We need Outward Scaling, not just Upward.

We need Outward Scaling, not just Upward.

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Posted by: Enzi.5496

Enzi.5496

I support this idea, DEs are a joke right now!

Mobs should start using dangerous AE effects when a bigger group of players are active in an event.

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Posted by: Faalagorn.7324

Faalagorn.7324

That’s some brilliant ideas! ArenaNet, take your time polishing stuff with the Halloween event, and so, but after you’ll be done, I totally want you to look at this ^^

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Posted by: Mantrid.7805

Mantrid.7805

I would like to see an increase in difficulty through improved AI tactics (I realize that it’s not easy to do).
Centaur archers using something like Parthian shot and generally trying not to get slaughtered by melee players would require a bit more coordination to take down and would be very awesome.

All things have the right to grow.
Oh wait. Nightmare Court doesn’t.

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Posted by: Geege.3658

Geege.3658

This would also be good because it would discourage central farming spots, events with a huge bunch of people would be less viable for people who want to grind without too much danger, causing them to go off and find a somewhat less populated event/area and in turn people will be in more varied places at high level

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Posted by: Pale Horse.7032

Pale Horse.7032

Awesome ideal I agree 100%

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Posted by: Slice.4198

Slice.4198

AWESOME suggestion

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Posted by: kKagari.6804

kKagari.6804

“In the time since launch ArenaNet’s has been examining its event design and seen how with enough players the challenge level of any particular open world event tends to drop. To maintain an element of difficulty, moving forward some events will be designed with layers, where certain challenges won’t trigger until the number of players nearby hits a specific threshold. This will be the case for a climactic encounter with a guild of NPCs called Modus Sceleris, members of which will pop up throughout Tyria to harass you. You can eventually find them all grouped together in one spot, and by interacting with them can take on challenges.

If you’re alone, initially you’ll fight off waves of their minions before challenging one of the members of the guild directly. Each member will have unique boss-like attack patterns in order to force you to move around and use your skills intelligently. If a lot of players gather around the event’s structure switches. Instead of fighting the guild members one at a time, you’ll fight all four at once, making for a more chaotic and difficult encounter. In other parts of the world, an invading group of enemies might take over a town, and if enough players are around to attempt to repel the attack, an elite monster might spawn right in the middle of the fight to ensure nobody involved gets too comfortable. It’ll be interesting to see how ArenaNet applies this philosophy of event design moving forward as older events are continually swapped around for updated ones."

OMG!

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

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Posted by: Agemnon.4608

Agemnon.4608

“Great idea, I do fear that people simply won’t bother though. Why spend so much time doing that when you can just spam your AOE and get loot and get the same reward in the end anyway? There’s a reason people zerg the easy, straight-forward events and avoid the ones that actually require coordination and are different. I mean, no one kills the champion shark in Orr.”

The champion shark can 1-shot people, and even if you use a cripple on it he can still reach you, no fun at all. They could improve the chances for rarer loot or give a magic find buff for an hour after killing it to incentivize people doing it. No one also does the quest by the pirate ship either.

" melee centaurs charge them, ranged centaurs fan out and snipe"

The flaw with them fanning out is that you could only hit them individually, and abilities like thief’s shortbow 1 or knife 4 or elementalist staff air 1 would be rendered useless (cripple? Please, how is that going to disadvantage something that could stand there and attack at range?) If such fanning out becomes more common then some class (or classes) would need a magnetic field to pull the mobs into the same area to mitigate such fanning.

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Posted by: ZeroRaiNs.7154

ZeroRaiNs.7154

I don’t usually post on the forums a lot but I really do support this idea. Everything the OP has said is really accurate. I hope you all take it into consideration.

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Posted by: Agemnon.4608

Agemnon.4608

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.

Just scale up HP with players. They don’t have to have veteran HP, just enough for everyone in the event to tag them enough for loot.

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Posted by: Kierlak.5209

Kierlak.5209

Well, after walking through the Shelter’s Gate DE in Orr while mining, I noticed a change in the form of being instagibbed by a swarm of level EIGHTY FOUR undead. Good work ANet. Don’t worry about tactics or any of that junk for the mobs, just make them hit harder than an abusive stepfather, have the hit points of a small veteran, run faster than Usain Bolt, and still spawn in groups of 10 or more. THAT’S SUPER BRILLIANT!

Edit: ah, just found another gem, a non group escort quest that spawns a group of 8 level 83 risen wizards almost at the beginning of the quest, which keep you almost permanently blind for the 6-8 seconds you are alive. Mega brilliant.

(edited by Kierlak.5209)

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Posted by: Yumiko Ishida.3769

Yumiko Ishida.3769

Will any of this add more players to lv 50, 60, 70, 80 areas and not just for ori nodes and dungeon runs?

I’m for all of this and everything, but we need to consider how it will help and not scare off players.

Yumiko Emi Ishida 80 Ele, Hikari Kyoko Ishida 80 Guard TC-NA. Active RPer of NA megaserver.

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Posted by: Magiofdeath.2745

Magiofdeath.2745

They supposedly made defending Arah gates and Melandru’s temple harder after multiple attempts. How did they make it more difficult, anyone know?

Fort Aspenwood | Kurzick ftw!

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Posted by: Replect.3407

Replect.3407

I’m kind of sad that ArenaNet haven’t said anything about the challenge, difficulty and such things concerning events. I hope they learn how to use their mechanics to bring us interesting and challening events in the future, because currently it’s just kind of the same stuff and way to easy 95% of the time…

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Posted by: Valento.9852

Valento.9852

Another thing I saw in Citadel of Flames that’d be nice to implement is those circles that you have to stand within in order to progress taking some objective (like claiming a land in WvW), maybe events should have it and require more people to stay in differently-located circles while others would be busy doing other things, multiple requirements for the event to progress and rapid response so that players must be aware of what’s going on.
One problem I saw is that when an event is zerged I cannot see projectiles coming out of the boss, eg. Temple of Balthazar, that guy simple 1-shots with any attack, it’s even boring to die everytime, if close enough he sucks your life to death, if too ranged he throw 1-shot fireballs, he spams wells of death that 2-hit kills you, he fears constantly and teleports, that’s mostly requiring people to spam damage on him, no area coordination, which is, in my opinion, the greatest thing an event should have, not only because there are 60 players doing it, make it scale elegantly and you’ll have a kitten cool event!

Attempts at ele specs:
Shaman
Conjurer

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Posted by: Nuke Morg.1952

Nuke Morg.1952

Not only spawn time should be different but also places. I still remember trying to do plinx event in Cursed Shore. Well it was completed each time with bronze medal. I didnt know the spawn locations at the beggining but what I’ve noticed was that before mobs spawn I can see traps/marks at certain locations. A little bit later rain of the arrows and fire from the sky. Next thing that I saw were dead bodies of mobs. Actually apart from vet/champ mobs I’ve seen possibly 5-10 mobs during 3 runs with this event. And as there were 30++ players I think there were hundreds of mobs.

“Reality is an illusion created by a lack of alcohol.”

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Good Idea. I would love to see a difficulty increase on top of this. PvE is far too simple for my liking. I particularly like the idea with mini-bosses, leaders and the siege weaponry being brought in on the larger scale fights.

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Posted by: EnemyCrusher.7324

EnemyCrusher.7324

I love this suggestion. As a bonus it would help deter bots too!

Light of Honor [Lite] – Founder / Warmaster
Sorrow’s Furnace Commander
“You’re the mount, karka’s ride you instead, and thus they die happy!”-Colin Johanson

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Posted by: Knote.2904

Knote.2904

The thing is, they need to make events more dynamic, diverse, complex and difficult yes, but before they do that they need to address the Tagging issue. The way people are rewarded for events.

They need to get away from loot by trying to aoe tag mobs being the best rewards, the reward should be by just participating and winning your events. Otherwise people will ALWAYS do the part of the event that involves killing as many mobs as possible.

Centaurs fanning around and trying to kite players? While melee centaur are zerging on the other side, I’m going to go aoe the mass of centaurs while the poor ignorant folk chase down single centaurs.

Play a supportive build that focuses on buffing, rezzing, healing allies and controlling enemies with CC? Too bad you probably won’t be able to do nearly enough aoe dmg to warrant any loot, especially if mobs still die too fast. Again same issue.

Want to use a single target weapon/build? Lol nope.

Tagging takes away from the events completely, I’m constantly trying to make sure I’m tagging each mob for 10-20% of their health, and then sometimes ignore those and finding more mobs to tag, it’s flawed.

I don’t mean to be off topic with this post. I agree 100% on making the events more complex and difficult, which in terms makes them 1000% more fun. But they really need to rework the way people are rewarded.

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Posted by: Areann.1304

Areann.1304

I would love it, and I think most people who read the forums would love it to. But I’m not sure of all the players who just don’t think that much and like the simplicity of the zerg.

Maybe the start can be in some new maps, that have the difficulty of an explorable dungeon. And start with a beta fase for these maps.

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Posted by: Mastruq.2463

Mastruq.2463

I think a good quick fix that doesnt require as much effort as the suggestions above would be to make more and more monsters veteran the more player you have at the event. I like most of the above suggestions and would want them implemented, but they sound like they take alot of time to program and test properly.

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Posted by: Novemuxe.2634

Novemuxe.2634

I may be mistaken but I see some form of this implementation by Anet recently. Eg. Kessex hills defending the bridge repair event has the addition of centaur catapults spawning.

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I took part in the Shatterer-Event yesterday for the first time… can’t say that I loved it :-/ I’m sure we weren’t more than 100 people, the dragon wen’t down pretty fast. I couldn’t see any of the crystals-mechanic (perhaps more players are needed for this to happen) and the battle wasn’t challenging at all.

Shouldn’t a champion of an Elder Dragon feel a bit more difficult to defeat than a random champion? Not sure if it was a scaling problem and others experience an awesaome fantastic battle. Personally I have a harder time fighting 5 random mobs than I had fighting the Shatterer. I don’t care about loot, the experience felt shallow.

during the beta there was a time when there was this big fire elemental in metrica province which felt really epic to me. It was probably too hard and a bit bugged, but I think the number of people dropping should be more in this direction…

http://gw2style.com/index.php – show your look and rate others – great filters!!

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Posted by: MindState.8963

MindState.8963

Another thing that might be done to expand the scope and difficulty of events might be to increase or add the number of non-combat tasks.

For example, the Ensure that the Pact holds the Gates of Arah event. Right now its just players running around in the circle killing things. Even with improved lateral scaling of opponents, “just killing things” only goes so far.

Instead, change the entire event to be a “capture and hold”-type game. Say the gate is closed and can only be opened by “charging it up” with magical pillars. (Zaitan was thirsty and sucked the gate dry.) The more pillars held, the faster it charges. Of course, the enemy will be attacking (hopefully with their strength scaling laterally) attempting to take back the pillars and reverse the process.

Everything from the number of pillars, to the amount of magic needed, to the placement of the pillars can be altered with the number of players. (If you have a lot of players, spread the pillars over the entire Promenade of the Gods. That should get players scrambling!) As an added challenge, force players to continuously “interact” with the pillars to keep the charging process going.

So we get fighting, task division, time/space pressure on player actions.

And of course the ultimate pay-off for a job well done: access to the dungeon.

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Posted by: Embershard.7294

Embershard.7294

This would be an amazing advancement.

Necromancer – Embershard
Guardian – Vindicator Azure
Thief – Labrat Thief

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Posted by: Gilosean.3805

Gilosean.3805

Sounds like a good idea, but remember people are complaining about low populations and how hard DEs are since there are very few people around to do them. ANet has got to find a sustainable balance between too hard and too easy.

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Posted by: Fidjit.4162

Fidjit.4162

Excellent suggestions! I really agree.

Of course, actually doing that would be a monumental task. Imagine having to go back and re-code nearly every event in the game. I’m not so sure it’ll happen, but maybe they can incorporate these suggestions into future content.

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Posted by: Fabsm.5897

Fabsm.5897

Amazing suggestion, i agree with that fully!

Fabsm
Guardian of Moonlight Shadow [MLS]

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Posted by: Wintyr.1780

Wintyr.1780

soem events on curse shore i find extra vets do show up if there are enough players but they realy dont make much of an impact with the amount of players that have to show up at that point it is just a zerg effecct of players

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Posted by: lynx.6302

lynx.6302

agreed, nothing more to say

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Posted by: Savoy.6824

Savoy.6824

They need to implement this to make the combat more exciting.

And we should consider every day lost on which we have not danced at least once – Nietzsche

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Posted by: Ash.3641

Ash.3641

Great idea. Sick of doing DE’s especially in Orr where you rarely get a chance to tag a mob.