We need Outward Scaling, not just Upward.
I really can not agree more. The DE’s went from hardcore mode in the beta’s "Fire Shaman in the char zone. Now all people just nuke and it is like ok…. come on. That being said the state of the Shaman was too much in the beta. But this is just far to easy. DE’s should be treated at at 3-5 person event at minium and scale up drastically as OP said.
I was thinking about almost the same thing the other day and I’m 100% supporting this idea. Essentially, make the player have to fulfill several mini-objectives (not necessarily shown in the event log, just by using common sense) like taking out trebuchets that only spawn if there are dozens of players at the event and which are shelling your position. Spread the players out. This would also prevent massive scaled zergs where the NPCs instantly bite it under all the nukes.
+1
Needs dev’s feedback! Awesome idea!
Anet: the OP has given you dynamite, gold and sex all in one neat little package. Do it.
“How’d that happen?”
“He doesn’t talk about it.” – Stephen Fry
ANET HAS SPOKEN:
Added catapults and scaling veterans to the bridge repair event in Kessex Hills.
!!!!!!!!! excited!!!!!!!!!!!! THIS IS THE START OF SOMETHING GOOD.
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.
I’ve now hit level 80, geekittenhought the leveling ones were bad, this is a bloody joke. the mobs are killed before they are even seen with 50+ ppl mass aoe and i’m on a medium server, must be 100ppl on a full server.
What is going to happen when more people hit 80? this will just keep growing as there’s nothing else to do in the game.
Make the mobs have more hp and damage scaled with more ppl. Also the zones need more bosses and stuff to do, no dragons in orr? what? game is lacking at max level.
ANET HAS SPOKEN:
Added catapults and scaling veterans to the bridge repair event in Kessex Hills.
!!!!!!!!! excited!!!!!!!!!!!! THIS IS THE START OF SOMETHING GOOD.
Yeah – you beat me to it. Be interesting to see how it works out. If they were able to add this change so quickly it suggests that the code to alter event scaling in this way was already developed and is quite flexible, so will be interesting to see whether other events are updated in the same general way.
Well, I won’t applause before I experienced that changed bridge repair event by myself, but it sounds like it’s moving in the right direction.
Events really need a boost, especially with many players around… They bring really no challenge at the moment! At least 95% of them…
I thought dynamic events would be more challengng than this.
NPC’s should have telegraphed abilities that would require the player to dodge or get out of the way or else they’d get owned; hard. I would like to see more suicide NPC’s that run up to you and explode. NPC’s that drop mines and traps.
I’d like to see NPC’s attack a town with catapults and trebs and attack from 3 different locations at once.
Well, I won’t applause before I experienced that changed bridge repair event by myself, but it sounds like it’s moving in the right direction.
Events really need a boost, especially with many players around… They bring really no challenge at the moment! At least 95% of them…
the only challange you get is to hit every mob befor they get downed….
english isnt my native language
I agree to with this idea and i hope anet will look at this threat and do like this or somethink close
the only challange you get is to hit every mob befor they get downed….
Unfortunately this is really pretty close to how it is working in all the events… :-/
They have already started doing this with some events, but I agree completely with the OP. This is a fantastic idea and would make the events infinitely more lively and “dynamic” as they are meant to be.
This is such a great idea, my main is a mesmer and after getting to max level and trying to compete in the aoe zerg fest, i decided to gear out an elementalist with magic find and let her do all the farming, it’s just so much easier to get loot that way. I can get a decent amount on the mesmer but i have to attack the split second something shows, get an aoe phantasm out and switch quickly b/w my 1 aoe on the staff and greatsword for some bounce and a tiny aoe. My mesmer is so much better on single targets and my preferred toon but all these events just encourage aoe blasts of quick damage. The recent nerf to the only real aoe field on the the mesmer now having a longer cooldown doesn’t help. I understand chaos field is a powerful tool b/c it buff, debuffs, and stuns, but not all toons are created equally in terms of aoe capability.
So it’s kinda sad I’ve had to level an ele to efficiently farm a legendary for my mesmer but that’s what I’ve done.
Great idea.
I also feel like there should be more difficulty to events besides “Moar doods”
I agree.
But to do that the devs would have to re-work through each and every single Events in the game and basically recode the whole stuff, they might even have to change the terrain layout in some situations if for example it wasn’t “meant” to support big battles that would suddenly have to include siege machinery on the field, not to mention modifying pathing code on the terrain for new A.I. routines (new Centaurs behavior for example).
Technically, purely saying on paper, yes it could happen but… the amount of time, coding and testing necessary for something like that would be intimidating just to think about it. Maybe they could do that for a very few number of very specific (and very popular) Events at the very least, but don’t hold your breath for something like that to change most or all of the game’s Events (as amazing as it would be).
Gallian, I don’t think OP implied this to be applied retroactively to most existing DEs, but more in future content. One area that would however definitely benefit from this being included retroactively is Orr, being currently the only endgame area (together with Frostgorge) and generally having a large focus on DEs.
Totally agree with the original poster. Why are the Moderators not commenting on this. At penitant waypoint in the cursed shore zone, you have of enimies that just blindly charge into the aoe spam of the bots sitting there. Add some variety and the bots die and the real players have more fun. Its a win win. Lets get this going NOW. better yet, yesterday.
I completely agree. It would be a fantastic feature to implement into the game to not only increase the difficulty and uniqueness of events, but to also dramatically increase the level of involvement and most importantly enjoyment!
I’d love changes to the usual zerg locations that add complexity to scale with a larger number of players. Additionally, I’d like to see some zerg mobs that actively discourage AoE. Let mobs drop a feedback bubble, area retaliation or something. Maximizing your exp in a zerg shouldn’t be a matter of spamming the most AoE, it should be more about strategy and survival.
One of the best idea’s for DEs I have seen so far. Something like this should definitely be implemented in Orr (at the very least), where tactics and strategy should be REQUIRED to progress. Up the rewards a bit but make the DEs more fulfilling/outwardly scale and Orr won’t be such a zergfest. The overall game quality and experience would be improved as well, because you would feel like you are actually in a battle, rather than what most DEs are right now (spam the NPC spawn area for loot).
An excellent idea, DE’s in Orr are usually a rush to try to lay down one tick of AOE per mob group before they go down. This would fix that and make the game feel more “guild wars 2”.
Excellent idea ! and well explained
+1
Agreed!
+1!
We need something to break the zerg at large scale battles.
Sometimes I think that even ANet did not expected so many ppl at maps on same spot.
Well, time to show that “innovation makes difference”, specially on GW2
That the sales point, not? ^^
This should have been done in first place to turn Events more interesting with the right scale system that only as to do it’s check how much people it is in the event area.
Asura thing.
This solves the only real problem that I have with events as they stand—not to mention, I thought this was how they were going to work to begin with. I fully support this.
Awesome idea, totally agree. this game is so incredibly innovative already, let’s keep it up!
Ru says, “CHAZ!”
Simply Red tells you, “I am SO not recovering your body!”
Completely agree with the OP.
Full support. Hope to see this implemented soon.
I believe the meta event chain in mount maelstrom does this very well, it may not scale the way it was suggested but it consist of several simultaneous dynamic events that split up the horde quite nicely. More notably the event before the giant destroyer spawns which forces the horde to separate into three if they are to have any chance of succeeding. Would certainly love to see events that encourage more coordination on the zergs behave.
Dynamic events should not provide totally different experiences depending on how many people are participating in them. I think this is a poor and unnecessary idea.
Mob AI overall should be improved and made more difficult – not just with high-population dynamic events. Fighting groups of high level boring, mindless “tank and spank” mobs is just that – boring and mindless. I remember back in BWE1 (and I think BWE2) – the difficulty of the game was harder than it is now. They toned it down far too much in BWE3, and I’m pretty sure they toned it up a little bit from BWE3 come release.
When mobs were harder (this meant, amongst other things, higher stats and more damage output), you had to be more alert and strategic. You had to dodge or be defensive at the right time, or else. It was awesome! I was really, really disappointed by BWE3, as were oh so many people that were complaining on the forums. They increased the difficulty a bit since then, but I’d still very much so prefer to see it closer to what it was in BWE1, especially in regards to dynamic events.
There are some dynamic events that scale far better than others. There are also a lot that, after a certain point, scale pretty poorly. We need to be challenged more, especially when mobs are insta-dying.
Spawning more mobs is a good idea. As is increasing level(and thus increasing stats) of them. Dynamic events usually do a pretty good job of spawning mobs based on participants of that dynamic event. More often than not, the problem is that oh so many dynamic events do not scale the mob’s level well enough.
Mobs are too easy. Mobs die really fast. No one has to do anything but sit with the zerg and press “1” so the game spams autoattack. This is all too often quite true for many dynamic events.
I think this can be drastically remedied by looking over all dynamic events one-by-one and rescaling them, especially in regards to increasing their level.
(edited by TimeBomb.3427)
This is relevant to all our interests. If Dungeons, and the entirety of the game, are to be improved (not expanded), this might actually be the first thing to look into.
This is a fantastic idea. Great job OP! I really think scaling on rewards would fix the whole “it’s too difficult so no one wants to do it” thing. The more people there are, the harder the DE, and the more karma/exp/money you get. Also, this already kinda happens in the game, but DEs should get harder the higher level the area is.
Just wanted to throw in my support for the OP as well. This kind of thing would actually cause me to really start playing again. The constant zerging of large group events and bosses has left me at a point where I feel really bored and spamming my aoe spell while 10 million centaurs fall beneath the heat of a thousand suns doesn’t help anything.
This is great! Having a larger number of enemies spawn in the same spot and do the same thing just doesn’t work, it’s like if something’s clogging your drain you don’t run more water on it. You either get something special to pour in a clear it out or take it apart and approach the problem differently.
Send mobs in from different directions, have them adjust their approach. If there’s an army of players gathered somewhere they should be handled as such.
now this is true dynamic event
Guild Pro Baddies [Pro] @ Tarnished Coast
100% agree w/ the OP. Great suggestion to increase the public interest in participating in dynamic events as well as making cooperation more appealing.
YES, THIS!
Absolutely phenomenal idea and sounds like it’ll make DEs actually a lot more fun to do.
This implemented with a way to make players go to other zones end game besides Cursed Shore. (Maybe make unique rewards in more low and medium level areas that end game players need and make those Dynamic Events’ rewards in low/medium level areas scale to the level of the player) Oh lord the game just got 50x better with these two implemented together.
Great idear! A huge improvenent!
…and add some randomness to the mix too. One element I miss in most recent MMO’s is the probability that something unexpected happens.
oh, and please no siege engines in tight spaces please.
Agreed. The mob AI is severely lacking in general, and most events are entirely un-challenging with a group of 6+
The one exception that springs immediately to mind is the Temple of Eternal Radiance. Now here is a truly interesting and challenging event, one that I really enjoyed.
It has a good boss with an interesting mechanic (if you look at her in medusa mode you can’t attack, so you have to turn away – awesome).
It has 3 shield generators surrounding the boss and you can’t attack her if one is up, forcing the Zerg to split up.
It has NPC catapults which do big AOE damage a d knock back to players, and each catapult has a different type of enemy defending it.
The mobs that spawn there are pretty tricky to fight sometimes, like the veteran risen Mesmer.
There is a loot chest after killing the boss.
There is a karma vendor which can only be bought from while the boss is dead – an event that actually ‘changes the world’ in a way I give a kitten about!
If more events were actually tough like that one, the game would be a lot more challenging and rewarding.
I have to agree, the events in Orr are just mad at the moment (I’m looking at you Penitent Path) and with more people hitting 80 every day and starting to farm for better gear they are only going to get worse.
Even as an AOE ele I am struggling to tag enough of the mobs before they are zerged to oblivion and beyond. I can’t imagine what it must be like for the poor rangers, thieves and mesmers.
It has to change and this seems like a brilliant way to introduce meaningful and fun changes.
Agree with OP. However think we need more ways to get 1 million karma first
Definitely agree with the OP, +1 !
I totally agree with the OP!
Agreed, I’d love to see the enemies in game respond to a zerg with smarter tactics and not just numbers. It can be frustrating to try and coordinate well enough to defeat a tough fight with a zerg, but when you do it’s pretty amazingly rewarding. Great example is the risen priest of melandru fight in ruined shore.
Definitely something Anet should consider and implement at least on ht next expansion
I think it’s a great idea, but a problem comes to mind. How to deal with early leavers that tag the mobs just to get the xp/karma and then leave for other events? As long as they get xp even if the event fails, they’ve no interest in stay there to win the battle.
I like the OP’s idea but I bet that something similar has been thought of by game designers too. I bet they were told that the more complicated something is, the easier it is to bug out.
And as far as mobs running away, that’s more realistic, but in a different game that was more that way I got so tired of chasing a mob all over the place. In the end it just got tedious. So more intelligent mob behavior is good to a point.
As it is now, the game is geared for you to quickly move from event to event. If it is changed so that each event lasts a lot longer, then the loot needs to be scaled up to compensate. Yes I would prefer events that aren’t just an explosion of aoe then its over, but I also want to be able to afford to buy armor and pay for waypoints and repair and crafting. On the other hand, as it is now, loot is often not that great because mobs are often dead before you get to tag them so maybe it wouldn’t change that much.
(edited by Katz.5143)
I like the idea that OP presents quite a bit, and think that generally DEs are one of the best things about Guild Wars 2 but that they have so much more to offer than the system currently does. Though they are a complete blast at the moment (particularly when not swarmed with players) they tend to have limited impact, refresh entirely too frequently and don’t react as well to changes in player numbers as would be reasonable. I look forward to seeing the changes due for release today as a sort of peek into the type of ideas we should expect to see in GW2’s future.