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-   -   Party Leadership Transfers + Size Expansion (https://forums.graalonline.com/forums/showthread.php?t=134265950)

Draenin 03-12-2012 02:01 AM

Party Leadership Transfers + Size Expansion
 
More than once, I've been in parties where the leader drops out and leadership is not transferred to another player. This always creates a problem, because if some players go offline or inactive, they can't be removed by anyone else.

Also, I know 8-10 players is a generous amount already, but 12-16 players would be very nice for dungeons if possible. I've been in a lot of parties that are full up already, when even more players roll in asking for invites. This is mostly an issue because two parties or more in a dungeon at one time is usually counter-productive and frustrating for everyone involved.

While I applaud the improvements that have been made to the party system over the years, these things should probably be changed so that people don't have to keep re-forming their parties to allow more people in.

evilchaseofdoom 03-12-2012 02:33 AM

12-16 Players in a party for a dungeon. Don't be rediculous, farming is already easy enough, now you want to add in 2-6 more DPSers to cut the time and difficulty in half..
Besides that I agree with party transfer stuff.

Demisis_P2P 03-12-2012 02:41 AM

Quote:

Originally Posted by evilchaseofdoom (Post 1688037)
12-16 Players in a party for a dungeon. Don't be rediculous, farming is already easy enough, now you want to add in 2-6 more DPSers to cut the time and difficulty in half..
Besides that I agree with party transfer stuff.

Agree. What happens when you already have 16 players and somebody else asks to join? Gotta draw the line somewhere, and it may as well be 8-10 players since that is what content would be balanced for.

Draenin 03-12-2012 04:28 AM

Quote:

Originally Posted by evilchaseofdoom (Post 1688037)
12-16 Players in a party for a dungeon. Don't be rediculous, farming is already easy enough, now you want to add in 2-6 more DPSers to cut the time and difficulty in half...

Eh, alright. You have a point there. :p


Also, I should have written this to begin with, but a more balanced loot / drop system would also be nice. So that people 'massing' aren't getting 100% of the goods dropped all the time. While this isn't a problem in low-level dungeons, people assisting in high-end ones often don't get a chance to pick up armor pieces they need and are forced to buy them from players who are tanking.

I'm not saying there should be stuff like item rolls and so on, but it probably wouldn't hurt to have item drops assigned to the next player in the party list each time something gets dropped. Or maybe just have it to where only players whose classes are listed on the item can pick them up. And as usual, these assignments would only be temporary just in case the 'owner' doesn't bother to pick up the item in time.

fowlplay4 03-12-2012 05:41 AM

There is behind-the-scenes support Raids I just haven't got around to putting the GUI elements together for it.

It's supposed to change the leader after 20 seconds if they log off, I'll take a look into that though.

Crono 03-12-2012 07:53 AM

Quote:

Originally Posted by Draenin (Post 1688052)
Also, I should have written this to begin with, but a more balanced loot / drop system would also be nice. So that people 'massing' aren't getting 100% of the goods dropped all the time. While this isn't a problem in low-level dungeons, people assisting in high-end ones often don't get a chance to pick up armor pieces they need and are forced to buy them from players who are tanking.

High level dungeons drop for the entire party, only the "leveling up" dungeons drop items on the floor for the massers. I do agree though, the party drop system the "real" dungeons use should be applied to the noob dungeons so that beginners get a fair chance at get armor pieces too (both for themselves and to sell for skills).

Elk 03-24-2012 11:53 AM

20 Player Parties for Hardcore difficult versions/Dungeons

where a Bat is as strong as a Normal UL or so =)

Crono 03-24-2012 05:08 PM

Quote:

Originally Posted by Elk (Post 1689838)
where a Bat is as strong as a Normal UL or so =)

no wtf.

Googi 04-15-2012 02:57 AM

Quote:

Originally Posted by Elk (Post 1689838)
where a Bat is as strong as a Normal UL or so =)

Why are bats even as strong as they are. It doesn't even make sense.

Crono 05-26-2012 11:33 PM

Quote:

Originally Posted by Googi (Post 1692140)
Why are bats even as strong as they are. It doesn't even make sense.

they arent that strong but yeah considering how they're not supposed to be anything but a nuisance they are a bit overkill.


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