(edited by sCor.8069)
Making event chains more interesting
I agree that Anet succeeded perhaps too well in getting players to do events. Many events turn into zergfests and currently there are only a few events that are at all possible to fail once you get more than ~4 people doing them. However I don’t think the solution is to simply bypass the event chain system by triggering events in the failure chain when you haven’t actually failed. I think it would be annoying in-game to see (to use the centaur bridge as an example) that the centaurs just decided to walk across the river (which honestly I don’t get why they don’t do anyway…) after I spent 5 min preventing that bridge from going up. I mean, why should I have even bothered if my actions in the end meant nothing?
I think some better solutions would be to:
1. Make events scale better. Increasing the number of enemies does not work very well because AoE simply destroys them. Give enemies more abilities, spawn tougher enemies (more Veterans/Champions), or introduce more obstacles. For example in the bridge event once you have 20 people introduce a secondary objective: maybe the centaurs start building a SECOND bridge that you now have to attack, or maybe they realize that sending 3-person teams into a death trap of marks, wells, meteor showers, and turrets isn’t the best idea and starting sieging you with catapults from another location. I think that the last option is the best because not only does it up the difficulty, it also makes things more interesting and dynamic – in the middle of events now you have to spin off separate teams to go take secondary objectives. Also I’ve read that most events scale up to 10 people. Increase this cap. I see 15-20 people doing events often enough that a 10-person cap in scaling is not adequate.
2. Increase difficulty of events the longer they go without a failure. This ensures that event chains never get stuck at the “win” stage. There are problems with this, however, as a person who just entered the zone might be put off with how difficult events are, and people might start to consciously wait for failures to happen before they start participating just to get easier loot/karma/gold/xp.