions on the best and worst ways to vet puggers for your raid group. Your article explains what works, what doesn't work -- and why. Submissions should be between 500 and 1,000 words. We will not accept articles submitted under player names or pen names; please use your real name and email. Artwork is not mandatory, but any you choose to include must be your own work or from creative commons. Ready to submit? Read up about our guest post program, then sign up for Seed and submit your article here. (You won't see the article page unless you have a Seed account.) Unfortunately, the Seed program currently only allows us to accept submissions from individuals living in the United States. (As part of the Aol family of blogs, WoW.com is committed to the Seed program and has no control over this restriction, which is based on international payment and tax issues. We do hope to be able to accept international submissions in the future.) We'll accept submissions for this assignment until 11:59 p.m. EST on Thurs., July 15. Good luck and good writing!

  • The Daily Grind: Big or small guild?

    by 
    Krystalle Voecks
    Krystalle Voecks
    01.17.2009

    Let's face it - there are good and bad points to guild size, either big or small. In a small guild everyone pretty much knows everyone else and has a fairly good idea of everyone's skills. In a larger guild you're one of many. While this can be problematic when trying to keep up with what's going on with everyone (if not downright impossible) big guilds also can help greatly when you're looking for people to run an instance - either smaller or raiding group. Why bother looking around outside when you can just recruit from your guild? There's more, of course, but this morning we thought we'd ask you - which do you prefer? A small guild or large guild? Why do you prefer that guild size? What do you think are the biggest bonuses and drawbacks to your favorite?

  • Breakfast topic: Like birds of a feather

    by 
    Amanda Dean
    Amanda Dean
    07.13.2008

    When I queue up with friends, I expect to play by their side. Whether we're conquesting new objectives, defending our assets, running a flag, or retaking lost towers, two or three people dedicated to working together stand a better chance than one person alone. When I wear the battleground crown, I make sure that whoever I came in with is in my group. I also answer other people's requests to be placed with their friends. Those groups are likely to be fighting side-by-side. When someone else is not the leader of the battleground, it can be exceptionally difficult to be transferred among groups. This is not like saving a spot at the lunch table for a friend, but it's about winning the game. I've been playing Paladin lately, but I usually play Shaman. As it stands now, only people in my group can receive the benefit of my Auras and Totems. This may be changing in the future, when some of these buffs will affect the entire raid. For now it just makes sense to honor these requests. If the players have a working synergy, the entire team does benefit from placing them together. How do you handle grouping in the battlegrounds?