-> Orr Events: The Zerg Fest

-> Orr Events: The Zerg Fest

in Suggestions

Posted by: paultimate.8790

paultimate.8790

Specifically the Coast. These events have turned away from the heart of the game witch is cooperation and turned into a mob tagging competition between players that just isnt fun and will only get worse as players get to 80 as this is one of the few 80 zones.

I suggest the following solutions

  • Scale mob HP to the amount of people in the area. Scale NPC HP up to some point as well so we dont have 50 NPC bodies littering the floor when we try and loot (unless you want to put loot on its own keybind wink wink nudge nudge)
  • Double the number of events going on across the map, especially down south. I do not mean ‘make them happen twice as often’ I mean make new events.
  • Make a percentage of the tottal mobs you alot for a given event to spawn in rather… difficult spots. Say.. in the middle of the camp itself. Toss in some chaos. Make people run around trying to save the karma vendor from a gruesome death. SPICE THINGS UP A BIT.

Thank you.

-> Orr Events: The Zerg Fest

in Suggestions

Posted by: paultimate.8790

paultimate.8790

Really? No one agrees with this?

-> Orr Events: The Zerg Fest

in Suggestions

Posted by: Ari Kagura.9182

Ari Kagura.9182

I’ll also tack on a few more ideas to this!

In the current state, you’ll notice Rangers laying their traps at spawn points and AoE-heavy professions pre-cast their stuff before they even appear. The mobs eventually die before they even show up on the map.

My suggestion is to put a lot more randomization on spawn areas for invasion-style events so it becomes less predictable, especially in the outposts like Pentinent, Shelter’s Gate, and Jofast in the Cursed Shore. Also include more Veteran and/or Champion mobs if there are more than 10 people participating in the event. The randomized spawn locations could also apply to escort events like Historian Fia towards the Risen Gorillas.

Another suggestion is to have the invading mobs have a temporary invulnerability until they get close enough to their target. Also introduce a few mobs that have high resistance to AoE, or ability to disable or walk through traps without taking damage.

“I control my fate!” — Claire Farron
I am Fleeting Flash, in-game dungeon cosplayer of Reddit Refugees [RR] .

-> Orr Events: The Zerg Fest

in Suggestions

Posted by: paultimate.8790

paultimate.8790

Yes, I agree the spawns are much too static. There may be only 1-2 points they spawn from in a given area (sometimes people are split into two large groups if the spawn points are too far away). Spawns need to be 1. Smaller in number of foes 2. More spawns to even the number of overall foes out 3. HP Scale with people in the surrounding area.

I dont really like invulnerable mobs though, as I often waste an attack for nothing on them just trying to get a hit in. However thinking about it more, this wont be a problem if the darn things live long enough for a second try. So i do agree. lol

I literally can only get one attack off before they are all dead in large groups.