Events like Camp Karka, and why they're bad

Events like Camp Karka, and why they're bad

in Dynamic Events

Posted by: Soki.3027

Soki.3027

A major problem with GW2’s Dynamic Event system is that there are a ton of events people just ~don’t do~.
Every event in a given level tier gives the same Experience, Karma, and silver – no matter how much time it takes to complete.

Champion events are an obvious example – they are generally uninteresting scaled-up normal mobs that have more health and damage on their abilities (the same kinds the normal mobs do). These are generally labelled as Group Events.

I have an example to show, in the new area (meaning they had time to see which types of events were well-done, and which were skipped in the original areas – but they made this one like this anyway).
It has you kill 2 Veteran Karkas within a camp infested with smaller ones – and is not labelled as a Group Event.
http://www.youtube.com/watch?v=nVoWfdBY8SY

(Video playing at 2x original speed)
It wasn’t too challenging, but it took a long time; and gave the same reward as the event where you give the NPC 10 Karka Eggs acquired from interacting with nests.

This amount of time investment/challenge is not justified. It is the reason nobody goes out in the world, after FotM was released.
Is it really that hard for ANet to add neat little things like tokens from hard events, so that over time you can buy a weapon or armor set with a neat skin after doing them enough?

Events like Camp Karka, and why they're bad

in Dynamic Events

Posted by: SharedProphet.9324

SharedProphet.9324

Better yet, just make event rewards scale based on how long players were actively working on completing it.

Events like Camp Karka, and why they're bad

in Dynamic Events

Posted by: azureai.9764

azureai.9764

Better yet, just make event rewards scale based on how long players were actively working on completing it.

That would mean someone who was efficient at clearing the event would get less of a reward than someone who was kitten at it. That seems…unadvisable to me.

Scale for difficulty might be a good idea, though.

Events like Camp Karka, and why they're bad

in Dynamic Events

Posted by: SharedProphet.9324

SharedProphet.9324

It would normalize the time:reward ratio across events, making more different events attractive for rewards. Scaling for difficulty is the goal, but I just mentioned that as a sort of automatic version which would (hopefully) be easier to implement, in that it would not require a designer to revisit every single event to determine what the rewards should be.

Yes, the more efficient player would get less, but they’d be able to complete more events in the same amount of time, which could make up for it.

Events like Camp Karka, and why they're bad

in Dynamic Events

Posted by: Blackwolfe.5649

Blackwolfe.5649

Im thinking when they fix champion loot more people will be willing to do champion events/kill champions. This was something that was supposed to come with the lost shores patch.. that is, champions should always drop something. Which clearly they dont. Veteran mobs were supposed to have improved loot, but.. they dont.

Colin Johansen casts – Working As Intended
Colin Johansen hits you for 239407889 damage
Game over

Events like Camp Karka, and why they're bad

in Dynamic Events

Posted by: Zaxares.5419

Zaxares.5419

Im thinking when they fix champion loot more people will be willing to do champion events/kill champions. This was something that was supposed to come with the lost shores patch.. that is, champions should always drop something. Which clearly they dont. Veteran mobs were supposed to have improved loot, but.. they dont.

Yeah, I’m not sure if that’s a bug, or whether I’m still in too low level areas for it to make a difference. Personally I would make it so that Veterans and Champions always drop valuable loot, using the following scales:

Veteran:
Level 1 – 30: Always drops a Fine item, with a 10% chance for a Masterwork item.
Level 30 – 60: Always drops a Masterwork item, with a 10% chance for a Rare item.
Level 60 – 80: Always drops a Masterwork item, with a 25% chance for a Rare item.

Champion:
Level 1 – 30: Always drops a Masterwork item, with a 10% chance for a Rare item.
Level 30 – 60: Always drops a Rare item, with a 10% chance for an Exotic item.
Level 60 – 80: Always drops a Rare item, with a 25% chance for an Exotic item.

Rare crafting materials can be substituted for Masterwork/Rare/Exotic drops. Certain level 70+ Group Event Champions, depending on their difficulty, may also have a chance to drop Precursors.