Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.
The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.
My current plan is to basically use EQ2's system: hunting groups have a max of 6 people, monsters become "loot-locked" (and XP-locked) to the first person or group that attacks them, and a little icon shows that the monster is locked.
I remember when there was a bug that caused elite mobs to become loot locked for the first group, it caused a lot of drama in the game. Maybe we could be discouraged in other ways?
The 29-30 person lab run we had the other weekend was silly. The lag was terrible, getting sub 5fps for most of the dungeon, this slowed the run down and reduced the amount of loot I could get. Earlier this week I did lab with a group of 7, it was nice and we finished the entire dungeon without any issues. Mad loot!
So my feed back is, if there are too many players in a dungeon, turn on an appropriate level of the foul air debuff to discourage the larger groups. Or a new debuff that slows everything down and lowers combat xp% making the zerg not profitable.