How to make people want to do Tequatl
I would have figured if they wanted people to do Tequatl they would take away the timer and add in a better fail mechanic. Not protecting the batteries would be good enough.
I LOVE the new Tequatl. But mine is one of the many servers that gave up early. Out of curiosity, I visited the old girl again just now.
Zero people. ZERO!
Please, ANet… do something. ANYTHING. There’ve been plenty of suggestions made. Please just try something and announce a change. Simply telling people you’ve done something different will get them to come back to try again.
I agree the bloody timer is at the heart of our woes right now, not the reward. And the fact that she has very little leeway in the number of people required to take her down. (What ever happened to scaling?)
Many servers have never gotten far enough to get a reward, so excuse me, OP, if I say “Thpppt! Poor thing!” Be glad you are on one of the few servers that still fight her and even wins. I love the new mechanics, but can’t play Tequatl at all.
Do something, ANet. We don’t expect a perfect solution right away, but at least try. Then tweak as necessary. I really want to do this dragon fight and eventually succeed! It is so cool!
Set a man on fire, and he’ll be warm the rest of his life.
– Unknown Fire Elementalist
Well we fight her, but we fail a lot, due to not having enough people showing up. A problem I foresaw as soon as it was announced.
I myself have not had a successful encounter either, but neither am I trying because there is barely enough people that show up.
Let me shamelessly promote my thread about a new concept for the Shatterer at this point: https://forum-en.gw2archive.eu/forum/game/suggestions/The-Shatterer-New-Boss-Concept
If you are interested in Tequatl you might be interested in what I wrote there as well.
Now to your topic. I already wrote something like that in my thread, but have you guys every thought about playing the social game in order to kill Tequatl?
If we (Riverside) don’t have enough people to kill Tequatl we send people to Lion’s Arch and/or any running world events to promote. We even send people to other [DE] worlds to gather more players.
I mean, I am fully aware, that we have it easy because people know we are capable of killing Tequatl. But it’s not like we didn’t work on this reputation.
In short: play the social game, start to build a community and you will be able to farm Tequatl.
As for the rewards. I am completely on your side regarding a token system. We have one special guy that killed Tequatl about as often as I did. He got two Tequatl minis (when they were still over 100g), one ascended chest (berserker stats) and one Tequatl ascended chest. What did I get? Two Hylek minis so far. There are people out there who got nothing. And we are talking about like 50 kills I guess.
The overall rewards are okay imo. The special rewards however need a way for people to work on them rather than just relying on pure luck.
10 easy steps
1) Remove the Minipet Tequatl from the chest reward and move it to an additional reward for reaching the title “The Sunbringer”
2) Raise the Money reward for beating Tequatl from ridicilous 1 Gold to a very nice to have 5 Gold so that beating Tequatl with all of its efforts does really feel more rewarding, than a silly easy dungeon run. Slightly reduce how often Tequatl appears, so that he can’t be farmed so often basically a day.
3) Let Tequatl not appear, if not enough players for the event are near at his spawning location to let the event*(s)* start. Nothign is absolutely more annoying, than when Tequatl starts and you are not enough players on the map at all to have any chance at all, leading the event to automatically fail. Events should never automatically fail. Events should only start, if players also have at least a chance to be successful.
4) Add to Tequatl some Pre-Events which if they fail, will stop Tequatl from appearing. Only if all of the Pre-Events get done, then he will appear.
Those Pre-Events should all funktionize as DPS-Checks, Player Amount Checks and also as Coordination/Timing Checks to let the players see also, if they have everything what it takes to beat Tequatl, because only if you can be successful at the Pre-Events, then you will know all, that the players that are there on the map will also have quite a good chance against Tequatl.
5) Let Tequatl if you beat him always drop 1 randomous Sunless Weapon.
They are account bound anyways and not sellable. But Sunless Weapons should be salvageable for T7 Materials, like Dark Matter (would so fit to them)
6) Change the 4 Reward Chests from 1 of every quality to 4 Exotic reward Chests
Really, who goes out to beat an enemy like Tequatl to be rewarded then mostly only as usual with tons of blue/green crap items ???
Anet should finally learn to give the game some real rewards, which really feel that they are WORTH for the effort. Green/Blue junk is absolutely not worth all the efforts for beating the actually most strongest enemy of this game so far.
Against Tequatl are currently all other bosses in this game a JOKE, even the so super annoying Grenth Priest in Orr with his super overpowered instant killing fall damage skill, but he doesn’t require any kind of super coordination of 130+ peopel to beat him at all.
7) Increase a bit the importancy of the Cannons and add at the defender places also tools with that players can upgrade the cannons, but also let their influence in the battle successfully help in a better way to win quicklier against him.
Cannons should have 3 Upgrade Tiers, 1 per every 25% health.
Everytime they get upgraded, they deal more damage, get significantly more health and protect better their gunners against harms from outside.
With every Upgrade of the cannons would they receive also slightly improved skill versions with shorter skill recharges, longer buff durations, bigger AoE fields ect.
8) Let this battle feel more like an epic battle of war against one of the strongest elder dragon champions. I miss this kind of war feeling, where everywhere is basically everyone fighting. There are way too less monster spawns and way too less helping ally npcs that fight alongside you and are quite actually also HELPFUL, that you WANT TO REVIVE THEM if they fall. But sadly the only npcs that partitipate in this whole battle, are the ones at the cannons repairign and defendign them and that absolutely lousy as the enemies kill them all in a few hits as usually what makes them totally obsolete
9) Give the battle something “epicly heroic”… put Destinies Edge into the battle, as some helping allies and let us fight alongside them giving players that are in their near some kind of buffing “Morale Boost” and when we “KILL” him, that we also see actually, really in a final cutscene, how Tequatl gets epicly kill with one last heroic Megalaser Blast, that got enhanced with SUNLIGHT.
To let that epic finishing move appear (for 1 extra achievement) players would have to collect with “Sun Collectors” Sunlight, that they have to brign to the Batteries to charge up the Megalaser with that special energy to let all players bring together to Tequatl some SUNLIGHT with a mighy emporered Megalaser, that will burn that rotten dragon to ashes and totalle wipe him out in a way, that it will leave some mark on the land for some time, until he reappears after a failed Event Chain.
10) Let this battle have an alot higher chance for precursor drops from the 4 reward chests , than anywhere else in the game.
If you don’t want to craft one in future, but actually get one as a drop, then the best thing a player should do to have the most best chances of getting them as reward drops would be by beating Tequatl and other overworked world bosses in the future.
Will tokens make people want to kill Teqqie and whatnot more? I believe so. What do you think?
I can’t fathom why they moved away from the proven and well-loved dungeon token model. RNG is universally reviled in comparison.
I haven’t even bothered with this living story because:
1) I don’t have access to the place Tequatl is located at, and furthermore requires a specific level to not only survive in that area, but to do that content.
and 2) I don’t really like the weapon skins. I like some of the shadowy animations, but since we can’t dye our weapons, to me it’s pointless because then I have to match the weapon with my armour (which CAN be dyed). So annoying…
you want people to come to tequatl? how about they move the waypoint into that building that is near tequatl and make it NOT be contested 24/7. Then people will come. Or at least it will be a sometimes on the world boss train.
Addressing the OP’s topic How to make people want to do Tequatl: They do want to. They desperately want to. But my server is mostly “casual” players, and despite playing Phild’s “social game” until I am blue in the face, I have never gotten close to drumming up 80 people, much less organizing them. If it could be done with fewer, we might stand a chance. And if we stood a chance, more people would show up.
Dragons have scales. Why doesn’t Tequatl scale? Don’t start at 80 people minimum to win. Give it a range from 30 on up, and scale her power accordingly.
And think of something better than a stupid time limit! WHY should Tequatl leave after 15 minutes? What has she accomplished to make it a “win” for her? If she leaves before she’s dead, that should be a victory for us. We chased her away!
Set a man on fire, and he’ll be warm the rest of his life.
– Unknown Fire Elementalist
People don’t show up because Tequatl does not downscale to a lower number of players.
I love doing that event it’s just the time I have to spend on that map waiting to get on the main server (desolation). We’re talking hours here… That is a reason I give up.
Since Last patch I have managed to defeat him once…. Using a “taxi” to get to main server (that was just after the newTA release.) Now, 2 weeks later it’s the first time I manage to get onto that server again… and then it was lost (probably why I managed to get in at all).
Those are the reasons I “fail” getting there… It takes a whole team just to get onto the right server if it’s populated enought ti take down the dragon. We have managed to take him down on overflow too but that has only happened once (and that was Before the TA release). Usually ppl are jst standing AFK waiting in overflow…:(
I’ve done it 3 times since the update and all those were during Boss Week so I’m one of the missing. I used to do this event several times a week and now I never even try. My main problem with it is the long wait I and then the possibility of not being able to get into the desired overflow because it’s full. The two together mean that if I’m doing something in another map and the Teq event starts, it means I can’t drop what I’m doing and just waypoint over there. I don’t want to allot one to two hours for one event on one map when I have other things I am doing on other maps.
But that aside, the biggest problem is probably the reward.
Wrong!
The biggest problem is that Tequatl is poorly designed.
Tequatl isn’t hard at all. It requires that all hundreds of people to have full DPS gear and must fully DPS Tequatl down within a time limit. This is as if devs didn’t even learn about Simon.
This is difficulty taken to the wrong way. It is a cheap kill, requires gimmicks instead of teamwork.
The best way to fix Tequatl is to nerf the HP or remove the time limit and make it have tactics that go beyond stacking and DPSing.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
For me it is just not fun doing the same event all the time. I’ve done it quite a few times during the Boss Week, managed to get it down once and that is good enough for me.
Also don’t wanna get the “we all fail if you don’t get on the server ts”.
Some people are prolly like me, sorta casual, not intrested in farming as such.
How to make people want to do Tequatl? make good organised runs. Gandara has a succesfull guild specialized in Tequatl. Normally the fight is deserted, but when they do it, the map is full before the window even is there. The problem is the fail rate on him. Cause people now know that guild organise it with a 100% success rate (as far as I’ve been there) people actually joins.
Arise, opressed of Tyria!
Its easier, and takes way less effort, to make gold by going to kill random level 80 creatures in Frostgorge sound and Cursed Shore than it is to even bother doing either Tequatl, or even the Karka Queen.
On the subject of how to make people want to do Tequatl. The problem isn’t getting people to do the event. People want to do the event. The problem is that a majority of Guild Wars 2 players, like Gw1 before it, are Casual Players. You know, not Hardcore, Dungeon soloing, PvPing, WvWing, super experts that can faceroll all the content that Anet ever throws at them. I’m not really sure if Anet realizes it or not, but there are actually people who play this game that aren’t like that.
I get that there’s a fine line between:::
Too Hard < — Rewarding — > Too easy
(hardcore) --—(sweetspot) —-- (Casual)
and that, Anet, like most game companies, try to find a balance in the middle, so all their customers can be happy, but lately, almost all of their content has been as far left of that as possible, to the point of sometimes alienating up to 90% of the playerbase (which they themselves even admittted on occasion, such as when they talked about Liadri during one of their livestreams). most of those 90% of alienated players, are again, casual players, and are players who don’t yet have a full set of Exotic gear, with an Ascended Weapon and a set of Ascended Trinkets, etc, that all the new content is designed for.
Another problem with Tequatl, is that it doesn’t scale (except for the extremely messed up scaling that happens near the Turrets). scaling world events used to be a MAJOR selling point for Guildwars 2. The more players, the more challenging. The less players, the less challenging. The Fact that all World Bosses now have a time limit (which in my opinion, limits the amount of scaling an event has now), just moves Guild Wars 2 even further away from what was one of its best selling points when the game first came out. Tequatl, Jormag, and the Shatterer, used to be doable with a small group of 5 players, and the fights were absolutelty epic at times, especially the Jormag fight…Not anymore though. On lower population servers like Anvil Rock, the only dragon boss that ever gets done anymore is the Shatterer. We just don’t have enough people to take on Jormag in the time limit.
TL;DR On to the suggestion…I would say that the absolute best way to fix Tequatl, is to let the event scale again. Scale it to where even 5 players in a well coordinated group could complete the event in 15 minutes. Three people beat on Tequatl, while two players take control of the turrets. as more and more people get to the event, the event gets harder and harder,…you know, like how events in other parts of the game are supposed to work?
The rewards are fine if the event is changed to be able to scale again. The chance at an ascended weapon, as well as all the other stuff you get out of the various chests at the end of the event is fine. But the difficulty of the content right now does not justify the reward in any way, because there are alot of easier places to get the same stuff.
We need some prospective: when the others 2 dragons will be tweaked and remade who will have the time to kill all of them in a day? Take in count we have to organize each event and wait for their spawn, imho each day we’ll at least miss 1 of this dragons (maybe 3). So my suggestion is to put those 3 world event on a weekly basis with still better rewards, this will give us the motivation to clear them each week at least once, and for sure will create a better community, cause we have to coordinate and call friends guilds or guests from other servers to achieve the kill on an established day of the week.
Weekly bosses worked great in other games for years, try to think about it
my two cent.
Dogbite
[BloS] Officer
We need some prospective: when the others 2 dragons will be tweaked and remade who will have the time to kill all of them in a day? Take in count we have to organize each event and wait for their spawn, imho each day we’ll at least miss 1 of this dragons (maybe 3). So my suggestion is to put those 3 world event on a weekly basis with still better rewards, this will give us the motivation to clear them each week at least once, and for sure will create a better community, cause we have to coordinate and call friends guilds or guests from other servers to achieve the kill on an established day of the week.
Weekly bosses worked great in other games for years, try to think about it
my two cent.
Or they can realize that the Teq changes (averaged over the whole player base) were a big mistake and not mess up another two world bosses (and possibly revert or at least scale down Teq). Also what happens if X% of players can’t play on that day at that time, and assuming they want to keep him starting at the same time, then you are going to be alienating a large portion of the player base whenever you decide to have him once/week. (How many people can play 2pm EST on a Tuesday compared to the entire gw2 player base)
I don’t see how requiring 80+ (120+ in the case when my server finally beat him) in team speak, and about 40+ min of prep is really that fun. Every X class needs to have Y skills equipped, most people need to be a in a certain gear type (or at the very least not using 3-5 of the gear types available). And everyone needs to go by X consumable food/nourishment buff and also consumable items to help raise the chances of victory (all of these things go against the “play how you want” message they tried to sell gw2 on).
Don’t get me wrong I do appreciate what…<name> (oi can’t remember his name now) did when he organized Darkhaven to beat him. But it took us 4 hours and 3 attempts to kill, and since then, I think the event has been a ghost town on Darkhaven, I stopped wasting the 2-3s to go check when he spawned.
It sure was great of them to take away a world boss from the game and replace it with something that has a <1% win rate over all servers/attempts. I have more fun 2-4 maning the revamped Golem. I would rather them not take away 2 more world bosses from the game, and put it behind an neigh unattainable coordination/player number window. Especially since Claw is by far my favorite world boss, even if he gives the worst time/reward ratio.
Heck I’m still against the arbitrary timers they’ve put on all of the world bosses. I’ve seen shatter fail about 3-5 times in the past week just because there isn’t enough dps to kill him. I’m fine with making the bosses harder, I have no problem with working for my 1-4 rares per boss, but it is a bit of an annoyance for the devs to nerf the third or forth (could be even less for all I know) most profitable way to play the game, but still not touch champ farming.
It’s kind of funny how today’s patch is suppose to buff support builds across the board, the boss patch pretty much made them useless against world bosses, thanks to the increased life and timers.
Tokens are a great idea however they need to improve the bag drops as well. At no time should these new improved raids be dropping the same things that the jungle worm in the beginner zone for sylvani drop. Seriously, it’s out of wack and useless. It’s like the dungeons because they don’t have the kind of rewards I think dungeons should have for being more difficult than the average open world boss I won’t set foot in one, it’s worthless to me especially without the structure of trinity lite.
The other glaring problem is the lack of ui for joining a party for this event. There’s no medium to allow players to instantly and easily join in and keep track of each other’s movements or to communicate fully on what needs to happen next in the raid sequence. Raids just don’t come together and do whatever, that’s a sad dream that most hardcore players have but it’s never happened in my entire time playing any mmo with raids in them there was always communication before and during the event to let people know what they need to focus on.
(edited by tigirius.9014)
Anet could have found that sweet spot if they took away the timer. The punishment for multiple deaths is good enough.
The timer is the biggest reason why no one does it. They need to take away the 25% thresholds too. Instead put the phases on a timer. 5 mins on regular attack . after the 5 mins , switch to protecting the batteries.