Constant push and push back events

Constant push and push back events

in Suggestions

Posted by: Logun.2349

Logun.2349

I’d like to see constantly running events that step up and down an event latter in a number of the mid to higher level zones. I know these are supposed to be in the game but if they are they are not telegraphed to the players in a way that makes them understandable and rewarding.

These could become the equivalent of open world dungeons.

The idea goes like this….
Pirate Camp…..>…..forward outpost take over…..> …..Burning of crops/Killing cattle …>..Invading and takeover of town.

So players will find the above event change always in motion at some stage and can join in at any time.

The objective is to push the Pirates back to their camp and take it over for a set amount of time.

If players do not interact with the event the Pirates Push their way into town and take it over, if the player Push back they eventually drive the Pirates back to their camp on the beach.

Once there however the Pirates do not give up easily and bring in Champions to challenge the players. The players must defeat a series of champions and then a final boss.

The rewards for defeating the final boss could be tokes to trade in for a special look gear set.

Once the boss is defeated the Pirates slowly build forces again as the players move on and the event chain starts all over again.

Constant push and push back events

in Suggestions

Posted by: rgrwng.4072

rgrwng.4072

i thought the events would elaborate on the Factions/Cantha situation, without the need to “purchase” outposts/towns. In Factions, guilds/alliances purchased towns to own until out-bought.

i thought more of the dynamic events did this – like if failing to recapture the skritt cave city, they would be pushed outside around the surrounding outposts, waiting for the next event to retake the cave.

it seems like this kind of shows in the 70-80 levels, when you have to constantly retake areas and god shrines, but it would have been nice to see more of it in earlier levels – the contesting/contested waypoint’s thing. would have been perfect for the Icebroods(?)/Svanir to overtake half the area, and players had to push their line back to their homestead, in order to get those contested areas explored and completed.

in short, it should work like factions, with DE’s taking center stage for that.