Right direction, still room to improve

Right direction, still room to improve

in Clockwork Chaos

Posted by: ttyl.6021

ttyl.6021

Pros:
- out in the world, revisits old maps
- multiple objectives spread people out, less zergy (may upscale dramatically too?)
- multiple distractions create some sense of “playing well”
- Deluxe Gear Boxes seem to scale in rarity with participation
- well tuned
- only mints 2-3g/hour
- permanent

Cons:
- success/failure difference small enough for people to just farm aetherblades and molten alliance instead
- mindless as ranged (especially greatsword mesmers ignoring projectile reflect shield)
- repeats too often (especially little time between on overflow servers that start late)
- no reconnect leeway
- after orr nerfs this patch, are dungeons comparable to open world farming?
- can we get some 5man content next?

Right direction, still room to improve

in Clockwork Chaos

Posted by: guardian.6489

guardian.6489

Well if you think about it next patch definitely will be focused on 5-man and personal content if you realize what it is

Retired Leader of TTS

Right direction, still room to improve

in Clockwork Chaos

Posted by: Shiren.9532

Shiren.9532

The multiple objectives thing is actually a flaw the way it scales. The loot system is encouraging players to zerg together and scale up the events as much as possible. This creates a lot more mobs to tag and a lot more loot to obtain and it has almost no risk or skill involved. Zergs will always win once they reach a critical mass.

On the other hand, players who try to take on the group event with around five people will have to work much harder and much longer for much less loot. There will be less mobs to kill and it will take longer to kill the champion. Because you don’t have an army of people swapping aggro it’s also very easy to die. These players are going to be the difference between success or failure of the overall event, but the final reward loot is nothing compared to the loot you get by scaling the events up as high as possible in a zerg and playing tag wars.

My last map had people talking about how there was no reason to split up and try to take down multiple events, the best loot was when you zerged with as many people as possible. People don’t even care about winning, losing is much more profitable.

Right direction, still room to improve

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Posted by: Shoe.5821

Shoe.5821

In general I find most people were committed to finishing the event rather than going for what they thought was the best farm. There were a few who wernt but… there’s always a few. It was pretty inspiring how people pulled together and relocated to the next event while there were still tons of enemies up, to try to eke out a win.

But I agree that there’s a risk:reward failure.

Events need to award more for completing them in general. We should be rewarded for completing objectives moreso than efficacy of murder.

Scaling is too rewarding. Scaling-spawn champions shouldn’t drop champ boxes – this would also fix ember farming. Might as well rename them “Elites” or something to make this clear.

I’m not sure how to fix frostgorge farming. xD

Right direction, still room to improve

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Posted by: Sarie.1630

Sarie.1630

Well if you think about it next patch definitely will be focused on 5-man and personal content if you realize what it is

Huh…?

If you’re referring to Scarlet’s Funhouse, you can do it now, and it’s easily soloable even though you can 5-man it.

Right direction, still room to improve

in Clockwork Chaos

Posted by: Traveller.7496

Traveller.7496

Mindless killing hundreds of mobs with zero strategy is not my idea of fun content.

Right direction, still room to improve

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Posted by: Atroras.9481

Atroras.9481

He probably means SAB.

Eisteria. Asuran Ranger.

Right direction, still room to improve

in Clockwork Chaos

Posted by: ttyl.6021

ttyl.6021

Scaling is too rewarding. Scaling-spawn champions shouldn’t drop champ boxes – this would also fix ember farming. Might as well rename them “Elites” or something to make this clear.

I’m not sure how to fix frostgorge farming. xD

I like that idea for a quick fix.

Long term, I’m still not sold on champion bags. For example, aetherblade portal events are heavy on champs and molten alliance are either 1 champ or none. Seems champion bags really limit their design space, every event has to have roughly equal champions. I’d rather see event succeeds give the main rewards and scale with difficulty.