The one thing I will say (and Ive said this a lot) is that the idea of casual players go to section A of the game and hardcore go to section B isn’t a viable model. It separates the PVE community and waters down developer resources.
Umm, isn’t this exactly what you want with an easy mode?
Absolutely not. The exact opposite in fact.
Right now, hardcore players are pushed toward raids while more casual players are pushed toward Bloodstone Fen (current end map). This is the polarization I was talking about.
What I want is for them to make both of these areas offer something for more audiences. In raids, that would mean either a training mode or a gold/silver/bronze reward based on kill time (which would be my preference).
But what we don’t talk about is what this mindset shift would look like in a place like Bloodstone Fen. What I would like to see in open world is incremental waves with ever more challenging content. Basically, instead of events (and world bosses) appearing on a schedule, they should come as a natural part of event chains where difficulty ramps up higher and higher the longer the players “hold” the area. It starts off easy – offering a more casual experience but eventually becomes eye-bleeding hard – with raid level bosses appearing on the map. I believe that, as the map ramps up, casual players would opt to move to map instances where the content remains more casual – while more and more hardcore players would enter the map to face the later challenges.
There are many ways they could do this, but the perfect example of how this might work would be in Cursed Shore – defending the gates of Arah. Instead of defending against the same group every so often, the attack event would continue to add more difficult opponents (think a wave of 5-10 Gigaticus Lupici) until the players eventually have to fall back (at which time we have to retake the gates and start over – with the more casual experience).
In Fractals, this would mean making lvl 100+ islands rival raids in complexity and difficulty. The lvl1-50 would offer the casual experience while the 100+ would be the hardcore experience – giving people a breadth of experiences while still encouraging them to play the same content. That same concept could work for guild missions (even incorporating insane versions of Tequatl for “legendary” level missions) and for living story steps (more challenging challenge motes).
This is what challenging content should have been, imo. Just walling off raids and saying “this is for the hardcore players” and “XYZ is for the casuals” creates the polarizing effects I mentioned (and that we are definitely seeing).
Design a game for all of your PVE players (with story and compelling content in ALL of it), but use the resources and strong developer knowledge to vary that experience enough to make sure those game elements appeal to a variety of playstyles.
I have to wonder what the current raid team could do if they were tasked with making Mai Trin or later steps in the “defend the gates of Arah” example I give above more difficult.
These ideas … sound not so good.
First, let’s talk about timer rewards. I know this is your pet solution, but it would only make raid groups have more stringent requirements.
Groups will only want very experienced players if they’re going for a gold time. Groups will only want the meta composition. Since there would be more gradients in what constitutes a success, groups would be less inclined to risk a close kill.
And, as always, timers are rarely the reason the groups fail. It’s almost always the mechanics.
Second, let’s look at your map suggestion. I kinda like it, but I don’t think it would fit well with gw2. In no particular order, here’s why:
- It asks players to leave the map once it reaches a certain point. Despite that these players built the map up in the first place.
- It encourages map hopping
- If you want to get to the hard content, you have to waste your time with easy content, or map hop
- Hard open world content is generally not well-received (see first version of chak gerent). Mainly because it requires organization in a massive scale
- Individual contribution is diminished in large content
- You can’t really choose who to play with in large group content
Finally, let’s look at guild wars 2 to see how radical your suggestions really are.
-Open world content is generally easy, with a single difficulty per map.
- Between maps, there’s variation in difficulty. That is, ruins of orr is harder than Queensdale.
- Dungeons have a single difficulty. Some are harder than others. Some, like arah, are on such a different level that in the vanilla game people bought runs.
And let’s look at HOT:
- Open world maps are easy to medium in difficulty
- Each map has a single difficulty. Some maps, like dragon stand, are harder than others.
- Raids have a single difficulty. Some are harder than others. They are on a different level than vanilla HOT that some people buy runs.
I don’t see how raids are different than the dungeons of old. There’s no reason why different content can’t have varying degrees of difficulty. Not everything needs to be easy.