Presumably we’ll be having the xmas event in december.
I think ANet would be wise to learn this lesson:
Design your content to accomodate and scale with very large groups of people.
eg. - In large scale battle, spread the battle out amongst a very large area, and then randomly assign each party (or player if solo) an objective inside the area.
- In epic events and boss fights, make them an instance and split players into groups of 10 or so.
- In roaming “protect the NPC” type events, have multiple NPCs following multiple paths, scaled up by the number of players. Each player/party is assigned a particular NPC.
In other words, do everything they can in their design to spread players out and avoid the laggy clusterkitten we’ve seen in previous events. It doesnt show up in their internal testing – I’m sure their events were great there. But once content goes live, it will be played by large numbers of people simultaneously. They need to design for that.