Consequences/incentives for DE participation
I like this idea, but the meter should be hidden, to make it feel more ‘organic’.
That makes sense, it would prevent against some intentional manipulation as well.
I think one thing that ‘dynamic events’ are missing is a real sense of consequence and reward.
My suggestion to remedy this is as follows -
Every zone has its own ‘health’ meter of sorts. Completing events contributes to this meter postively; failing events contributes negatively. Healthy zones will have more positive rewards – maybe x% magic find, x% health, etc. A zone with many failed events will cause negative effects – maybe friendly NPCS have less health, -x% armor reduction, etc.
This could cause some zones to become undesirable to play in. When a zone reaches some threshhold, maybe 10% health, a server wide announcement occurs, telling people that this zone is in need of assistance. At this point, players would theoretically get to that zone, completing events and eventually ‘nursing’ the zone back to health. This would of course have to come with an incentive – I would say that participating in a zonewide revival would be worth a laural, or a boss-like chest with a gold in it.
Any thoughts?
I like this idea, but the meter should be hidden, to make it feel more ‘organic’.
That makes sense, it would prevent against some intentional manipulation as well.
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