Better reward system for events

Better reward system for events

in Dynamic Events

Posted by: Phira.3970

Phira.3970

So Anet wants people going back to open world and does this by very inefficient means of readjusting every monster and award and difficulty and blah blah blah. Well, there’s a more efficient way that requires less coding and makes much more sense:

1) Increase award of completing events by about 10x meaning 20ish silver for completing events.

And do this for hearts too. The point is to make it rewarding enough to match dungeons.

2) NPC adjusts reward by NUMBER of players. The MORE, the LESS award. The LESS, the BETTER the reward.

This only makes sense. It is more realistic, and it reflects supply (NPC’s amount of cash) and demand (the number of players). Also, this means that people won’t just hog Cursed Shore because award scales down with more players. People will go to the least popular places in Tyria because it is the most rewarding. This system is a natural way and EFFICIENT way of distributing things, in this case – players.

3) Make a HUD for finding open world event

The HUD should show the amount of pay the NPC is willing to give. Thus, players know where to go and to distribute themselves properly in Tyria.

4) Voila! every player is in every part of tyria based on a system of award and demand for players.

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Posted by: Nemui.6753

Nemui.6753

20s per event? some events can be finished in under 20 seconds. others have timers so they always last 6 minutes. dungeon runs usually take way longer than that.

also, a system like this would discourage people from playing together, which is something Anet wants to avoid at any cost.

your post made me think of the bonus experience you get for killing mobs have been alive for a long time, though. they could apply a similarly stacking bonus to gold/loot/karma from mobs and events.

meaning that if this one event has been active for 2 hours, and nobody has done it, you’ll get 3 times the regular reward and 150% MF for all mobs you kill in this event
6 times reward and 300% MF for events/mobs that are 4 hours old, and so on.. numbers would have to be adjusted, of course.
maybe that could work. just like the bonus experience that is already in game, this would be a benefit to every participating player though, nothing shared or lessened because someone else played along with you.

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Posted by: jdkentucky.2871

jdkentucky.2871

The rewards for many events are not great at all anymore. This is to keep people playing so either they can afford to buy that special item or get the items to make that special item… The longer it takes people more of a chance they might buy a few gems ect ect ect. It is a business first and foremost.

Better reward system for events

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Posted by: Charming Rogue.8071

Charming Rogue.8071

So Anet wants people going back to open world and does this by very inefficient means of readjusting every monster and award and difficulty and blah blah blah. Well, there’s a more efficient way that requires less coding and makes much more sense:

1) Increase award of completing events by about 10x meaning 20ish silver for completing events.

And do this for hearts too. The point is to make it rewarding enough to match dungeons.

2) NPC adjusts reward by NUMBER of players. The MORE, the LESS award. The LESS, the BETTER the reward.

This only makes sense. It is more realistic, and it reflects supply (NPC’s amount of cash) and demand (the number of players). Also, this means that people won’t just hog Cursed Shore because award scales down with more players. People will go to the least popular places in Tyria because it is the most rewarding. This system is a natural way and EFFICIENT way of distributing things, in this case – players.

3) Make a HUD for finding open world event

The HUD should show the amount of pay the NPC is willing to give. Thus, players know where to go and to distribute themselves properly in Tyria.

4) Voila! every player is in every part of tyria based on a system of award and demand for players.

1. 20s is too much and would make for gold inflation. But the silver could be adjusted a bit more. Then again, when I go to Queensdale I can easily do 5 events within 1 minute. Not sure if this is the best way of going about things.

2. No. Just no. They want GW2 to be a SOCIAL game. Not to get angry at players when you’re doing events and some guy comes along ‘stealing’ part of your reward.

3. I like this idea. Makes finding events a lot easier. Events attracts players.

Desolation – EU – [KING] – Immortal Kingdom

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Posted by: Ellisande.5218

Ellisande.5218

If you are worried about inflation you could simply make the events reward crafting components or something that is equivalent to 20s in value.

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Posted by: rizzo.1079

rizzo.1079

1. 20s is too much and would make for gold inflation. But the silver could be adjusted a bit more. Then again, when I go to Queensdale I can easily do 5 events within 1 minute. Not sure if this is the best way of going about things.

Heart quests and many DE’s definitely need a good 20s gold reward. It already takes forever to save up multiple gold unless you’re farming specific things that are high value or playing the stupid TP meta game, throwing a few extra gold around isn’t going to sink the economy. For the places where you can do a bunch of events in a short period of time you can scale down the rewards. But man, some of those heart quests are just a stupid, boring slog and getting 50 copper for completing them is a kick in the junk.

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Posted by: Phira.3970

Phira.3970

Let me clarify that though 20s sounds like a lot, look at change #2:

“2) NPC adjusts reward by NUMBER of players. The MORE, the LESS award. The LESS, the BETTER the reward.”

Therefore, even if it is a 20 second event that awards 20s, it scales down based on the number of players. So this way, people wouldn’t just be farming this one area 24/7.

Also, considering events, such as Jormag, event should be awarded better. One way is that award scales to the amount of time it approximately takes to complete. Thus, Jormag might award, for example, 30g. But remember, this is scaled down based on the number of players so that in reality, players may only be getting 60s or so.

Yeah I see what you mean by that though this is more realistic, it may deter players from helping each other in open world events. Another way of doing this is that there is a base reward for completing heart and events. The base can be the current reward system which is about 2s, a couple of karma, and whatnot. However, based on the time invested to complete the event and the popularity of the event, the event award scales up. So say that champion shark in orr that just about nobody does. Its reward builds up over time to a higher and higher amount. Thus, when it reaches a certain point, players would get a better incentive to complete the event. And players will know when it is time to do it because of the event HUD that should:
-tell the reward being offered for an event
-a recommended # of players to complete this event
-a button to click to mark yourself as willing to participate
-and a party making function so that players can group together before tackling the event.

(edited by Phira.3970)

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Posted by: Cherokeewill.7504

Cherokeewill.7504

I’m not sure if your HUD wouldn’t instigate some elitist behavior or even trolling. The last thing anyone wants is a group in an event asking others to leave because they’re nerfing their rewards or someone being able to camp an area and actually keep others from getting the maximum reward allowed out of spite. Once players have to compete with each other the worst comes out. Any player of an MMO where you compete for gathering nodes has experienced the PC that swoops in and takes the node just before you and then they make some rude gesture or snide remark to let you know they beat you. Anet’s current system is geared really well toward bringing out the best in the player community and I’d hate to lose that.

I’d like to see some sort of interface that would display all events in your map/region, with a timer/progress bar showing when said event will end (or possibly begin), and the closest waypoint to that event.

I wouldn’t want this to be world wide. Anet would need to keep the number of players in any one event/area from getting overwhelming. The worst would be to port all the way across the map to fight a dragon only to be put in an overflow server on a separate timer or too few people to complete the event.

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Posted by: Phira.3970

Phira.3970

It would be highly unlikely that players would all gather to one event in this system. Why? Because, say for example, Plinx is offering 20g for helping him. You’d think everyone would gather here. Put then about 20people already mark themselves as willing to go, then the HUD shows the reduction in money (1g per person reward); thus, most likely, more people will not come. Also, while Plinx is offering this 20g reward, there are events all over the world offering similar, the same, or even better rewards that would be viewable from the event HUD. So there is no reason for players to mass in one spot. The system encourages players to team up in sparse population, but not to mob up.