Hello,
So I decided to try to put into words what I think of the new bosses and the Pros and Cons of each. I’m going to try really hard to keep this as constructive as possible and I’d like responses to do the same (I’ve noticed some heated debates breaking out haha). I’m no way a specialist in this field and most forum goers aren’t. I could be absolutely wrong. I’m just presenting what I think for the consideration of people whose job it is to do this type of stuff. Thank you.
First the Pros.
1. Mechanics. So many fun mechanics of the bosses that really caused my experience to be a lot more enjoyable. The champion mechanics in marionette were new and very fun. I enjoyed those fights a lot.
2. Graphics and look. I really enjoyed the looks and the rework of a few of the zones
3. Rewards. Great reward system. On marionette especially. You did an amazing job with the reward system here with the cyphers. They were just the right amount that it didn’t feel grindy, they offered rewards at a very good RNG rate that rewarded dedication without making it feel like you were grinding. There was lore tied into the rewards which was amazing. Great job here. Unique looks on the wurm gear too.
Now the Cons. For this its going to be a bit of a paragraph because I feel like it isn’t something that can be easily expressed through number notation.
So when making large scale hard content (such as raids) it is important to look at something I call Player success rate vs Group success rate. What this means is how many players does it take to have one player be successful at something. So an example would be Queens Gauntlent (best piece of content you guys put out imho). It was 1:1. 1 player required for 1 player group to succeed. So now lets look at marionette as an example (more people I found have done her more than wurm). Say theres a 100 people in the zone, 25 per lane. It takes the success of all 100 people, so it is 100:100. Keep that in mind. Now lets look at player failure rate vs group failure rate, basically what a player failing does for the group as a whole. In marionette it can be as small as 2:100. That means if 2 people fail, it could mean that the 100 person group can fail. Reason this exist is because in lets say the platforms. 2 people of the same group die because they made a mistake. Now its 3 verse the champion and they get decimated. Now every person in the group can’t do anything to help that platform and they fail the event. So many games do this. They will make it so that events can fail if one player messes up. I’ve seen it in Raids and other large scale content. However, when you have ratios like this there is one major thing you need to account for, Player Control. If a player’s success rate is determined by another players skill level, even on a small scale, the player needs to have control over who he plays with. As the player count increases, the need for this increases. I believe this is where Anet has made a mistake with these bosses. They didn’t properly put in enough player control. I know many people here will disagree with me, and as I said in the first paragraph I may be wrong. If you make hard content, then you need to let us choose when and with whom we play with. It makes it harder for people to blame you (Anet) for bosses being hard and to blame other players. If you’re not careful with these type of world bosses, I can easily see a community like MOBAs forming around these world bosses. Many will say they haven’t seen this, but let me ask you; where will you be once this living story ends (this patch)? Those who continue to do this boss will get more and more strict on the subject of pugs in their groups. I’ve seen it happen a lot when I do tequatl. Another common thing for people to say is to get with a guild. The problem lies with how hard it is to get everyone in the same overflow. Say my 100 person guild has been waiting all week for friday so they have everyone on. We get ready to go kill wurm. If even one person can’t get into our group, its bad. If anyone finds themselves in the player that is missing position, they will be mad I promise you.
So my basic point is that if you decide to do open world bosses and make the harder to the point where an entire group’s successrate is being determined by the individual successrate of players, you must allow groups to choose who and when they play with.
(edited by Deified.7520)