A solution for megabosses(semi-instances)

A solution for megabosses(semi-instances)

in Guild Wars 2 Discussion

Posted by: SkylightMoon.1980

SkylightMoon.1980

We haven’t seen any new megabosses in a while and I do suspect we may see some soon but not without some dramatic changes. Teq and the Wurm are great but they make it apparently that open world megabosses have inherent problems.

1. It requires 150 people. This has lead to people pretty much relying on 1 or 2 groups(mega-guilds) to complete these events. The problem is that an entire guild or 2 cannot be the only access that people have to completing one boss. There needs to be guild competition.
Solution: Make them require at minimum 20-30 people and allow them to scale to 50.

2. This relates to the first problem but again, these bosses require a map-capped group to do, so basically +120. This makes is so difficult to get a pre-determined group into a map without losing about +60 people. The megaservers have made this more difficult.
What basically has to happen is that a group has to attempt to enter the same map, pop and overflow, then ferry as many people they can into there which even then it doesn’t completely work because when they pop an overflow its jsut another map of the megaserver that has merged a bunch of people togehter so you can still end up missing 30 or so people.
Solution: Same as number 1

3. Okay, now we have agreed that these events should require drastically fewer people for the sake of guild competition, and ease of coordination for the players. The hardest parts of these two events is just getting the people you want into one place and it shouldn’t be that way. But now we realize that if we make these events 20-30 people minimum, the same thing could happen and 150 people could come, scale the event, and then the extra +50 people who are there wouldn’t actually be doing anything but hurting the predetermined group because they would have to participate and be in teamspeak and be organized to help as well.
Solution: Semi-instances. Make areas of a map where when the boss is activated by a guild, the area is not accessible. Obviously these areas cannot be very big and only special to the bosses so players wouldn’t feel like the event was holding them back from completing something within the vicinity. Basically it would work the exact same way the 1v1’s did in the queens gauntlet. People can’t enter but they can watch. This would solve the problems plaguing megabosses and would avoid the dreaded instanced raid bosses that people seem to hate.

A solution for megabosses(semi-instances)

in Guild Wars 2 Discussion

Posted by: Ettanin.8271

Ettanin.8271

We haven’t seen any new megabosses in a while and I do suspect we may see some soon but not without some dramatic changes. Teq and the Wurm are great but they make it apparently that open world megabosses have inherent problems.

1. It requires 150 people. This has lead to people pretty much relying on 1 or 2 groups(mega-guilds) to complete these events. The problem is that an entire guild or 2 cannot be the only access that people have to completing one boss. There needs to be guild competition.

You don’t need a guild to get Tequatl done.
What you need to get to get Tequatl done:

  • 4 Commanders for the positions: Melee Zerg, Ranged Zerg, West defense, East defense

Megalaser Phase:

  • Melee Zerg defends Megalaser
  • Ranged Zerg defends West Battery
  • West Defense defends Northern Battery
  • East Defense defends East Battery

Being a commander in Tequatl is easy. Just do what you usually do, but additionally lead. If you are West or East defense, also make sure you have at most 10 people at you and all turrets occupied.

With a waiting time of at least 1 hour you won’t have difficulties finding taxis or organizing things.

Fun fact: I did Tequatl at 5 AM. We were the only active instance but managed to get it filled and 4-Commed with 15 minutes time left and ran it successful.

TL;DR: Tequatl zergs need no guilds.

2. This relates to the first problem but again, these bosses require a map-capped group to do, so basically +120. This makes is so difficult to get a pre-determined group into a map without losing about +60 people. The megaservers have made this more difficult.
What basically has to happen is that a group has to attempt to enter the same map, pop and overflow, then ferry as many people they can into there which even then it doesn’t completely work because when they pop an overflow its jsut another map of the megaserver that has merged a bunch of people togehter so you can still end up missing 30 or so people.
Solution: Same as number 1

Your best solution is organizing guild runs off-prime-time or try map-hopping one hour before. Another solution is already given by Arenanet for megaguilds: Prematurely activate the worldboss!

And no, we don’t need guild-only instances. Guild Wars 2 shouldn’t be Yet Another WoW Copy. Your Scale-Down suggestion will only lead to that, because it seems to be easier with less people then.

(edited by Ettanin.8271)

A solution for megabosses(semi-instances)

in Guild Wars 2 Discussion

Posted by: Killthehealersffs.8940

Killthehealersffs.8940

Its a preaty nice idea :P
But i am guessing the old ggs have already discuss it internarly , but they dont like much the idea about guilds creating their own overflow , cut off the rest of the world .
What about : the map has 20 spots for your guild members to occupy and +5 spots for some random ppl that are on the map ?

Edit: The boss sometimes will cast a sonar > if more that 3 ppl are dead , it does a aoe attack (to protect and help the 5 random pll) + you get released from your body after 15 sec from beeing dead

(edited by Killthehealersffs.8940)