Fair enough, what if you could run a raid with 28 or even 35 instead? I didn"t say I want all "raids" with groups of 20 or 10 or 5.James said:This is so retarded it hurts. Someone on another board put it far more eloquently than I ever could, so I"ll just quote him:
If a scaling system is implemented, your awesome 22 men guild won"t have the *need* to find those 3 eluding competent players, but could recruit them without being in a rush and if you have more than you would normally need, you can make them play with you all the time, instead of taking turns which is something nobody likes.
You can even remove the cap for raid size, scale down obtained rewards accordingly when it approaches the zerg size. Honestly, people raided with 72 in EQ1 and before they introduced raid size caps, they could be even more, hell you could always run more than 1 raid in a zone when it wasn"t instanced. Just being able to run a hylarious pug of 100+ players would be cool every now and then, even if lag kills them all.
You see? Some people read only what they want to read instead of looking at the whole picture: maybe I like the idea my small guild won"t have to take turns and can instead filed one or two more players, your super large guild could go to raid with 60+ instead and "select" the 12 groups-super-omg-fucking-hard mode where mob farts will be so powerful the turbulence generated will strip cloth users naked or they could zerg the 8 groups version for faster (and likely lesser quality or quantity) rewards.
Anyway, that was just something I had in mind as a nerd playing these games, I"m sure people that is paid to find ideas and solutions can probably come out with much better stuff. I just have a gripe with a hard cap for the number of players that can raid at once, if some dev can figure out a good way to invent a soft cap instead, I"d be joyful and pay him a beer or three.