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A seven-step guide to fix GW2's PvE


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#1 Alleji

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Posted 13 December 2012 - 05:37 PM

Before fixing anything, let's quickly identify the core problems with GW2's PvE today. And by "PvE", I mean only the open-world PvE here, not personal story or dungeons.

So, the problems:
- The world is dead. Other than cursed shore, the dragons, and lion's arch, it's largely empty.
- "Dynamic" events are hardly dynamic, as we were led to believe.
- The reward structure is really, really bad. This is actually the main reason for the first problem.

...aaand now how to fix all this, starting with the pre-requisites and moving on to more complex changes:

1. Better event scaling. Currently events don't scale well for large number of players (10+). You just get more mobs in pre-set spawn points that get aoed down just as easily. Anyone who's spent 30 minutes in Cursed Shore knows this. Some improvements were made in this regard compared to a few months ago, but it's very little. Events with more players around need to spawn veterans and champions and add additional spawn points, not just additional mobs. Basically, things that are not negated by AoE.

2. Iterative difficulty scaling for events. Most events never fail. Why not? Because they're too easy. Anet needs to add difficulty scaling that's not dependent on number of players, but based on the number of times the event was successfully completed previously (on top of number-of-players scaling in #1, not instead). Every event stats at difficulty 0 after a server reset. Each time it's completed successfully, the difficulty goes up by 1 point. 1 point of difficulty translates into 1 additional mob per wave, +3% mob health and damage, etc.

So instead of facerolling Shelter's Gate Camp for loot every 10 minutes, one day you might come there and get zerged by veteran spiders. Woah, what happened? Well, see, the last defense barely succeeded and turned the difficulty from 7 to 8. And they had more people than you did, so tough luck. But now that the event failed, the difficulty scale goes down by -3, so next time the event will be at difficulty 5. This system will calibrate itself to the average number of players in an area and add a huge amount of variety to the same events, while the +1/-3 system still ensures it succeeds most of the time. (The scale is hidden, so people don't intentionally avoid scaled-up events.)

3. More events. More, more, more. There are a handful of basic event "templates" in the game and 95% of all events fit in these: defend a point, assault a point, escort an npc, kill a boss, kill mobs until the bar gets to 0 (or 100%). I honestly don't see why anet isn't minting these like crazy. I highly doubt they take a lot of time to make, given that you already have all the components... just need to put the pieces together in a slightly different configuration in a different area. BAM, new event. Reduce the frequency of each individual event to keep the number of concurrent events the same, but increase the variety. I'm not asking here for a brand-new zone with brand-new armored crabs and a ton of scripting to be used one time and then abandoned. This would probably take far less work.

4. Balancing rewards. The base reward for completing an event is pitiful. 1.5 silver, some experience that you don't need at 80, and a bit of karma that's grossly outweighed by the daily jug. (The daily jug was a good idea, but it's just... difficult to outperform it. That's a different subject.) The bulk of the reward comes from the drops and drops from a single champion are much worse than from aoeing waves of mobs for 4 minutes. Most of the time the champion takes more effort too!

The second problem is the disparity between zones. Events in Orr are well-known (so everyone does the easy ones), highly populated and give max rewards for level 80. Events in every other zone are the complete opposite. To balance this:

- Normalize the silver/exp/karma rewards for lvl 80s throughout the world. Seriously, it's a tiny amount of money anyway and getting 1.5s or 0.9s won't really impact anything. All it does is make lower-level events look bad.
- Improve drops from champions. Duh. To avoid causing inflation, do not flat-out make them drop 15 silver, but simply add a chance for each champion to drop zone-specific items. Each zones or a group of zones could have things like unique armor sets and unique weapon skins. There are zone-unique weapon skins in the game currently, such as "Steam" weapons in Charr areas, but they're easily obtainable and thus can't serve as an incentive to go there.
- Also add tokens to champions. For X tokens from champions in Charr lands, you can buy a rare armor skin (that also drops only in this areas), but weapons can only be gotten as a drop. Something like that.

5. Worldwide and zone-wide event notifications. Another very simple addition, but once you've really made events dynamic (points #1 and #2), added more of them (#3), and gave the players a reason to go there (#4), tell people about them! Display all events happening in the zone on the map, with an option to toggle it off, and display MAJOR events happening in other zones on the world map, like Orr temple assaults, dragons, swamp monster in Queensdale, etc. People will see events and flock to them instead of wandering about empty zones alone or farming events in Cursed Shore as a zerg.

Also, display this next point in the corner of the screen (under your personal story) at all times:

6. Daily zones. Now we're getting into more ambitious things. It's time to really create a dynamic world. Each day 1 or 2 zones could become event hubs. Balefire means business today and made a pact with the ogres to attack Ebonhawke! The entire area turns into a warzone. You know, the Charr are really attacking. Basically, turn the area into Cursed Shore + difficulty scaling (#2).

Hearts are disabled (Farmer Joe doesn't really care about shooing away the gryphons from this cabbage when THE CHARR ARE ATTACKING). All regular events that fit the war theme are enabled with a majorly increased frequency (remember, we reduced it in #3 and increased the total number of events). There are additional events active: every outpost gets assaulted on a regular basis and after a successful defense, there are events to march out and take down a champ or recapture a lost outpost. Again, this is all just copy/paste stuff (#3). Optimize the templates and then make more events!

As a bonus, drops of zone-specific rewards are doubled for the day when that area is a warzone.

As a second bonus, if a critical number of events is failed during the day (this could be a rather high threshold), the zone is under Flame Legion's control for next 1-3 days, every waypoint is disabled, you still can't do hearts in it (Farmer Joe is dead, his head is on a spike, and so are the cabbage-loving gryphons), and after these 3 days, the map becomes a warzone for the day again. Same events are running with the aim of recapturing it. This time it can't fail.

7. Live GMs. All of the above would do a good job of making the world appear dynamic, as it was advertised in the beginning, but dedicated game-masters controlling the world would make it REALLY dynamic. Provided there's a good framework for creating events (#3), anet could expand it to create events out of pre-set pieces on the fly. Starcraft's map editor did it in 1999 by allowing you to create custom missions using building blocks already provided with the game, why can't we do it on a live server in 2013? This outpost is getting attacked by X waves, each one consisting of Y mobs for Z minutes. Oh and there's a dragon at the end, which I'm going to personally control and target people with it. Go!

A GM per server or even 1 GM per few servers could further spice up the "daily areas" and add an occasional special event to other places in the world. And once again, I don't mean "occasional" and "special" a la brand-new invisible precursor-dropping crabs that take months of development for one night of lag. No, "special", as in, there will be a unique event somewhere a few times per day that's not part of the game's default package. You know, something new.

-------------

Well, that's pretty much it. A game like this would almost certainly keep me playing for years, paying a sub fee, and buying all the expansions. (Provided those expansions also expanded the above model).

Edited by Alleji, 13 December 2012 - 06:16 PM.


#2 Gilles VI

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Posted 13 December 2012 - 05:43 PM

Well honestly I can only agree with everything you said. :)

#3 Beta Sprite

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Posted 13 December 2012 - 05:57 PM

I <3 this write-up.

The only part that I don't COMPLETELY agree with is the removal of hearts when a big meta-event is occurring in a map.  While it makes sense conceptually, it would be annoying to me if my level brings me to a map, and that area cannot be completed due to the hearts being overridden.  On the other hand, it's only a minor inconvenience (and not permanent), so it wouldn't be enough to stop me from liking the suggestion in general.

#4 EphraimGlass

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Posted 13 December 2012 - 06:00 PM

I like these ideas.  They could use some tuning (#4 and #6 in particular, I think) but overall, I think that all of these would be great changes to make to the game.  One way of tuning #4 and #6 would be for the zone-unique drops to be available only when the zone is at war.  That would help prevent people from intensely farming the champions and veterans in a zone but still ignoring the rest of the content.  Maybe that would be less of an issue with your proposed changes to DE's; maybe not.

Oh, one other thing about #6.  There needs to be some CLEAR indication that the state of the zone isn't permanent.  Imagine if you're a new player venturing out into Caledon for the first time in pursuit of your personal story and it's at war.  If you don't know any better, you might get a horribly skewed first impression of the game.

Edited by EphraimGlass, 13 December 2012 - 06:02 PM.


#5 Dosearius

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Posted 13 December 2012 - 06:04 PM

very well thought out, would love to see a lot of this kind of stuff get implemented.

#6 MazingerZ

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Posted 13 December 2012 - 06:06 PM

*twirls mustache*

...But how would we monetize it?
It's okay to enjoy crap if you're willing to admit it's crap.
Every patch is like ArenaNet walking out onto the stage of the International Don't Kitten Up Championship, and then proceeding to shiv itself in the stomach 30 times while screaming "IT'S FOR YOUR OWN GOOD! IT'S FOR YOUR OWN GOOD!"

#7 Gilles VI

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Posted 13 December 2012 - 06:13 PM

View PostMazingerZ, on 13 December 2012 - 06:06 PM, said:

*twirls mustache*

...But how would we monetize it?

Maybe like they monetise hearts, DE's and exploration?
In other words, not?

#8 Green

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Posted 13 December 2012 - 06:24 PM

Great write up! Are you Totalbiscuit by chance? Your description of the different types of events in GW2 sound like the points he detailed in a video back in beta. No offence, just saying. :)

#9 Baron von Scrufflebutt

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Posted 13 December 2012 - 06:46 PM

If more events are supposed to fail, then the system of dailies need to be changed so that a failed event gives you a +1. Hell, change that regardless if any of these changes go through.

Edited by Protoss, 13 December 2012 - 06:59 PM.


#10 Gilles VI

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Posted 13 December 2012 - 06:55 PM

View PostProtoss, on 13 December 2012 - 06:46 PM, said:

If more events are supposed to fail, then the system of dailies need to be changed so that a failed event gives you a +1. Hell, change that regardless if any of these changes goes through.

You missed the point where he said "add a shitload of events to the world"..
Getting 5 DE's will be even easier to complete than it already is.

#11 Soki

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Posted 13 December 2012 - 07:05 PM

The world needs to have incentive to be in.
The argument "do it because it's fun!" doesn't stand up in RPGs. Things need to progress your character in some way. Harder, longer challenges need to reward you, based on how hard or long they were. Otherwise, it feels like crap when you fight something for 10mins and kill it - and get a gray drop - or none!

GW2 could've been so much better than it is. I'm hoping in the Jan/Feb update, it'll get a jump-start. Hoping..Not expecting.

#12 sty0pa

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Posted 13 December 2012 - 07:08 PM

Heh, I was just watching fairly carefully yesterday as I was leveling a toon through personal story, and realized you don't (apparently?) get $$ for completing stages of the personal quest?  Mostly just some gear.  So in fact, by jumping waypoints from place to place, doing the personal quest COSTS YOU MONEY. (Even more if you have repairs...)  I don't feel much like a hero.

Geez, after a one night stand even occasionally you'll get taxi fare.

#13 Gilles VI

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Posted 13 December 2012 - 07:12 PM

View PostSoki, on 13 December 2012 - 07:05 PM, said:


The argument "do it because it's fun!" doesn't stand up in RPGs.

Mybad, I thought we played games for fun..

#14 Danael

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Posted 13 December 2012 - 07:12 PM

Have you posted that on the official forums? I would love to see your idea about warzones in the game (and the rest, but that one especially) and it would be a shame if nobody from ANet saw this because you weren't posting on the official forums.

#15 Bryant Again

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Posted 13 December 2012 - 07:13 PM

*shrug* Agree with everything. A lot of it feels like what we were anticipating as well.

View PostGilles VI, on 13 December 2012 - 05:43 PM, said:

Well honestly I can only agree with everything you said. :)

Remember when I mentioned the concept of a Zaishen system in GW2? Alleji nailed it perfectly in point six!

Edited by Bryant Again, 13 December 2012 - 07:15 PM.


#16 Solstice

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Posted 13 December 2012 - 07:16 PM

Regarding Point 6, implementing a daily 'zone event' maybe be pushing it but a weekly (weekend) or even monthly recycling zone wide event sounds cool.

Given the inherent instability issues present in many of the more complex dynamic events released at retail. It may very well be in both Arenanet’s best interests and by proxy the players to have all the residing event/heart structure switched off leaving an open playing field for the new event code to operate within.

Otherwise, I sort of like the idea and would prefer it over the onetime Karka event which I personally feel was not the most efficient use of Arenanet’s resources. Put simply, do I want a onetime event which in the end I did not participate in, or to have the resources spent on reinvigorating existing zones with a periodic zone wide repeatable ‘war event’. Something irregular enough that it makes me want to participate in but at the same time not a major issue to miss it since it will cycle around again in, say, a month. Or knowing next weekend there is will be a different one over in another zone.

#17 Cruxisinhibitor

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Posted 13 December 2012 - 07:20 PM

View PostAlleji, on 13 December 2012 - 05:37 PM, said:

Before fixing anything, let's quickly identify the core problems with GW2's PvE today. And by "PvE", I mean only the open-world PvE here, not personal story or dungeons.

So, the problems:
- The world is dead. Other than cursed shore, the dragons, and lion's arch, it's largely empty.
- "Dynamic" events are hardly dynamic, as we were led to believe.
- The reward structure is really, really bad. This is actually the main reason for the first problem.

...aaand now how to fix all this, starting with the pre-requisites and moving on to more complex changes:

1. Better event scaling. Currently events don't scale well for large number of players (10+). You just get more mobs in pre-set spawn points that get aoed down just as easily. Anyone who's spent 30 minutes in Cursed Shore knows this. Some improvements were made in this regard compared to a few months ago, but it's very little. Events with more players around need to spawn veterans and champions and add additional spawn points, not just additional mobs. Basically, things that are not negated by AoE.

2. Iterative difficulty scaling for events. Most events never fail. Why not? Because they're too easy. Anet needs to add difficulty scaling that's not dependent on number of players, but based on the number of times the event was successfully completed previously (on top of number-of-players scaling in #1, not instead). Every event stats at difficulty 0 after a server reset. Each time it's completed successfully, the difficulty goes up by 1 point. 1 point of difficulty translates into 1 additional mob per wave, +3% mob health and damage, etc.

So instead of facerolling Shelter's Gate Camp for loot every 10 minutes, one day you might come there and get zerged by veteran spiders. Woah, what happened? Well, see, the last defense barely succeeded and turned the difficulty from 7 to 8. And they had more people than you did, so tough luck. But now that the event failed, the difficulty scale goes down by -3, so next time the event will be at difficulty 5. This system will calibrate itself to the average number of players in an area and add a huge amount of variety to the same events, while the +1/-3 system still ensures it succeeds most of the time. (The scale is hidden, so people don't intentionally avoid scaled-up events.)

3. More events. More, more, more. There are a handful of basic event "templates" in the game and 95% of all events fit in these: defend a point, assault a point, escort an npc, kill a boss, kill mobs until the bar gets to 0 (or 100%). I honestly don't see why anet isn't minting these like crazy. I highly doubt they take a lot of time to make, given that you already have all the components... just need to put the pieces together in a slightly different configuration in a different area. BAM, new event. Reduce the frequency of each individual event to keep the number of concurrent events the same, but increase the variety. I'm not asking here for a brand-new zone with brand-new armored crabs and a ton of scripting to be used one time and then abandoned. This would probably take far less work.

4. Balancing rewards. The base reward for completing an event is pitiful. 1.5 silver, some experience that you don't need at 80, and a bit of karma that's grossly outweighed by the daily jug. (The daily jug was a good idea, but it's just... difficult to outperform it. That's a different subject.) The bulk of the reward comes from the drops and drops from a single champion are much worse than from aoeing waves of mobs for 4 minutes. Most of the time the champion takes more effort too!

The second problem is the disparity between zones. Events in Orr are well-known (so everyone does the easy ones), highly populated and give max rewards for level 80. Events in every other zone are the complete opposite. To balance this:

- Normalize the silver/exp/karma rewards for lvl 80s throughout the world. Seriously, it's a tiny amount of money anyway and getting 1.5s or 0.9s won't really impact anything. All it does is make lower-level events look bad.
- Improve drops from champions. Duh. To avoid causing inflation, do not flat-out make them drop 15 silver, but simply add a chance for each champion to drop zone-specific items. Each zones or a group of zones could have things like unique armor sets and unique weapon skins. There are zone-unique weapon skins in the game currently, such as "Steam" weapons in Charr areas, but they're easily obtainable and thus can't serve as an incentive to go there.
- Also add tokens to champions. For X tokens from champions in Charr lands, you can buy a rare armor skin (that also drops only in this areas), but weapons can only be gotten as a drop. Something like that.

5. Worldwide and zone-wide event notifications. Another very simple addition, but once you've really made events dynamic (points #1 and #2), added more of them (#3), and gave the players a reason to go there (#4), tell people about them! Display all events happening in the zone on the map, with an option to toggle it off, and display MAJOR events happening in other zones on the world map, like Orr temple assaults, dragons, swamp monster in Queensdale, etc. People will see events and flock to them instead of wandering about empty zones alone or farming events in Cursed Shore as a zerg.

Also, display this next point in the corner of the screen (under your personal story) at all times:

6. Daily zones. Now we're getting into more ambitious things. It's time to really create a dynamic world. Each day 1 or 2 zones could become event hubs. Balefire means business today and made a pact with the ogres to attack Ebonhawke! The entire area turns into a warzone. You know, the Charr are really attacking. Basically, turn the area into Cursed Shore + difficulty scaling (#2).

Hearts are disabled (Farmer Joe doesn't really care about shooing away the gryphons from this cabbage when THE CHARR ARE ATTACKING). All regular events that fit the war theme are enabled with a majorly increased frequency (remember, we reduced it in #3 and increased the total number of events). There are additional events active: every outpost gets assaulted on a regular basis and after a successful defense, there are events to march out and take down a champ or recapture a lost outpost. Again, this is all just copy/paste stuff (#3). Optimize the templates and then make more events!

As a bonus, drops of zone-specific rewards are doubled for the day when that area is a warzone.

As a second bonus, if a critical number of events is failed during the day (this could be a rather high threshold), the zone is under Flame Legion's control for next 1-3 days, every waypoint is disabled, you still can't do hearts in it (Farmer Joe is dead, his head is on a spike, and so are the cabbage-loving gryphons), and after these 3 days, the map becomes a warzone for the day again. Same events are running with the aim of recapturing it. This time it can't fail.

7. Live GMs. All of the above would do a good job of making the world appear dynamic, as it was advertised in the beginning, but dedicated game-masters controlling the world would make it REALLY dynamic. Provided there's a good framework for creating events (#3), anet could expand it to create events out of pre-set pieces on the fly. Starcraft's map editor did it in 1999 by allowing you to create custom missions using building blocks already provided with the game, why can't we do it on a live server in 2013? This outpost is getting attacked by X waves, each one consisting of Y mobs for Z minutes. Oh and there's a dragon at the end, which I'm going to personally control and target people with it. Go!

A GM per server or even 1 GM per few servers could further spice up the "daily areas" and add an occasional special event to other places in the world. And once again, I don't mean "occasional" and "special" a la brand-new invisible precursor-dropping crabs that take months of development for one night of lag. No, "special", as in, there will be a unique event somewhere a few times per day that's not part of the game's default package. You know, something new.

-------------

Well, that's pretty much it. A game like this would almost certainly keep me playing for years, paying a sub fee, and buying all the expansions. (Provided those expansions also expanded the above model).

I especially think you have something in #6. Contested waypoints are not dynamic. They dont force people to go do something, they just make people circumvent content to get where they wanna go. Make battle lines and turn the damn map into a warzone...make PvE sort of like WvW against AI...that really requires people to come out and support each other.

#18 Runkleford

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Posted 13 December 2012 - 07:28 PM

8. Stop making instanced  content drop far better rewards than everywhere else in the game (aka fractals). That just makes a large chunk of the population farm those instances over and over again because it's the only place to get the best items and most efficient place to farm gold leaving the rest of the world unpopulated and dead.

#19 Swoopeh

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Posted 13 December 2012 - 07:28 PM

That does actually sound really good. With GW2 they have the template to set this up but it would require significant changes ofc, and I fear what would happen if entire zone events bug out (you know it will happen :P). They would need the live GMs to sort it out on the spot if possible. On the other hand being a live GM would be a lot more fun as a job itself. Tbh I can see at least some of this happening in the future, it's a logical iteration of the game and the only reason not to is technical difficulty or lack of resources.

#20 paradiselight

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Posted 13 December 2012 - 07:29 PM

View PostAlleji, on 13 December 2012 - 05:37 PM, said:

4. Balancing rewards.
Just want to add that other than a few Orr events, quite a significant portion of players usually leave after completing a single DE without sticking around for the next part. There needs to be an incentive for sticking around and finding out what the next DE is. The rewards should scale up as you complete more events from the same chain. Maybe also give extra rewards if you complete all events from start to finish. Or tie it to the zone-specific token system that you propose.

#21 Quasi

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Posted 13 December 2012 - 07:38 PM

View PostBeta Sprite, on 13 December 2012 - 05:57 PM, said:

I <3 this write-up.

The only part that I don't COMPLETELY agree with is the removal of hearts when a big meta-event is occurring in a map.  While it makes sense conceptually, it would be annoying to me if my level brings me to a map, and that area cannot be completed due to the hearts being overridden.  On the other hand, it's only a minor inconvenience (and not permanent), so it wouldn't be enough to stop me from liking the suggestion in general.
Actually, this idea is better than hearts. Doing DEs is a far more efficient way to level, so if a zone was swamped with them you would get a huge leveling boost that day. Map completion is the only thing that would have to be worried about, but like you said, it's a minor inconvenience who's benefits far outweigh the drawbacks.

#22 Kymeric

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Posted 13 December 2012 - 08:31 PM

Great post with a lot of great ideas.

If #6 gets implemented, though, prepare for the high QQ.  Early in Rift's life, the forums were filled with people who were annoyed when Rifts cascaded across the zone that was their level and they couldn't do questing as usual.  And that was when there were still plenty of people around to fight off the Rifts.  It was just too much of an inconvenience to a vocal portion of the population to have to react to the dynamic world rather than do their questing and visit the vendors they wanted to visit.

Of course, one of the positive things about GW2 is that it isn't nearly as linear as Rift.  There are more than one zone of a given level range, so you could conceivably go there if you wanted to heart quest as usual.

I love the idea.  But there will be people who whine, and very loudly.



And I second the request that you put this on the official forums.

Edited by Kymeric, 13 December 2012 - 08:31 PM.


#23 AKGeo

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Posted 13 December 2012 - 08:43 PM

Quote

If #6 gets implemented, though, prepare for the high QQ.  Early in Rift's life, the forums were filled with people who were annoyed when Rifts cascaded across the zone that was their level and they couldn't do questing as usual.  And that was when there were still plenty of people around to fight off the Rifts.  It was just too much of an inconvenience to a vocal portion of the population to have to react to the dynamic world rather than do their questing and visit the vendors they wanted to visit.

Of course, one of the positive things about GW2 is that it isn't nearly as linear as Rift.  There are more than one zone of a given level range, so you could conceivably go there if you wanted to heart quest as usual.

If developers worried that much about whining you wouldn't have any games to whine about. Someone will always want things differently and be very vocal about it. And most people dislike change. The same people who hate the now will hate the changes, because invariably it will bring changes to the few things they actually enjoy doing.

Hell, even handing out precursors to people brought the massive whine, because some people dislike having other players being on a more level playing field economically.

It's lose-lose if you're influenced by the vocal minority that is the forum-using community.

Edited by Feathermoore, 14 December 2012 - 01:58 AM.


#24 sty0pa

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Posted 13 December 2012 - 09:01 PM

I just hope that Anet is spending more time on 'fleshing' out all the opportunities that they have built into the game and never leveraged, than they do on the (fun, but relatively ephemeral) holiday content/expansions.

I mean really - lost shores was added, and does anyone really care?  Did it add one 'tick' of pleasure to your playing?

#25 Tregarde

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Posted 13 December 2012 - 09:01 PM

While I don't agree 100% with the original post, I will admit there's lots of good observations and ideas in it. A lot of it comes down to "better balancing/scaling", which I know ArenaNet is constantly evaluating. Hopefully they continue the trend of making the game better as they tweak things (the game is less than 4 months old, after all).

#26 aguliondew

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Posted 13 December 2012 - 09:03 PM

View PostAlleji, on 13 December 2012 - 05:37 PM, said:

4. Balancing rewards. The base reward for completing an event is pitiful. 1.5 silver, some experience that you don't need at 80, and a bit of karma that's grossly outweighed by the daily jug. (The daily jug was a good idea, but it's just... difficult to outperform it. That's a different subject.) The bulk of the reward comes from the drops and drops from a single champion are much worse than from aoeing waves of mobs for 4 minutes. Most of the time the champion takes more effort too!

I agree with most of this but not needing experience at lvl 80.  For some of the good like mystic forge gear you need a bloodshard, philosopher stones, or crystasl. A-net did meantion something about how champion mob should be more rewarding awhile ago.

#27 SevereEpicz

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Posted 13 December 2012 - 09:12 PM

Yes, this completely.

#28 Feathermoore

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Posted 13 December 2012 - 09:14 PM

As everyone else, I love these ideas.

I would like it even more if the "war zone" events introduced different foes. For example, the human zones are all centaurs, I wouldn't want 4 zones of centaur wars. The war events would also need to not occur in the 1-15 zones, or at least be much rarer. Interestingly enough, you could combine the war events into one or more "true" meta events.

Let's take the idea that the Nightmare court is attempting to overrun the Grove. You could have an event in the Brisban Wildlands that pushes over into the Caledon forest. Sort of like the map system for the Alliance Battles in GW1. This would work better over at Ebonhawke as it is not a starter area and is already largely set up for this idea.

Lots of promise here.

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#29 jimmie51

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Posted 13 December 2012 - 09:22 PM

View PostCruxisinhibitor, on 13 December 2012 - 07:20 PM, said:

I especially think you have something in #6. Contested waypoints are not dynamic. They dont force people to go do something, they just make people circumvent content to get where they wanna go. Make battle lines and turn the damn map into a warzone...make PvE sort of like WvW against AI...that really requires people to come out and support each other.


Not that I disagree with you at all or disagree with the OP but my only worry would be people just saying screw it I'm not going there during this "warzone" event.  Basically what happend in Rift.  The Invasions got to be so annoying because I was working on something else when it hit that people stopped trying to end them and just went on to do something else.

I do love the idea but I think there needs to be a reason you HAVE to fight the war.  Great drops would get people there but what happens when most people are rolling exotics?  Will they stil come?

But make it so it effects something else and you have a winner.  I don't have any wonderful sure fire ideas but I am thinking that if you don't fight the war it creeps into another zone or something.  Maybe when you beat back the war it gives access to a dungeon that is only open so long?

Anyway I hope you guys get what I am saying.

#30 M1k3l

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Posted 13 December 2012 - 09:25 PM

I almost did not open this thread because there are so many of it's ilk that are far from constructive or thought out.
I'm glad I did and I agree with everything point.




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