Dynamic Events too frequent?
You Can Change The World!™
For about five minutes…
Always follow what is true.” — Sentry-skritt Bordekka
Yeah defend events would be nice if they either rewarded better for consecutive success, or just leave the waypoints alone longer. I’d defend waypoints as a profession if it gave me 1 gold or more rewards each time and 1000s of karma =P. just make the mobs more insane on the defends. If we fail the consecutive rewards are returned to normal. could be too easy if a event gets bugged though.
I think that wouldn’t be really helpful. I’d find it very repetitive and thus tedious if they just changed the rewards and added bonuses for consecutive completions. I would stop playing because I would become bored fiddling around in the area for the upteenth time while waiting for the same exact event I had done recently (and possibly multiple times in a row already). It would drain a players interest of an area quite quickly. It as a good thought though.
I do agree that some events repeat too fast, in a lot of places it’s very easy to finish an event and by the time you’ve managed your inventory and are ready to move on the event is starting again. A lot of times I’ve gotten stuck defending an outpost 3 or more times in a row just because I don’t move out of there fast enough.
An interesting idea would be to flag individuals who assisted the original defend event. Then tailor the following event to check to see if flagged players are still in the area and prevent that previous event from happening again (to keep a sense of advancement).
Either that event can be on hold to the players left or delayed another 10-20 minutes till it activated again.
Or even better yet, it will spawn a new event in reaction to a successful defend or claiming of a point.
- You clear a camp of centuars
- Centaurs build up forces to try to reattack and you successfully defend
- Reports of centaurs reaching out to the local grawl camp to try to overthrow the human camp, so you are asked to kill the centaur diplomat
- If you don’t kill the diplomat, the next defend event will have centaurs and grawl attacking, with more inclined chance at veterans
Something that expands like this with a branching point. If you do kill the diplomats, then maybe the camp starts to flourish and more merchants are added to the camp with special karma items like skins or fun items.
Or maybe recon type missions start to pop up in the camp asking players to go out and scout the area, with periodic centaur and/or grawl attacks on the camp.
There is a lot more that can be done than what we are seeing, and I hope they see that they have to evolve what they have and not keep it so static.
I feel you, Riot Inudcer3764. Been there before.
CMF5461 that is true. I would think they could do more with the events, but I don’t know what it would take for them to do that so I’ll leave it alone. Best to talk where I know or at least have an idea of what I’m talking about.
I think my biggest concern about this whole shebang is the waypoints, to be honest. As you get to harder areas, especially in Orr, you see more and more sites always contested with no one ever reclaiming them. Is it because no one is around? Or is it common knowledge that certain outposts don’t stay in our control long enough to make the effort worth it? Or even is there a reason that I’m/we’re missing entirely as to why this is happening?
Yes, exploring is a big concept of guild wars. But if I have to keep running for what feels like 10 minutes straight to get to where I’m going or to get back to where I have died, I’m not going to want to play anymore. I like to take the closest waypoint. Second closest isn’t always bad, just a little set back no big deal. It’s when I have to take the only waypoint accessible (and is usually in the corner farthest from where I want to go) that annoys me. I’m sure I’m not the only one.