Get players OFF the Turrets (Suggestion)

Get players OFF the Turrets (Suggestion)

in Tequatl Rising

Posted by: UndeadPriest.8632

UndeadPriest.8632

IMHO The most troubling part of the new Tequatl Event is not a balance issue,
but a Game Design issue.
Simply put, that the 6 people manning the Hylek Turrets appear to matter more than the 100+ people who are not.

If the people manning the turrets are AFK, trolling, inexperienced etc…
Then it doesn’t seem to matter what the other people do,
the event in all likelihood will fail.

However,
There is one simple change that would ensure that you wouldn’t have the vast majority of people participating in the Tequatl event subject to the whims of a mere 6.

Have NPC’s Man the Turrets, and add a UI that display’s the turrets Health underneath Tequatl’s

This would resolve the human issues of afk, trolling, inexperience as they would all be skilled “Vigil Gunners” :-)
and honestly what does this gameplay that only 6 people get to experience add to the event that couldn’t be added in another manner?

Get players OFF the Turrets (Suggestion)

in Tequatl Rising

Posted by: MrIllusion.5304

MrIllusion.5304

I was suggesting in another thread to have portable rocket launchers like in Jormag fight that remove the scales.

Could take some pressure off the backline, and give some additional roles for the turret defenders between risen waves.

Get players OFF the Turrets (Suggestion)

in Tequatl Rising

Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

I’ll tell you what it adds: Communication between various groups of players.

If anything, the game needs less npc’s controlling things for you. Destiny’s Edge firing the giant laser at Zhaitan has always been one of my personal biggest frustrations with the game, for that reason.

I’d say, add more turrets. I think the fact that players on the turrets can mess up, is what makes it interesting. But maybe we need more turrets, or we need the stuff that turrets have to deal with slightly toned down. Last time I tried Tequatl there were poison puddles everywhere, and the turrets were having a very hard time cleansing them all, while also focusing on keeping Tequatl’s scales down. Maybe some players were inexperienced, or maybe they were simply out of their league. But I don’t think players should get kicked from turrets because they are inexperienced. And I certainly don’t think removing this strategic element from the battle is a good idea.

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

Get players OFF the Turrets (Suggestion)

in Tequatl Rising

Posted by: UndeadPriest.8632

UndeadPriest.8632

My issue isn’t that players can mess up and fail the event, and I certainly wouldn’t advocate allowing people to kick them!

My issue is that so few can ruin the event for so many.
I’m perfectly fine with leaving the turrets in as long as there is a way those not on the turrets can still handle the event if those 6 people are not utilizing them effectively.
(even if it’s harder)

I would be fine with an idea like MrIllusion’s of adding boxes that players can get individual weapons from that cause the same effects as the skills on the turrets.