Q:
Get more tactical
Except people wouldnt like doing the things that arent fun (supply). They would need to make it so people can do it without forcing them to do things that they dont want to do.
Agree.
I also made a suggestion thread about how events need more than one threat, how actions and failure need dire consequences and events that evolve the more you succeed them in order to demonstrate intelligent AI and a realistic scenario.
Events NEED to have the feeling that if you don’t pull your act together, you WILL fail. They need to have the ability to fail. They need to be out for blood, and to further push players in order to be exciting.
Otherwise it just becomes a ‘whoever puts the most AoE down gets the most loot’ exercise.
Time is a river.
The door is ajar.
How is it fun to button mash a champion to death? all you have to do is just wait. There’s no consequence for not playing WELL TOGETHER.
I have been in group events where they didn’t succeed only because there were not enough peeps. i’ve seen peeps group together and get knocked down and dead because they huddled together.
I just find it so boring and unthreatening to just stand in the mass of toons and just keep firing, rezzing the occasional lost soul. There’s no challenge. there’s no consequence. There’s no INTELLIGENCE required by the group to to take down a champion.
Outside of the infinitessimally slow decrease in a champions hit point bar, there’s really no brains involved in winning in a group event.
now given the market demographics, maybe that’s by design. I don’t know. I wish they’d make a zone on the map for intelligent players that need to work together to achieve victory. and make the reward worth it so that groups coordinating their attacks tactically get rewarded as an incentive for doing these events. For those that just want to stand there and button mash, there’s a Kyrian world full of those group events now.
Even when you die, it’s “so what?” I’ll just wait for someone to rez me or go to a WP. There’s no consequences for bad play, uncoordinated play in a group event.
I laugh at the word “champion” when the group events come up, or “veteran”. Right. They have the intelligence of a mold spore.
Look at Crysis and how intelligent the monsters were. They’d HUNT you or use the environment against you.
Don’t get me wrong, I enjoyed my journey in Kryta so far, but this area of unintelligent play is really bugging me.
They could have lower level maps be more button mashing for the noobs, while as you level into other areas require more intelligent play.
Just sayin…I hate button mashing.
Confused where this come from
Big words aside, the TL:DR to this is:
Proposal One – More Threats To Worry About At The Same Time To Promote Organisation
Proposal Two – Add More Threats As Players Become More Successful During Events To Stop Events Becoming Trivial And To Increase The Chance Of Failure
Time is a river.
The door is ajar.
That’s great, TheDaiBish.
I wonder if it will come. The thing I worry about is that today’s state of gaming is just unintelligent. There’s an article today on Gamespot.com about games being dumbed down.
The frustrating thing is…what i see in GW2 is an amazing potential to close the gap and be a platinum, 5 star mmo. there’s so many very good qualities about it.
but i guess i’m just disenchanted from how pedestrian and unchallenging the group events are, as well as how it takes no tactical interplay on the group to win.
I think it comes from the ad-hoc grouping. When an event happens, it happens. No time to get organised, so you can’t have too many challenging mechanics.
There are things they could do to address this though:
Scout NPC’s
These, being Scouts, will warn of an impending attack, giving time for the people to get organised.
Lulls
After the initial chaotic wave where no-one knows what’s going on, you have an NPC shout “what’s that”, which gives you a short time to get organised.
Of course, these events would then become easy when the tactics are learnt. Therefore, the evolution is needed to shake it up and keep them fresh.
In an ideal world with infinite budget and resources, this concept could be taken to the extremes, where changes are effected permanently. Undead build a massive fort to attack from, increasing difficulty again. One camp is utterly destroyed by a dragon, forcing NPC’s to find another place to set up.
Time is a river.
The door is ajar.
I agree. You have identified what I feel is the weakest aspect of the games design, it lacks enough strategic-team oriented play to keep me happy. I don’t see how your proposed solution would work. When you have a popular event, you have scenario where 20,30,40 players are participating (sometimes up to 100 in metas like Claw of Jormag or Shatterer). Think about all the action going on. If you are in party, think about how you can barely see your team mates. There is no strategic play in the dynamic events. None. The combat and guard event types can all be won by spamming weapon skill #1 and throwing up the occasional heal. So beyond not having any strategic team effort, they require very little independent effort as well.
The solution is to put crowd control on how many people you let into a given event. Even your proposed solution is crowd control to an extent. At this stage and have run literally thousands of event with over three hundred hours of game play in GW2 I can tell you feel the dynamic event system as implemented now desperately needs this.
I’d like to hear a convincing design that allows for 30 people who aren’t in group to coordinate at a strategic/tacical level. It’s simply not possible in an open world setting. Don’t tell me it works in raids in WoW there are a lot of factors that going into putting together a raid group, it’s tactical by design and organized from the beginning. Open world PvE dynamic events in GW2 are not.
I think, though, that by making some group events more tactical would by it’s nature increase the social interactiosn of the game to coordinate assaults.
Have a quick election system to pick ‘captains’ in large events. Then you have small unit based tactics on the ground. Each captain ‘chats’ and coordinates activities with his subordinates, while chatting with the 4 other ‘captains’ on the assault plan.
each captain has a different ‘goal’ they must accomplish to hold their end of hte assault up.
I do like how GW2 has toon equity for the most part. So maybe instead of being dependent upon ‘archers’, ‘healers’, ‘tanks’ etc., it is a minimum assault population that is needed, but coordinated through assault groups each having a tactical requirement.
it’s still waiting around for n-many toons required for a group event. but at least it’s minimally tactical and has coordinated assaults.
I’d like to hear a convincing design that allows for 30 people who aren’t in group to coordinate at a strategic/tacical level. It’s simply not possible in an open world setting. Don’t tell me it works in raids in WoW there are a lot of factors that going into putting together a raid group, it’s tactical by design and organized from the beginning. Open world PvE dynamic events in GW2 are not.
Here’s a simple one:
Risen attack a camp with Siege weapons and Necros
- Siege weapons focused on the camp can destroy walls, meaning Risen aren’t funneled, and it makes it harder to control them.
- Necro’s use the corpses of fallen NPC’s / Players to create more allies of Veteran / Champion level. However, they can’t do this while being attacked.
- Waves upon waves of undead attack the camp in order to take it.
Given this, we have three threats that NEED to be taken care of:
- Siege weapons
- Necros
- Waves of ‘Cannon Fodder’
The entire group can’t just rush to the siege weapons, otherwise the waves will take over the camp and the necro’s will use the bodies to create more Risen.
The entire group can’t just stay and defend the camp, since the siege weapons will eventually destroy the walls, making the camp practically undefendable.
Therefore, using a ‘delayed notification’ (i.e. Scout. We’ve already got these NPC’s that rush to outposts asking for help), it gives groups the time to organise a little. One group goes to harry the Necros. One to destroy the Siege weapons (guarded, of course). One stays to defend the camp. Because you have prior warning as well, it’s possible to switch skills out to suit whatever role you’ll play in the event.
Time is a river.
The door is ajar.
It would be great if around 50% of the map could become conquerable. They could set it up sort of like WVW. Sometimes like once a day, the evil forces of zaitan rally and attack these maps IN FORCE. Failure to repel them results in total map take over where all the waypoints in that map becomes impossible to use. The lands that lead to the conquered area are also affected in some way (example faster mob re spawn times, harder hitting bosses and mobs, lower loot drop rate.). Getting the enemy forces out of the conquered area will be HARD.
This is where the suggestion of the op REALLY shines. The players will have to hire NPCs to build a forward base (that will be the one area on the map you can wp to until you cap other wps). From that base you need to attack towers, forts, and events. bosses and mini bosses can not die simply by hitting them until their hp goes to zero. How and what you can use can be determined by what events competed during the course of the battle for the map. that is where the factions like the order of whispers and the priory come into play. Earn enough points for those factions to unlock what can be used in the vet, chap, and big boss battles. Example, the priory may allow a special siege weapon to be built that can hinder the boss in some way that can allow him to be beaten(example: boss has uber regen that makes killing impossible unless you have some magic beam that cancels out his healing factor), where as the order of whispers may choose to do something different (can’t think of anything). If you don’t have enough points toward one of the factions the boss battles become extremely hard or impossible to beat (note, you can’t use all the factions at one time this forces the payers to think what faction is best for the fight against the boss.).
The final fight will be at the castle. It’s impossible to kill anything there until you’ve taken enough forts, towers, and supply lines. only after a certain amount of the map is taken back can you attack the castle. the final boss should be random and each has a power that could be countered by one of the 3 factions. Example:
1. Extreme regen boss: already pointed out. It’s Hp makes it almost impossible to beat in a straith up fight. The priory can have a weapon to combat this however.
2. uber summoner- A boss that constantly summons mobs, having fought against a boss like the blood witch, i understand how ANNOYING it is having mobs spawning around like no tomorrow. Due to the shear numbers, the soldier guys (can’t remeber their names) would be better, as they bring a HUGE number of NPC soldiers and even a few siege engines to keep the mobs at bay.
3. super powered boss- a boss that will wipe the floor with an entire group if you don’t have some way to weaken it. Enter the order of whispers. they’ve learned to make a poison that can weaken the bosses attack power. it goes without saying that the poison MUST be used as soon as possible.
the kind of boss you’ll face will be hinted at by ncps when you complete events, this would allow you to pick the right faction to counter what ever boss iis on the map, pick the wrong faction and you’ll be up for a longer, harder fight.
would be nice of some system like WVW was implemented for PVE like this but i understand that there are some glaring factors that would kill this idea. the players themselves. something this structured requires someone to be in charge and that one person can be a total fool.