Within the Twitch TV chat with Colin Johanson and Eric Flannum, they described how the end game PvE zone, Orr, will work. Basically, you "advance" on Orr, attacking its edges via dynamic events, then take ground as you move inward. Once you've taken these event "webs" (event chains that have a web of beginnings and endings), to the crescendo, you can venture into the dungeon(s). Also, you can technically skip the event webs, but there are benefits that they offer (or rather, they remove hindrances), in order to proceed. Things like, there are capture points that will hinder your healing until it's capped.
With that stuff in mind, how will Anet balance that fact that it will be flat-out easier to proceed with a large population? This sounds like it will take an orchestrated effort over a lot of people, well beyond your group or even a bunch of groups. It sounds like there will need to be a constant flow of people hammering on the front lines from all directions in order to proceed. Will this be an issue with smaller servers?
Edit: Please read this part before continuing!
Just to be clear, this isn't about finishing a particular event. Scaling handles a single event just fine. It's that, in order to progress, it's assumed there are a lot of events that must be at a success state before moving on, ie, event webs. This is different from event chains in that chains have a single "tug of war" point. The battlefront is at that single point. With event webs, there are a bunch of battlefronts, and when you leave to attack one point, that point you just left is open to being taken back by NPCs, necessitating that point being capped again.
Edited by Hep, 13 July 2012 - 03:18 PM.