Good, oahu is the raiding video (something you might have concluded in the headline, yes), there is however more besides. We to be able to take a seat and talk to Brett Scheinert, the dungeon & raid lead developer, regarding extremely high-end encounters and what's going to set WildStar Gold aside from other titles offering a raiding endgame. And despite what those opening lines may have made you would imagine, it's not just about size. (It is equally Lumbar puncture references. You possibly can guess which ones.)
What's design a 40-person endgame raid? As Scheinert puts it, one of the keys is making sure that everyone has something interesting to try and do while at the same time not splitting everything down into niggling micromanagement. Every role will need to have something interesting to do and everyone should possess a reason along with a need to contribute; you don't want to have a very raid group including a dozen people working hard and another 30 possibly even standing around and waiting.
A great way that is pushed by the game is actually having different rooms behave differently; in some rooms, for instance, players will be splitting the raid into several smaller groups to handle individual objectives, while sometimes everyone remains grouped up and active. It's also important to provide the feeling that this team is contributing overall towards the overall success, something which the game's interrupt armor helps you to accomplish -- a coordinated effort lets a team to get rid of someone else in charge by just piling on those stuns and interrupt effects.
Concurrently, the team doesn't want raiding being a training where one death means that the battle is over. Obviously, world-first groups trying for any kill while somewhat undergeared will not be capable of handle losing a lot of people, but the most punishing fights involve some leeway integrated for a few deaths. Because group gets more gear, it gets easier and there's more margin for error. lou340sa