Make Dynamic events more random and unpredictable

Make Dynamic events more random and unpredictable

in Suggestions

Posted by: selan.8354

selan.8354

I used to play Rift for a while and the only thing I liked about it, was the random mass events that happened in each area with a crazy army of Monsters appearing and all attacking the cities. I was playing for hours and hoping for one to happen. Before it happened it would say something like there is smoke in the air and minutes later there was 30 rifts on the map spawning fire monsters. And every single time they were different and had strong bosses. In GW2 I would love to see more variety. Right now it feels like the world is stuck in a loop. The same monsters the same events and the cities always look the same!

WHAT I would LOVE to see:
How about u guys make areas change every day depending on what happened. Let’s say a Farm got destroyed by bandits.Let it stay destroyed until people help rebuilding it like u build siege in wvsw and only then the heart event reappears.(and please make it not too easy) Have different monsters attack, have the bandits attack other cities too after they destroyed the farm.
I think people would like to see the dynamic events more random and even unpredictable. As for me, I get a little tired of certain areas already.Why would i wanna go back and catch the same experiments all over again and again and again!If this is a breathing world, there should be also mass events where we not only have to kill a boss but protect all the cities like a real battle events. If a city gets destroyed dont have it respawn. If people cot healed from poison have them be well. If bandits poison the water, see how it affects the nearby cities. I think heart events should keep changing but i know it would affect the world map completion, maybe just keep some main ones. There will be less people camping for a certain boss to reappear after 3 hours again. They will be walking the world or go to a different area to help them in their battle. MAybe less bots too.
There also should be special rewards for that that u can only get because of a mass event. People are competitive and like to have unique gear and love to talk about their achievements.

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Make Dynamic events more random and unpredictable

in Suggestions

Posted by: callidus.7085

callidus.7085

Lots of threads like this, and like all those other threads, I agree! I’m sure that’s what they wanted to begin with.. I think we’ll see this eventually.

Slow down and smell the pixels.

Make Dynamic events more random and unpredictable

in Suggestions

Posted by: Gallian.7630

Gallian.7630

I am certain that they (developers) intended to do that, but they realized how much of a coding nightmare it is and resorted in a more “safe” and stable linear approach. As of now and I think as it will most likely always remain the “dynamic” events are linear in the sense that they start from the exact same trigger event that causes/precedes it, and what occurs during those events in terms of enemy types, numbers and their spawning locations remains the same every time. That’s the linear part of it.

What I know is not exactly linear is only when any of that starts, but when it does start then I already know what, when and how to expect the Event to unfold. I know that the Queen Wasp and the Giant Boar always spawn from the same very enclosed area in Queen’s Forest (just as examples).

Keeping most of the linearity but adding randomized aspects to known Events could help, however. For example, what could be randomized would be the number of enemies involved (perhaps depending on, and dynamic to actual players present within the Event’s “range” to aid for the difficulty as well), the types of enemies (variants of enemies, or at least using different weapons, some enemies being veteran variants, different skin tones, different voices, using bigger weapons or weapons with specific particle effects to distinguish them from others, etc). Additionally, spawning locations for enemies, as well as enemy spawn frequency randomization (or not randomized, but dynamically adjusted as the Event progresses in accordance to players attending the Event).

We could have linear Events but within them having more randomized and/or dynamically adjusting elements and aspects of them. That way, you wouldn’t “break” the pillars of the current game mechanics or how each maps contain their sub-zones for specific events. For example, the Wasp Queen, in Queen’s Forest, should and could remain in Queen’s Forest and remain at her usual spawning location… BUT… her adds (extra wasps mobs she spawns) could spawn randomly, in different numbers, and at unpredictable frequencies, etc.

There’s a lot of potential for the Events in this game. But I’m sure that the developers know, they might only be intimidated by the amount of coding randomization requires (and testing, too).