Event Participation Problems In Large Groups
I like fr0st’s idea regarding defending a point that will inevitably be taken over. It’s kind of like an endless running distance game. You know there’s no way to actually win, but you do your best to go as far as you can because the reward is greater. With that, you introduce an event that is designed in nature to kill everyone at some point; we know how Anet loves to put people in that downed/death state! :P As in, you take over an enemy stronghold, and they decide after an hour of you sitting there that the particular fort you’re in is essential. Thus, they send wave after wave, maxing out at something like 20. If you survive 1-5, you get x. If you survive 6-10, you get y. If you survive 11-15, you get z. THEN, each subsequent wave will actually get a lot harder, making it so if you survive 16 you get a, 17 you get b, and so on. Then if you survive until the very last wave (20), but die because they send some type of amazing death-bringer, you get something too.
An event like this would need to be intricate; as in, waves progress and build up, adding lots of different ideas and things per wave or group of waves to actually merit the reward scaling.
-Vivi
Mobs pushing events is a must for the longevity of the game. Owning all of Orr 24/7 is quite boring, never seing the centaurs taking over the human lands reduces the want for me to go back and experience those zones again. Players who have not done them lose out on so much fun.
The first time i was part of the Temple of Grenth fight was great because we failed a few times and people there learned and overcame the challenges it offered to us after 7-8 attempts we kept getting better and got the kill. People were excited to have done that. I went back recently and it was just another day at the office as players either understood the fight or we just had more people. I dont think ive done it since then since we have never lost it again :\
The short version, Mobs NEED to win. The events should scale to a point where there arent enough players to stop them from taking back the zones so that newer players/people leveling alts can experience ALL the content. I was 80 in the first week and i know i missed the Queendale Centaurs and the follow up zone after that.
Will you be fixing the tagging and contribution systems so that players who revive others or throw down support skills get the same credit as those who throw down AoEs?
How about the condition cap crippling condition-based characters because all 25 bleed slots can be taken up by two characters?
Yes, please give credit to those who focus on support in both xp and loot. Often I would prefer to help my teammates but feel pressured to focus more on tagging mobs or I won’t get a reward.
I love the DE system, but because of the tagging system, I cringe when a lot of players show up.
Aha! Just found this thread and it explains all my worries. Thanks!
As a Guardian who tends to focus a lot on support/shielding/healing and being the nice guy who goes to res folks I was wondering why I didnt seem to get much loot compared to some people. Looking forward to a solution.
My suggestion would be to count healing (other players) similar to dps, and some core for giving others perks, removing curses. Not sure about points for res as that could b easily abused