Incentivize going to other zones (endgame)

Incentivize going to other zones (endgame)

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Posted by: Derek.9021

Derek.9021

At level 80, Cursed Shore is where everyone goes to do events. At prime-time it gets so crowded though that it’s difficult to even tag the mobs.

No one seems to go to the other Orr zones, and the dragon events are the only events outside of Orr that get attention.

Can you make it so it’s worthwhile to do events in all or most of the zones? I love this game’s world, and to be stuck in Orr (the cursed shore really) is a shame.

Make a daily zone that gives the same rewards as an 80 zone, scale down gear a bit more in the lowest level zones for 80 players and make them have equal rewards, make event grouping a big deal so you can form them in cities and go out in the world like a dungeon group! Stuff like that.

I’m not saying my idea’s are good, but I hate being stuck in one area especially when the rest of the world is as amazing as gw2’s.

Incentivize going to other zones (endgame)

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Posted by: Gallian.7630

Gallian.7630

I agree.

My highest level character so far is Level 41 and already I “feel” (rather, I see it) that most leveling zones are not as crowded as they should be considering how most of them are so big and contain so many Events on their own. It does feel like one or two zones (Maps I should say specifically) for maybe Levels 75 to 80 are just siphoning most end-game players off of the lower level maps.

It is very difficult to balance end-game related content in lower level maps however, and that goes for almost any MMORPGs following a similar mechanism of leveling through zones of specific levels. You could for example have each and every single maps containing one or two areas (in each maps) where mobs and/or bosses and/or Events are Levels 75 to 80 (yes, within a map that overall would be for Levels 1 to 15). So that of course characters of such levels and mostly end-game players wouldn’t mind to venture around the world maps here and there to play, rather than being stuck in one or two areas overall.

The problem comes in the form of balancing such content for (or against) the lower level players in a map in which content for end-game players is present. How do you restrict it, if any restriction exists, and if not restricted then how do you make sure that it is not being abused (or “leeched”) by lower level players whom would inevitably abuse the system to level up or get rewards from such content (not everyone would but you know like me that it would happen anyway).

You can of course scale up or down lower players’ stats so that they would have “a chance” to at least participate (same method as WvW), but then do you give them experience as well during or after the Events are completed? If so, how do you make sure that they don’t abuse it? Or, on the contrary do you permit them to participate in such higher-level Events if they chose to without any forms of diminishing returns, or restrictions or punishment? And if that’s the case then how would it be perceived by the end-game players themselves? Indifference as long as they get their rewards? Or frustration in the realization that some players “leech” off of such a system while you might have spent time and efforts to get where you are?

There’s couple of things to consider, but yes I do agree on the fact that content for end-game players should not incite such players to stay in one or two areas in a big world like GW2. But, frankly, this problem related to end-game content is a plague and has spread out to almost all MMOPRGs to date. It is as if the very genre itself demanded that such problems exist, it’s part of it (as if). Even if there is a solution out there it looks like not one developer out there ever really managed to figure out something that would happen to be balanced enough for everyone, or at least the majority.

So, to reiterate, I think that finding “a solution” is possible, the real problem is how do you balance it to make sure that end-game players enjoy it, as well as ensuring that the system/solution is not abused at same time.

Incentivize going to other zones (endgame)

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Posted by: lothefallen.7081

lothefallen.7081

More weapon skins

Unique zone bosses through which players can kill for rares and elite skills like in GW1

Vanquishing mode for PvE maps

Instanced maps for story quests that span the entire area, maybe split them into 5 man and 15 man raids with different lore-based stories to unravel..

All suggestions that i think will help people group up more in this game and keep the areas populated in cyclical rotations.


The Ardent Aegis
http://aa-guild.shivtr.com/

Incentivize going to other zones (endgame)

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Posted by: runeblade.7514

runeblade.7514

An idea to help support.

Spread all highest level materials nodes so that ArenaNet can spread it throughout the world. Players will have to go onto a treasure hunt in a wider scale to find all the gossamer/oriculam/Leather/ancient wood.

Treasure boxes can store Leather. Ancient wood replaces one sapling, Ori ore replaces one ore, Gossamer grows on plants.

Players will have to talk to random unnamed NPC to get the dialogue to find where the materials are. They will give a hint or tell you where exactly they are. Players can then go ahead and find the 4 crafting materials. While they travel to find them, players can do Dynamic events as a side thing to do.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant