Dynamic Events only good at initial release?
Which dynamic event are you referring to?
most dynamic events are for solo and can scale for more. If there are lots of people, dynamic events are actually totally easy and boring.
Some group events can be soloed if you are skilled.
Rest of the group events are pretty hard and you need a few players… try to find them. I don’t believe it is that big of a problem.
Any dynamic events, for instance the giant that comes and attacks the charr town, you need people to help take that thing down.
There are others also, but it just seems like most places are empty, this is an MMO afterall and it sucks that these areas are now empty.
I got to be honest here… I rarely ever see dynamic events anymore. At least no as much as their was at launch.
But more to your question, were you having trouble with just regular events or group events?
it is the problem of every mmorpg. after everyone leveled up his or her character, he or she tends to afk in the hub or play end game content
Group events is my main concern. I can do a lot of solo stuff, but I have always liked having the crazy group events, it made the game feel epic.
If you come back now then there’s a good chance there will people around to help out. On my server at least, anyway. The end of LS1 seems to have released everybody back out into the wild.
And I keep running into newbies.
Would you like some hard cheeze with your sad whine?
An easy way to experience group events or find people is to get into the Queensdale champion zerg run. There is often a large group of players who run through the Queensdale zone hitting each champion in turn. Then they do it again. And again.
It gets grindy, of course, but it’s a way to find people who might be willing to do other stuff. (It starts at the hunting lodge)
Frostgorge Sound is a higher level zone that has a similar champion run. Also check out the Dragon Timers at GW2Stuff and GuildWarsTemple, they will show when the big zone bosses show up and people almost always gather for them. Before and after the boss fights are good times to ask if people want to do other stuff. Like Orr runs or mini-dungeons or even give you help with zone completion.
Any dynamic events, for instance the giant that comes and attacks the charr town, you need people to help take that thing down.
The giant that attacks the charr town of (Nageling, I believe) is not a typical dynamic event. It is a group event with a much tougher mob.
The majority of dynamic events in the game can be done solo. You run into them all the time with bandits or centaurs or Nightmare Court attacking places. One of my favorites is the bunch of kids that you help escort to find a ‘treasure’ and end up befriending an ogre.
(edited by DoctorOverlord.8620)
It’s not that the game is empty, it’s that the game is spread over a huge area with lots of servers and with content usually stacked each month into 1-2 zones.
With group events, if a call out in map chat doesn’t work, then it’s down to friends and guilds lists or guesting to higher population servers. WIth any MMO, anywhere , group quests will always have the drawback of being an issue if there is a low population at that time.
If you refer to group events, yes, they are mostly empty on all game with exception of the areas where farm zergs usually go. As some did it before that did grow to levels of only the X events are always done, everything else is skipped as they want max profit with little effort.
Personally, i did wish Devs fight against this zerg-lag-farm trains on PvE and force people to spread around with parties instead of allow this major groups of people fighting for give some hits to the mobs to get loot, it’s the thing that damages more what ArenaNet calls “friendly play”.
Asura thing.
If you’re wanting ‘epic’ fights, then participate in the world boss fights. There are usually always enough people doing them during prime-time hours.
TLDR: More scaling for more variables beyond local players and more incentives to expand out of the easier zones are needed.
Couple of comments.
The idea of downscaling and “the whole world is endgame” is/was an attempt to allow people, regardless of level, interact with the world anywhere. So leveling up was not supposed to preclude players doing lower level zones and dynamic events. Player perception and to a good part game incentive inhibits players from doing said events except for a few zones.
Most people actually avoid the high level zones such as Orr, and opt to do dynamic events in lower level zones because of ease and efficiency. That part is player perception hindering ourselves from branching out more and keeping the world alive.
The other side is that there really isn’t any reason to branch out due to lack of useful rewards. They try to stem this problem by having daily achievements in various geographical areas or living story events focusing in on various zones every few weeks, but it isn’t enough.
That kind of explains the population problem, as far as difficulty of events (the OP’s other problem) I think they devs could do more to have events scale to zone population as well as proximity population. Additionally I think tracking of success/failure of events could prompt changes in it to encourage more player interaction for less completed events.
They attempt to do that in some areas where NPCs gather together to help push against a more difficulty event, but they are often useless in the overall scheme of things.