So how long before DE's & Champs are removed ?
#1
Posted 05 December 2012 - 02:48 PM
All anet has to do is;
1. Scale down Champions so they're only veterans. For example the giant in diessa plateau who is and has been for a week now stomping the ground outside the city.
2. Increase heart exp & reduce difficulty of dynamic events based on lower population of people.
#2
Posted 05 December 2012 - 02:54 PM
Are you talking DE quests or heart quests?
Because ive done 100% world completion two different characters in the past month and there's only one heart event that is currently bugged and there is a way around it (wood cutting ghosts in a forest.... cant remember the map)
Why do hearts need xp boosted?
I don't see the need to reduce the difficulty of champions. The DE's somewhat scale to how many people there are, but yea, some are impossible solo.
DE's dont prevent you from doing world completion though, so i dont see this as a huge deal A-net needs to handle... theres much more pressing matters.
Edited by Vysander, 05 December 2012 - 02:57 PM.
#3
Posted 05 December 2012 - 02:56 PM
#4
Posted 05 December 2012 - 02:56 PM
#5
Posted 05 December 2012 - 03:03 PM
Impmon, on 05 December 2012 - 02:56 PM, said:
Not doubting that it's broken but you're better doing the dance and waving at the cows - much quicker than the bugs
#6
Posted 05 December 2012 - 03:12 PM
Impmon, on 05 December 2012 - 02:56 PM, said:
I remember that one, its kind of glitchy. I dont recal "ground bugs" as there are several kinds of grubs running around the ground. Read really careful what he is saying, and will mention either plain grub, mountain grub, or something along those lines. The appropirate bugs are found near various types of terrain in the cow area.
That one is a little glitchy, but is not impossible to do.
#7
Posted 05 December 2012 - 04:26 PM
The loot they give (if you are lucky) is generally worthless.
The experience they give is relatively small.
The time and effort needed to kill a Champion would be better rewarded if you spent it killing trash mobs.
As for DE Champions, the only time you want to kill one if it's the final event of a chain where you can get a lot of experience (Kessex Hill), if it's blocking access to a WP or the gods champions which give a chest and the karma armor merchant.
That's why very few players bother to fight the Blood Witches (which are incredibly annoying) or any Champion that isn't a melee (and thus easy to kite) enemy.
#8
Posted 05 December 2012 - 04:29 PM
Impmon, on 05 December 2012 - 02:56 PM, said:
Are you sure you're picking up the RIGHT bugs she asked you to pick up?
#9
Posted 05 December 2012 - 04:46 PM
RedStar, on 05 December 2012 - 04:26 PM, said:
The loot they give (if you are lucky) is generally worthless.
The experience they give is relatively small.
The time and effort needed to kill a Champion would be better rewarded if you spent it killing trash mobs.
As for DE Champions, the only time you want to kill one if it's the final event of a chain where you can get a lot of experience (Kessex Hill), if it's blocking access to a WP or the gods champions which give a chest and the karma armor merchant.
That's why very few players bother to fight the Blood Witches (which are incredibly annoying) or any Champion that isn't a melee (and thus easy to kite) enemy.
ANet has stealth nerfed the drop rate in world NPCs to force people to do FOTM, and even with FOTM farming bosses they "fixed" some of it so players have less and less way to farm. What Anet is doing is really force player to spend more money buying gems, possibly converting to gold to buy the stuff they used be able to farm but no longer have consistent drop ratio to get them any more.
#10
Posted 05 December 2012 - 04:49 PM
#11
Posted 05 December 2012 - 05:32 PM
Linfang, on 05 December 2012 - 04:49 PM, said:
Yeah I came that conclusion the first time I saw the event the first day the game came out. I'm just using that as an example of the multitude champ npc's you skip on the way to 80. They need to make them veteran.
#12
Posted 05 December 2012 - 05:39 PM
RedStar, on 05 December 2012 - 04:26 PM, said:
The loot they give (if you are lucky) is generally worthless.
The experience they give is relatively small.
The time and effort needed to kill a Champion would be better rewarded if you spent it killing trash mobs.
As for DE Champions, the only time you want to kill one if it's the final event of a chain where you can get a lot of experience (Kessex Hill), if it's blocking access to a WP or the gods champions which give a chest and the karma armor merchant.
That's why very few players bother to fight the Blood Witches (which are incredibly annoying) or any Champion that isn't a melee (and thus easy to kite) enemy.
agreed. this is what they should be working on first; not some stupid new tier of gear. make the existing world more alive by encouraging people to get out there.
#13
Posted 05 December 2012 - 05:48 PM
funkybudda, on 05 December 2012 - 04:46 PM, said:
As for Open World, the drops have always been worthless.
They should at least drastically increase the experience awarded for killing him but reduce it every time you kill it again (kind of like Hidden Treasures in NF), that way players will at least want to kill it once or twice.
#14
Posted 05 December 2012 - 07:02 PM
IMO, that Champ needs to be tweaked a bit. That stomp attack one shot me, and I was at least over levelled for the area by 10 levels. The stomp attack cooldown is also very short, and has an enormous radius.
Still, there were a handful of people fighting it before I had to log off due to RL reasons.
Maybe it's a specific server thing, but I haven't had to skip a DE because of lack of players, and I always seem to get people to help with Champs when I announce their up in map chat. That's both at NA prime time and during Oceanic prime time.
It would be a shame to nerf DEs and Champions.
#15
Posted 05 December 2012 - 07:08 PM
Pre 80 maps should be SHARED between 3-5 servers. This should shore up population issues on the early maps.
#16
Posted 05 December 2012 - 07:13 PM
TGIFrisbie, on 05 December 2012 - 07:08 PM, said:
Pre 80 maps should be SHARED between 3-5 servers. This should shore up population issues on the early maps.
All maps should be shared for PvE purposes. There is really no reason not to if you can do it. Districts all the way.
Only issue I can see is "district hopping" in order to farm an event or mob area. Limiting district change ability would fix that up nicely.
Edited by Feathermoore, 05 December 2012 - 07:14 PM.
PSA: End of line.
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#17
Posted 05 December 2012 - 07:17 PM
RedStar, on 05 December 2012 - 05:48 PM, said:
I don't know, yesterday night in dungeons (which I don't consider to be open world but it's not FotM) I got 5 rare and 2 exotics by doing 3 CoF runs and 2 SE. And my guildies got an exotic, lodestones and a few rares.
As for Open World, the drops have always been worthless.
They should at least drastically increase the experience awarded for killing him but reduce it every time you kill it again (kind of like Hidden Treasures in NF), that way players will at least want to kill it once or twice.
Open world, non-boss mobs were stealth nerfed with a decrease in rare drops. Yes, they increased drop rates for bosses/chests, but they definately screwed with normal mob drops.
#18
Posted 05 December 2012 - 07:26 PM
#19
Posted 05 December 2012 - 08:32 PM
personally, i think they should tweek it to where there are less DEs that disable waypoints and DE's should happen more frequently. like, all the time.
#20
Posted 05 December 2012 - 08:41 PM
Feathermoore, on 05 December 2012 - 07:13 PM, said:
It is getting to the point where even the 80 maps should be shared by a few servers, I give you that. I don't know how crowded it would be if the maps were shared by all servers, maybe all NA shared theirs and all Europe shared theirs, only Anet knows the actual population numbers.
#21
Posted 05 December 2012 - 09:00 PM
Rickter, on 05 December 2012 - 08:32 PM, said:
your talking about a round of server mergers...i dont know mate, Anet have only expressed denial or deliberate ignorance on these problems, server merges always makes a game look bad to the public at large on the MMO news sites, they seem increasingly concerned with ther image lately so while it may be the smart/logical move i seriously doubt its even on the table for them.
#22
Posted 05 December 2012 - 09:06 PM
Ark211049, on 05 December 2012 - 09:00 PM, said:
They are pretty experienced in twisting around semantics as we've all seen, so while a traditional server merge would not be something I think is something they're considering, adding a system similar to overflow zones but for grossly underpopulated maps wouldn't directly go against their "no merge" philosophy.
Players entering a zone below a critical population threshold will get a popup window that gives them the option to travel to an instance(maybe even to another world's main map) with more people. It's not a merger guys, it's just a readjusting of the population to increase the fun for the individual player!
Edited by asbasb, 05 December 2012 - 09:11 PM.
#23
Posted 05 December 2012 - 09:09 PM
Traveller, on 05 December 2012 - 07:26 PM, said:
#24
Posted 05 December 2012 - 09:26 PM
Traveller, on 05 December 2012 - 07:26 PM, said:
#25
Posted 05 December 2012 - 09:29 PM
TGIFrisbie, on 05 December 2012 - 08:41 PM, said:
By "shared" I mean utilize the "district" system GW1 had in towns. You have your individual server for WvW purposes, but when you play PvE you are effectively in the same server as everyone else. When a zone gets near full, a new district is created. Unlike overflow, it doesn't try to move you into the "real" district because they are all "real" and you can switch between them at will.
The persistent nature makes this system abusable for the purposes of farming and such (as I mentioned) but if there is a limit on your district switching, it shouldn't be a big deal.
And in GW1 the different regions had there own servers with their own districts. You could effectively create this system in order to eliminate underpopulation (until everyone leaves an area).
Frankly, I have no clue why they didn't do something like this. The whole "play with your friends" thing would be incredibly easy with districts. And they still don't have guesting (which works the same way as district switching it seems like).
Edited by Feathermoore, 05 December 2012 - 09:31 PM.
PSA: End of line.
Why hello there forumite. Questions, comments, or queries? Never fear! PM is here!
#26
Posted 05 December 2012 - 09:55 PM
Feathermoore, on 05 December 2012 - 09:29 PM, said:
The persistent nature makes this system abusable for the purposes of farming and such (as I mentioned) but if there is a limit on your district switching, it shouldn't be a big deal.
And in GW1 the different regions had there own servers with their own districts. You could effectively create this system in order to eliminate underpopulation (until everyone leaves an area).
Frankly, I have no clue why they didn't do something like this. The whole "play with your friends" thing would be incredibly easy with districts. And they still don't have guesting (which works the same way as district switching it seems like).
I played GW1 first 2 years so I understand the entire District system. There were no waypoints however, since all out of town/outpost travel was instanced.
Node issues aren't a problem, the nodes should be tied to the character and tracked thus. Might be an issue with events causing overflow jumping, but as it is right now I can't see this being an issue when, as of all of today so far, no one is doing the Jelako undead events on my server. Zero, all day. Even Harathi's Modnir chain has been very, very thin....
Edited by TGIFrisbie, 05 December 2012 - 09:57 PM.
#27
Posted 05 December 2012 - 10:47 PM
Ark211049, on 05 December 2012 - 09:00 PM, said:
Yeah it'd be way too early for them to even consider merging servers. Like it or not there is a perception with server mergers.
#28
Posted 05 December 2012 - 10:50 PM
Fix the bugs, balance the rewards, make more of the game fun, repeatable content.
#29
Posted 05 December 2012 - 10:57 PM
Vysander, on 05 December 2012 - 02:54 PM, said:
Unfortunately, DEs do prevent you from doing dailies, however, which for new players is probably quite a big deal.
Edited by Bottoms_Up, 05 December 2012 - 10:58 PM.
#30
Posted 06 December 2012 - 12:43 AM
Linfang, on 05 December 2012 - 04:49 PM, said:
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