So I take no claim for the base form of this idea, but earlier today I saw a vid by Wooden Potatoes where he mentioned using the dynamic event mechanics in the game to improve the big meta events. I figured it could be a really cool idea to see what could be done with the other events around the Splintered Coast in order to improve both the Tequatl fight, and to give a bigger sense of actually being in a living world where your actions in the area around you can really affect things. Not only that, it will also give players that want to fight Tequatl something interesting they can do instead of just sitting on the beach waiting for him to fly in. So here’s what I’m figuring could be done with the local events to alter the Tequatl fight to be more interesting.
- Defend Chokevine Gorge before Risen overrun it
This event involves slaying some Risen that are inhabiting the gorge which separates the Splintered Coast from the outpost of Caer Brier. My suggestion is that if this event has been cleared since the last Tequatl spawn, then there should be some Sylvari reinforcements that arrive to help defend the Megalaser and the batteries during those parts of the Tequatl fight. I find it hard to believe that the Sylvari would not notice Tequatl having flown in, and it makes sense that they would have reason to help you out in order to make sure the coast isn’t corrupted. However if the event is currently active when Tequatl spawns, then the Sylvari will be unable to get through the gorge to aid the players, they will instead be congested in the gorge with their hands full.
- Escort the Quaggans to Quaztocel
This event has you escorting a small group of Quaggans to the battle site, apparently due to an order from Quaztocel for “plant materials”. If this event has been cleared, then we could buff the 3-5 skills on the Hylek turrets in some way. The plants are used to enhance whatever is already in the turrets to be even more effective. The 4-5 skills could have their boons last a bit longer, and the 3 skill could either prevent a poison field from being laid down in the same area for a short time. If we wanted to get really crazy, we could have the 3 skill actually revive one player in the AOE of the effect from downed or defeated state, giving the people on the turrets a way of helping out the downed players and giving them some extra time to attack Tequatl. If the event has not been done, then the turrets could be in either their current state, or we could even have them be slightly less effective than they currently are, to give good incentive to clear the event.
- Defend the supply of energy from krait (United Arcanist Lab)
This event has you defending an energy supply from some Krait for five and a half minutes. If this event has been cleared, then during the next Tequatl fight the Megalaser could stun Tequatl for a bit longer when fired. The Asura have their energy containers, and are able to use them to help power up the Megalaser to give it a bit more of a punch. Alternatively, if they’re adding in extra power, this event’s success could shorten the time on the defend the Megalaser event to 1:30 or 1:45 instead of the current two minutes, since the Asura have some energy already, it doesn’t take as long to charge.
Well, those are my ideas on what could be done with the Dynamic Events in the area around Tequatl to help make it feel like the players have actually accomplished something, as well as to make the world actually feel alive and ever-changing. The additional bonus to this is that like I said, this gives the players waiting for Tequatl to spawn something to do while they wait. If needed, we could have the events spawn a couple of times between spawn windows, and require that they be cleared 2 or more times each. The general idea is using these dynamic events to make it feel like the player(s) changed things around them, hopefully for the better. Any input you guys have would be great, so what do you think?