So, this goes back to a concept on an ooooooooooooooold MUD I used to play, where they had quests. Quest rewards were money and XP. The total reward for any quest was fixed, just divvied up between the players who completed it. Did you just complete that uber-hard quest only two other players finished? Yay for you, here’s your 300g and fifteen mil XP.
Oh, did someone else finish it right after you? We’re going to have to dock you 100g and 5mil XP….
It had interesting ramifications for the low – completion quests. I propose a variation of this for world meta events:
Each time a reward is produced at a world meta event, drop the reward level one notch. Each time other world meta event chest rewards are produced, up the reward level a fraction of a notch. So, Zerg of 50 players beats up the fire ele for 50 reward chests, drop the reward 50 notches. Up the reward level as other world meta events are completed instead.
Now, this encourages players to go out and find those rarely completed events and complete them, so they can get the best reward for their time.
But, that’s not all:
Do this also for all champion and legendary level foes.. That champion out in the back of beyond? Takes clearing a meta event just to let him spawn, and even then you need two dozen players to burn through his elite level adds… Yes, him. Because he is killed so rarely, he yields a crate of gilded coffers to any who beat him…
Making this scale rewards independently per server might have some interesting implications for the low-pop servers.
//Portable Corpse
Eh, so I want to make a stack of crates of gilded coffers. Who doesn’t?
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.