Event chain in Kessex Hills does not make sense
That’s not the point of the events however.
Events are designed to make the world feel dynamic.
If no player is around to save captives from a Champion – so be it. They will unfortunately perish
Granted they will not permanently perish
You are missing the point.
Game design should be focused on balance in the first place.
Failure of an easy event leads to an extremely hard event never makes sense.
It is like if you fail to kill an easy first boss in a dungeon, you are given an option to kill another boss which is much more difficult in all aspects. That’s dumb.
Why must it be a champion? Why not a veteran?
Looks like it is based on some individual thoughts like ’I want a champion here. So be it!".
That’s not the point of the events however.
Events are designed to make the world feel dynamic.
If no player is around to save captives from a Champion – so be it. They will unfortunately perishGranted they will not permanently perish
This sums it up pretty well. I think of the world and everything in it as being in a legit fantasy story. There will be strong enemies who lead bands of lesser enemies. A champion just makes sense when it comes to they type of enemy who would be leading a centaur camp. That champion would have veterans as its “lower management”. If the heros do not show up to save the day when the captives are still in their cells, then they are going to be led to the chopping block, and the champion is not going to care that nobody tried to break them out, all he cares is seeing that the executions happen as intended.
From a game stand point just because people were not around to complete the break out does not mean it should get scaled down in the next part. A swarm of players could come along and wipe it off the face of the map, at which point the scaling down would just seem silly. You will not always be able to save the citizens and complete the DE, that is just the way it is.
If this was consistently an issue for any number of players then the DE should be rebalanced.
You are missing the point.
Game design should be focused on balance in the first place.
Failure of an easy event leads to an extremely hard event never makes sense.
It is like if you fail to kill an easy first boss in a dungeon, you are given an option to kill another boss which is much more difficult in all aspects. That’s dumb.
Why must it be a champion? Why not a veteran?
Looks like it is based on some individual thoughts like ’I want a champion here. So be it!".
Actually, difficulty is contextual and subjective. I may have a build that has no problem soloing a champion, but that doesn’t mean I have the dps to take down several enemies that are running off with the event objectives. That said, many champion mobs aren’t really hard anyways. 1 person might be able to solo, 2 makes it a cake walk, 3 is a guaranteed kill + snoozefest.
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.
You are missing the point.
Game design should be focused on balance in the first place.
Failure of an easy event leads to an extremely hard event never makes sense.
It is like if you fail to kill an easy first boss in a dungeon, you are given an option to kill another boss which is much more difficult in all aspects. That’s dumb.
Why must it be a champion? Why not a veteran?
Looks like it is based on some individual thoughts like ’I want a champion here. So be it!".
It reminds me of Demon’s/Dark Souls… you fail it gets harder which I’m game.
You are missing the point.
Game design should be focused on balance in the first place.
Failure of an easy event leads to an extremely hard event never makes sense.
It is like if you fail to kill an easy first boss in a dungeon, you are given an option to kill another boss which is much more difficult in all aspects. That’s dumb.
Why must it be a champion? Why not a veteran?
Looks like it is based on some individual thoughts like ’I want a champion here. So be it!".
I just see it as consequences of not completing the first event. If you fail, this is what happens. This is the whole dynamic event/world concept they wanted to implement.
A person who is soloing this area may be able to explore the area still while it’s in a neutral state or during the first event since the difficulty isn’t hard. When the first event fails, it allows the monsters to gain more control and power of the area. To emphasize this, a Champion shows up and that area becomes dangerous to travelers. That area in the map (the world) has changed. The player, if alone, should avoid it and move along. The player also has a choice to rally the map (server population is a separate issue) or wait for help to arrive from another player to oust the Champion.
It seems fine as it is and makes sense. Consequences for failing.
(edited by Wor Machien.9657)