Overflows, fewer players, and Large Bosses

Overflows, fewer players, and Large Bosses

in The Origins of Madness

Posted by: Vagrant.7206

Vagrant.7206

So I’m sure everyone is aware of this, and has been for a long time.

Overflows are generally bad to land in. While there’s no actual limit on how well they can do (I’ve seen overflows take out Teqatl), they have a tendency to fail.

Why? The problem can generally be boiled down to 2 reasons:
1) Failure to communicate.
2) Insufficient players.

While there’s little one can do to counter problem #1, this problem can be experienced on any server, regardless if it’s overflow or not.

However, problem #2 can, and should, be dealt with by ArenaNet. Large world bosses are meant to be difficult, not impossible. The issue with having a lack of people is that it makes these world bosses impossible. Not in a figurative sense either — these bosses don’t scale down.

We know that ArenaNet can program group events to scale up or down based on the number of people participating. Why not program large world bosses to do the same? The marionette fight is a perfect example — you need 20-25 people in each lane, roughly. But if there’s only 50 people in your overflow, you’re looking at 10 people in each lane, which is completely insufficient to beat the marionette.

Just my two cents.

The great god Lagki demands sacrifice.

Overflows, fewer players, and Large Bosses

in The Origins of Madness

Posted by: Blude.6812

Blude.6812

They don’t care is the bottom line.

Overflows, fewer players, and Large Bosses

in The Origins of Madness

Posted by: timidobserver.7925

timidobserver.7925

Using overflows is the actual problem. There wouldn’t be an insufficient player issue if maps were filled through a different mechanic.

Overflows, fewer players, and Large Bosses

in The Origins of Madness

Posted by: Steel Fenrir.2791

Steel Fenrir.2791

Yeah, like even (or atleast, good) server/world population distribution, such as not having free world transfers at game launch and a month after that, that would really help the game in the long run. woops

OK to be fair I can’t give a good solution to that either, yet as of now (I’m too lazy to think at the moment, and it’s not my job), but I’m blaming anet for this kitten up, and they haven’t fixed it apparently (I have just recently returned from GW2 hiatus). In fact they worsened it by creating a baby world which I won’t mention the world’s name since it might rustle the feelings of the babies in that world and cry to their papa and mama anet and tell about what I revealed.

(edited by Steel Fenrir.2791)

Overflows, fewer players, and Large Bosses

in The Origins of Madness

Posted by: Astralporing.1957

Astralporing.1957

Using overflows is the actual problem. There wouldn’t be an insufficient player issue if maps were filled through a different mechanic.

The problem will always exist as long as they will continue designing the big events around the assumption that a full zone is doing it.

Remember, according to Devs marionette fight was supposedly designed for casuals in overflows. And it still requires 100+ people.

Well, if that was designed to be relatively easy, then it’s no wonder that fights made to be really hard are no fun at all.

Actions, not words.
Remember, remember, 15th of November

Overflows, fewer players, and Large Bosses

in The Origins of Madness

Posted by: Getefix.9150

Getefix.9150

in terms of overflows/servers, i preferred the gw1 method, different districs and the more people in an area, the more districts, e.g. during the can than new year, you would get 60 districts of the shiny jea monastery map, and you could choose to move between each one so long as it wasn’t full

“Nothing is true, Everything is permitted”

Kiel Replacement Movement

Overflows, fewer players, and Large Bosses

in The Origins of Madness

Posted by: rhapsody.3615

rhapsody.3615

Well, my second attempt at marionette was successful in a random overflow. Teq is now mostly successful in overflows. The overflow isn’t the problem; the mix of players and human will to coordinate is the problem.

Overflows, fewer players, and Large Bosses

in The Origins of Madness

Posted by: Astralporing.1957

Astralporing.1957

Teq is now mostly successful in overflows.

Teq is mostly succesful in organized overflows. Organized specially for Teq. Normal overflows still mostly fail him, usually before event has even begun (due to not enough people).

Actions, not words.
Remember, remember, 15th of November

Overflows, fewer players, and Large Bosses

in The Origins of Madness

Posted by: Naevius.3185

Naevius.3185

There is nothing special about overflows, and no reason they can’t so as well as any other server, unless it is the ‘last’ overflow and is only partially filled. Which, again, could happen on any server. So I don’t get the complaint.

Overflows, fewer players, and Large Bosses

in The Origins of Madness

Posted by: ElexOrieN.2130

ElexOrieN.2130

So I don’t get the complaint.

The “complaint” is people wanna do these bosses on their home servers where there is actual cordination. In overflows it’s random people standing around AFK or running around like a bunch of crazy chickens causing the event to fail. Which makes me wonder why players have to choose a homeserver in the first place if they gonna end up in overflows anyway.
Im my opinion : “Overflow has got to go!”