Dead events everywhere!

Dead events everywhere!

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Posted by: Paffus Piffus.9430

Paffus Piffus.9430

I don’t suppose there is anything they can really do to change this which inevitably means the game will have a short lifespan. I kind of regret buying this last week now, I watched the angry joe review (first one I ever watched of his) and everything on the video review looked amazing, however it seems everything on that video is now defunct and that is not the game everyone is playing now.

/shrug

It is like this in the vast majority of MMO’s unless you buy when first released, or are playing one with huge leveling grinds, which are short in number these days.

It’s not like this, because most other MMO games don’t rely on dynamic group events like this one, where there are no players to join in on them.

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Posted by: DarcShriek.5829

DarcShriek.5829

Reward to time is completely out of whack for virtually all of the DEs that I come across. The “fun” factor is rarely enough to overcome the lack of reward.

NPC says: Stand here in this village for 6 minutes and defend against waves containing 3 risen thralls that spawn once each minute. I will reward you with a princely sum of one silver and couple hundred karma!
Um, no thanks.

The events where I have to defend a spot for a time interval are just not worth doing. However, the events where all I have to do is kill a champ or a veteran get done constantly. Whether or not I do an event, depends entirely on how much time it will take me. Longer events just don’t get done because the rewards just aren’t worth it.

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Posted by: Aenaos.8160

Aenaos.8160

I don’t really have a problem with this.

There are so many events and they reset so quickly, have very little direct rewards that it’s no surprise people ignore them most of the time.

And that’s ok. I still prefer DE way more than standard quests. I just dislike that they reset so quickly, removing any illusion of having a lasting impact on the world.

Champion trains however, I do not approve of. I don’t see why Champs need to respawn to quickly. Should killing a major foe last longer than 10 minutes?

As it is now,it takes longer for Champs to spawn than it takes for DEs
to spawn.
Fish…where is the Fish?
Make the Fish spawn please.

-Win a pip,lose a pip,win a pip,lose a pip,lose a pip,
lose a pip,win 2 pips,lose a pip,lose a pip…………..-
-Go go Espartz.-

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Posted by: Paffus Piffus.9430

Paffus Piffus.9430

This is a great example of what people are saying

“The freeform quest design is the game’s greatest strength. Not just in terms of gameplay, but in how it brings players together. You don’t have to collect quests from NPCs and turn them in; they automatically trigger when you enter an area. They’re made up of multiple objectives across a specific area of the map, and each one you complete fills up a progress bar. The quest is complete when the bar is filled, and the reward is delivered straight to your mailbox.

Better still, you never feel lonely. If another player is in the middle of killing an enemy, you can help and it’ll count towards both of your progress bars. It’s this collaboration that makes Guild Wars 2 an incredibly social experience, even if you aren’t playing with friends. The large amount of players currently invading the game’s servers is not unusual for an MMO at launch; but seeing them all working together is. You won’t spend all your time in the game silently grinding through quests on your own; you’ll be doing them alongside massive groups of other players."

This is taken from one of a number of reviews saying the same thing.

The games main strength ultimately became it’s weakness

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Posted by: Ayrilana.1396

Ayrilana.1396

OH yea, and champion wurms.. same thing… all range, their ranged attack is slow…sidestep, or even just dodge, never go in melee, use obstrutions to block their attacks and otherwise settle in for a long, but fairly easy kill (the wurms dont even move at all…kinda like that siege devourer)

I just circle strafe them. Their AI is horrible enough that they miss most of their attacks. You can even solo melee the giant in Diessa once you learn to tell when he’s going to do each attack.

Skill points in zones 1-30ish need adjusted too for soloing. Hard content should be something to consider and take a shot at.. Like open world champs. Wolfmaster, for example, isn’t needed for anything. He should eat a level 11 solo. You should have to get help. That said, Skill points like Vilnia in Snowden, why should a skill point be that level of difficulty for a player of zone level, when population and participation are declining in a zones of that level?

I didn’t find that skill point difficult at all. Once you see her attacks, you’ll understand how to beat her. I’ve beaten her solo on 6 classes while doing map completion to level so I know it’s doable.

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Posted by: Lambent.6375

Lambent.6375

I don’t suppose there is anything they can really do to change this which inevitably means the game will have a short lifespan. I kind of regret buying this last week now, I watched the angry joe review (first one I ever watched of his) and everything on the video review looked amazing, however it seems everything on that video is now defunct and that is not the game everyone is playing now.

/shrug

It is like this in the vast majority of MMO’s unless you buy when first released, or are playing one with huge leveling grinds, which are short in number these days.

It’s not like this, because most other MMO games don’t rely on dynamic group events like this one, where there are no players to join in on them.

Do you mean rely on de’s for leveling, or for the sake of doing de’s? (for fun)

It was like this over a year ago when I got the game last Dec. All of the middle zones were dead, and I had to rely on hearts, and jumping to queensdale for events to level up.

Once I got high enough, I was able to go to the location were all the people were doing DE’s at. (at the time it was CS, and dragon events, now it’s simply world events/temples)

Personally, I still disagree with what they did to CS, but I’m saying it’s just like any other MMO in the sense that people eventually abandon mid to low level areas in exchange for what’s more efficient/fun to them, and in this case they are abandoning older DE’s for more rewarding ones, or more rewarding activities in general.

“Caithe, someday you’ll see, Tyria needs me. -Scarlet”

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Posted by: Basharic.1654

Basharic.1654

Only in Orr where everything is a group event that really can’t be soloed or respawns too quick…

Horsefeathers. The only things in Orr that aren’t soloable are some of the champs and parts (usually the ends) of the temple chains. Some of them are very tough, but they are soloable. In fact even when soloed the event mobs can fill your bags. It’s why I never pass up a camp defense, temple advance or Megil when I see them on a farm run.

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Posted by: StinVec.3621

StinVec.3621

If you are a competent player almost every event in the game is soloable. Some are much tougher than others. Unless it is an event I actively dislike, or have just recently done, I generally do them.

My favorite events to solo are: The Eastern Collonade in Malchor’s, the champ Abom in CS, all the variants of the risen chickens in Malchor’s, the three pack of mobs in North West Brisbane, and the Modinir chain in Hirathi up to the final boss. Haven’t soloed him not sure it can be done.

I guess the point is I see uncompleted events as “yay something to do, if I want to” rather than “omg teh serverz r dyng”. When leveling or zone completing it actually MORE boring to come in and have no events up.

I solo the entire Harathi Hinterlands zone event chain (up to Ulgoth…yeah, can’t solo him) almost every single day and sometimes I do it several times a day. I’ll leave for an hour and, due to the events failing actually causing change to the zone, nobody being there to help defend the outposts allows the centaurs to push forward and recapture them, the waypoints get contested, ground gets lost, NPCs get dead and services made unavailable. One of the greatest configured zones and events in the game and it is a shame others are not as well done as that one is. 30-45min gets full bags of weapons/armor, 80+ supply bags to open for a ton expensive mats, 6-8 rares from drops, 6 champs soloed and each champ bag usually gives another rare or the occasional exotic, and a boss chest if others happen to be around to fight Ulgoth at the end. Some of the most fun I have found in this game is doing that event chain solo.

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Posted by: Travis the Terrible.4739

Travis the Terrible.4739

There is little to no reason to go and do the less populated areas after you’ve gotten map completion for other than world bosses.

Only time I’ve seen overflows outside of boss trains for zones that don’t get much traffic was during the first few months of the game when everyone was racing to get 1/2 characters to 80 as fast as possible as cheaply as possible.

There really is no reward once you get 100% map to bother going into lesser populated zones again for other than world bosses/dailies/guild missions.

Follow the darkness into the depths, it’s more fun than the light can provide.

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Posted by: digiowl.9620

digiowl.9620

So it seems that those that find the game “easy” are those that able to maintain a kite without the UI getting in the way somehow (higher inherent APM perhaps?).

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Posted by: Orpheal.8263

Orpheal.8263

PART 1:

This thread is imo a result of ANet being way too much fixated on their whole Living Story Stuff, that they in my opinion forget too much all of the other important things that make a game world immersive and full of live and that are in this game mainly the dynamic events and the heart quests/npcs in general

Other games that don’t have something like this Living Story or the Dynamic Events are up to 100% focused to improve the game by adding tons of new Quests, Daily Quests and so on to the game, to make everythign sure there is possible to do, that the player base keeps rotating and stays in move all over the world, that there is always somewhere something to do and that always in a constant manner gets something new to do added in all of the old maps….

Thats also something I personally expected from Anet to do and this also in a constant manner and not just only for something like holiday events like Halloween, Wintersday oder Dragon Bash.

We haven’t seen past the last 12 Months 1 single Patch, whose solely purpose it was to add more content to all of the of the existing maps. The only try we have seen so far to do this, to bring back some live into an existing map was made so far for Southsun Cove and that attempt in my opinion wasn’t really successful.
The map even hasn’t Vistas, Skill Points and Heart Quests to be on par with all other Maps.

However mysteriously Anet seems to have no problems to add randomly new Way Points and new POIS to randomous Maps all over the game, but with Vistas, Heart Quests and Skil Points they out of a sudden make a stop???

This game needs the following things to get back on the right path:

  • ANet needs to start to add with every Patch constantly in all of the Maps of Tyria new Dynamic Events, they need to finally massively increase the amount of DE’s in all of the Maps so that they can start finalyl to raise the spawn times in which each single DE starts.
    So more DE’s a Map has, so tinier are the chances, that you’ll repeat one and the same DE within a few hours multiple times whats the reason, why alot of the maps are quickly very boring and in the end quickly dead, because its just plain super boring and uncreative to repeat one and the same DE’s non stop every 5-10 minutes.

The Quantity (and quality of DEs) has to be massively improved for all the mas.

Constantly adding alot of new DEs is the solution to revive dead maps, because people will have always something new to do, something new to explore, somethign new that simply will awake their personal interest to revisit all of the maps again and again.

Especially when DE’s rewards get improved and get linked together with something, that you can receive only, when you play on the particular maps.
Stuff like map bound special Armor Set Rewards, Map Bound special Minipet Rewards, Map bound special Weapon Sets from Heart Quests and Skill Points.
Map Bound special new learnable Skills!! GW1 did that already, placed everywhere special Teacher NPCs that teached us new skills, ect. that you could get only from these NPCs , when you played in these Maps.

And these new teachers should be just a one time and finish thing, they should be adding something as a logn term goal, that wants you – the player to keep on returning to them over and over again in the hope, that they will teach you something new perhaps that will increase just your personal build options in a random matter so that you will never know, what they will teach you, because this increases the interest in doing something, just to get to know, what you will receive next.

Thats game design, which simply plays with the human psyche around something, that lets us all do automatically things, which we just do beign driven by this self made force that is called CURIOSITY.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: Orpheal.8263

Orpheal.8263

PART 2:

If a player is curious over something, he/she will always do everything that is needed to do, regardless of where the game sends you to do something, as long the result at the end just pleses a players curiosity and if thats the care, if the effort is of getting the personal curiosity pleased is well balanced, then will game content truly be rewarding

  • Once Anet starts to constantly add new DE’s, new Heart Quests and also new Living Story Content, then we are a large step further in making the Maps full of live again.
    After that step, Anet has to start to review the whole Map Design and to look on the Map Environments to see, what can be improved to simply make all of the maps more interesting and fun to play in them by adding new features into the maps, that are fun to play with and increase the good immersion in GW2
  • Mounts – you can say what you wantt they are needed to add more live into the maps and more immersion, by removing immersion breaking waypoints.
    Each Map should not have more maximum 4-5 Waypoints, everythign above that is way too much.
    Every removed Waypoint should get replaced either by a POI, a Vista, a Heart Quest or a Skill Point.

ANet needs to think about new features that could be collected in all of the Maps.

What about:

- Magical Artifacts (Treasures that are hidden everywhere in the world and which could be found and by findign them you get some random rewards, be it Exp, Karma/ Gold, or be it a rare to exotic item that is of maximum Level of the Map, be it some large amounts of Materials fittign to the Map Level…like receiving up to 50 T6 of any randomous Materials as a random reword for finding such a rare Magical Artifact in a Lvl 70-80 Map.
These Magical Artifacts could be placed daily somewhere else and could be found for example x times per week per account and wouldn’t count towards the 100% World Exploration.
The World Map would just count forward, how many of them you have found already in the Map you play on in the moment.

Say you play in Lions Arch and out of a sudden while exploring the sewers of Lion’s Arch you find a hidden rare Magical Artifact (they will be for all players in a different place, so shoutign into the map chat their locations won’t help others).

Before you found that Magical Artifact, the Loadign Screen of LA would show a 100% WE Player just this:

13 Waypoints
11 Vistas
23 Points of Interest

After the find, the Loading Screen would show you this:

13 Waypoints
11 Vistas
23 Points of Interest
1 Magical Artifact

What could this System be used for also?

- Adding a new Achievement together with a new Title under the Explorer Category:
One that shows up first, once you’ve explored the World to 100%
Title for that Achievement – Relic Hunter
Progressing in that Title, so more Magical Artifacts you find.

  • Adding Weather Effects/ Nature Catastrophes
    That stuff like Sand Storms, Snow Storms, Volcano Eruptions, Earth Quakes, Thunderstorms and so on happen, simply said all these things, that happen in our real world also occasionally out of a sudden showing you, how powerless you are against the nature and that out of a sudden can happen the hell on Tyria
Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: godofcows.2451

godofcows.2451

blame champ trains

If you have zero understanding as to why such events are dead and want to try and scapegoat a gameplay element which has nothing at all to do with it. Then yes, blame champ trains.

if you have an if, there is an else.
i am blaming it. thank you.

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Posted by: Orpheal.8263

Orpheal.8263

PART 3:

  • Improving the Day/Night System
    Somethign that really has to get improved. This game needs finalyl real nights.
    Real Sunsets and real believeable Sunrises, somethign that really gives you the impression and the immersion, that time moves forward in this game and that the environment changes based on time.

The world needs to change in regard of it its currently day or nighttime. Creatures need to change, dynamic events need to change/stop/start based on which time it is in the world.

NPCs need to have their own live,s they have to move aroumd, do their own things based on which daytime it is. games like Zelda – Majorahs Mask did a very good job on this. Why can’t such good stuff not simply be used as inspiration for GW2???
There are also alot of other good games, which simply show how stuff like this needs to be done – Skyrim for example did also a very good job in making its game world very immersive and believeable in regard of day/night time. NPC behaviour and changing environmental stuff based on the daytime.

  • Putting back content to places, where the content belongs to.
    Implement finally, what should have been from the begin on on the game!

I’m speaking of Minigames here !! And the catastrophe around the abandonded Main Towns basically because Anet made way too much only with Lions Arch.
We got it, that ANet thinks that LA is very important and should work like some kin of central point, but its sure not so important, that you have to draw everything that is made around in this game just happens only in this kitten single town and nowhere else … and that features, that were designed to be content that brings players to all of the towns gets screwed by the implemention of 1 single stupid NPC, that allows to make all of the minigames just on a rotation in – who would believe it – LA !! Tada >.< /facepalm /doh

ANet has alot to do to change these problematic issues and I believe strongly, therefore are also such radical moves neccessary, like destroying and completely rebuilding Lions Arch…

Changes like these are needed, if you want to redesign something that is bad for the game from scratch, and also providing at the same time the needed lore to EXPLAIN the change.

WoW, after that 3 Parter, I really feel like having lost some burden, like having spoken my heart out about something that needed to find its way out today ..

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: Pip.2094

Pip.2094

my server is very highly populated but only areas such as queensdale and frostgorge have people, and of course LA and wvw. the population is not low, the problem is that theres nothing to make people go back and explore or roam around the world

Events are absolutely unrewarding..most of all after karma nerf. Back then, one could even consider spending some time chasing some events around, now it’s totally meaningless, the only reward events offer is a bit of Xp, making them appealing only to those who are levelling a character nearby. As for an example, I’ve been maxing some PvE areas in the past days to get map completion on my new main. Had events spawning all around me, didn’t stop to make them, didn’t even consider that, unless the events matched with the some heart completion. People stopped to even chase events in Orr, if you want to do events your only chance are world events.

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