Player population in Orr

Player population in Orr

in Suggestions

Posted by: Robique.8279

Robique.8279

As I understand it, the Orr zones (Straits of devastation, Malchor’s leap and Cursed shore) including all the group events and high density of mobs were designed for a certain population of players that would be there most of the time.

As it is now, everyone farms in Cursed shore and the other two zones are empty. Only players that are just passing through to Cursed shore or the ones that go for 100% completition “play” there.

My suggestion is to remove the DR from events, but implement a zone-wide DR on event rewards. How would it work you ask?

For the sake of example, lets say Cursed shore (CS) would be farmed heavily for a day, while the ML and SoD would be empty with almost no events completed.
The rewards in CS would gradually drop to 60% while the ML events would rise to 120% and also SoD to 120%.
Then, people would move to the previously deserted zones to farm more efficiently restoring the balance in the process. This way all 3 zones would be pretty much evenly populated eventually.

I doubt Anet designed the Orr zones with “Lets make one farm zone and two zones just to annoy the kitten out of people” in mind.

Isn’t this what they wanted to achieve with introducing the DR in the first place? Getting people to play in other zones?

Player population in Orr

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Posted by: Robique.8279

Robique.8279

Bump, couse countless people are whining bout this issue and nobody cares for a possible solution.

Player population in Orr

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Posted by: Nijay.7069

Nijay.7069

I have to admit Straits of Devastation was the hardest map to get through because there were few people to do the events and keep the waypoints up. I basically just ran through it. I hit 100% in the next two zones as I progressed through them, but I dread going back to SoD because it will be painful to do some of the skill points.

In GW1 there were multiple zones with max level enemies, and it’s a given that higher level enemies have better loot tables. After lvl 80, you want the best level 80 gear, not good lvl 76-79 gear. It seems like that’s where the downfall of the design is.

I had someone in CS text hurry, come help and linked a waypoint to take the Balthazar statue…it’s really that bad.

So now for a history lesson: Chronicles of Spellborn. Anyone ever play this game? I did. It was brutal. Once you got around lvl 10-12 you had to play a zone where the difficulty spiked dramatically because the aggro mobs respawned based on a minimum population much higher than what the game actually had, so you would have mobs spawning on you left and right and you literally had to run all the way down the map to a town so you had a safe spot to start farming out from. It’s sad to say GW2 has some of the same respawn and balance issues. I appreciate that not everything is designed to be solo’d but when you need 10 people that just aren’t there…it can get frustrating to know that it’s much less about what you do, what your skill level is, and all about the number in the zerg.

I am just saying ANET should dynamically balance the respawns and event difficulties based on the map population – by zone if possible.

Player population in Orr

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Posted by: Mirkin.6851

Mirkin.6851

/bump because it’s a valid idea – also the mob difficulty or intensity needs to be rebalanced out there slightly for the much lower populations that are now in the areas (especially with so many bots being removed recently!! :-))

Player population in Orr

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Posted by: Kantharr.2308

Kantharr.2308

Yeah, it’s kind of hard to have an epic battle with a champion when the population is around a dozen at most. The first few days of playing the game was awesome. Having about 30-50 people fighting the champion brood witch underwater. But now when I go fight a champion it is just me and maybe 1 other person.

Player population in Orr

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Posted by: Reverielle.3972

Reverielle.3972

Personally, Malchor’s Leap is my most enjoyed zone in-game at the moment for probably this very reason: It’s not over-populated with farmers/selfish players.

I’ve spent the last week almost exclusively in Malchor’s Leap and I’ve found there’s generally two types of player-styles when asking for aid/help. One type of player whines and carries on how tough it is and blames anything else on why they’re having a tough time. The second type of player is one who generally asks politely for help/company with some event/challenge/boss. The former more often than not never seems to receive help, whilst the latter on the other hand does quite a bit.

As far as the Straits of Devastation go. It’s been far too buggy a zone for months now, so I totally understand why no one is there. Personally last time I was there with a group we had three separate patrol events stop on us. That SoD is so much fun when it all works, but it hardly ever seems to still.

So, yes; the zones are much more quiet. But if you ask nicely the people that are there will often come to your aid and help out. Finally, some of us much prefer that too (smaller groups).

Player population in Orr

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Posted by: Kantharr.2308

Kantharr.2308

We do ask nicely (well I do at least) but usually it’s during a bad time because the other players are probably too busy or just afk. All we want is a way to have zones be less empty so the game would be more fun.

Player population in Orr

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Posted by: Reverielle.3972

Reverielle.3972

Yes, I totally understand that Kantharr.

I think for the most part though it’s a case for many people they want to be able to complete everything they come across or else they think there’s something wrong. I just think that’s totally unrealistic. There are a lot of group events, but there are also a lot of solo-centric ones as well.

These zones at the moment provide a niche or sorts where you can go as a group/duo and adventure about without bumping into 50 other people. And I think that is a good thing. Yes, the challenge is there and some stronger enemies/events are not able to be defeated all the time, but trying is half the fun. And epic battles can still be had. Just one example is three of us the other evening completing the entire chain regarding Malchor and the Cathedral of Zephyrs (Dwayna).

I think out of all the ideas, Mirkin’s is smartest so far: A re-balancing of sorts of the events/enemies. Two that might fall into that category that come to immediate mind is the Eye of Zhaitan in Plaza of Light’s Area/King’s Passage, and the Corrupted Vigil Champion west of that area.