having seen the events that go down in Orr now, i’ve started to think about how the game handles these events in terms of scaling.. heres a few things I came up with.
I think in the later part of the game, where many people will end up playing, the events need to scale a little harder, a system that upgrades monsters to veterans and champions based on how many players are actively taking part in the combat (players buffing/healing players would contribute to this too, not just damage) would make some sense.. then have the event adjust it’s numbers every minute or so based on the active combatants.
5 players start an event.. mobs scale to suit, 4 more players enter the area and join in.. a minute later the event checks how many active people are taking part and starts replacing the basic monsters with veteran monsters with health/damage scaled to suit 9 players.
Then 2 players decide to move on before the event is finished leaving 7 players.. a minute later the event checks again and adjusts the numbers on it’s creatures to suit.
Events with loads of players could spawn champions with meaningful health pools and damage enough to actually kill players on a regular basis.. if people leave just scale the numbers down so that the remaining players are challenged but not stomped to the ground.
Sorry if this is longwinded/rambling.. all i’m saying is that the events in the later portion of the game don’t make much sense, enemies are aoe’d into dust the moment they are attackable.. people are literally fighting over who can leash them first and do enough damage to get there loot.. I doubt this is what Anet had planned for the battle for Orr.