How to make Epic Invasions in 10 Easy Steps

How to make Epic Invasions in 10 Easy Steps

in Guild Wars 2 Discussion

Posted by: Orpheal.8263

Orpheal.8263

  • 1) Have no obnoxious long Waiting Times between Invasions
  • 2) Have Rewards that feel rewarding for the amount of Time and Efforts spent in an Invasion, which are reachable within the Duration of the Invasion Events, whithout that Players get put under massive time pressure = creates only unneccessary feeling of grind, gettign forced to do somethign repeteadly constantly to have a chance on the rewards
  • 3) Have a working Scaling System, that makes all enemies in the Invasions challengign and strong enough, that you can get in the events easily enough Gold Participation without beign forced to rush around like a headless chicken and tag just everything
  • 4)Have a Reward System, that rewards everyones own PERSONAL EFFORTS constantly over time instead of a ridiculous Group Reward System, that requires Stacks which can be lost via Disconnects, which makes everyone dependent on like 149+ other players, that they perform well to high some good rewards, instead of of having to waste 30 Minutes just to reveive a total unsatisfying low reward that is actually no reward at all ,but just a temporary currency that opens for you the gate to the actually real rewards >.>
  • 5) Have Enemies in the Invasions, that are Interesting to fight agaisnt and not only recycled enemies which we already know since months and can fight agaisnt already in other normal Maps.
  • 6) Have Invasions, that don’t spawn on random locations chaotically that forces palyers to constantly waypoint around (WPs should be all contested and not useable while Invasions are running, so that everyone has to run and people have to spread out more, communicate and coordinate more instead ofrunning only in zergs around like swarms of locusts waypointing from event to event.
    Invasions shoudl be more scripted and should provide more depth, than only 3 types of slightly different enemy events. Invasions should have a much wider array of what could happen out of a sudden to give players a much better feeling of chaotic danger all around them… we are at a freaking WAR!!! What we have here is way too much predictable, these invasions are absolutely not dynamical at all.
    If there would be instead of 3 possible thigns that can happen in an invasion like 30 different possible things that could theoretically happen any time in an Invasion, then we can talk about dynamic danger!
  • 7) Have unique Bosses in the Invasions, some iconic rewarding special enemies that can play the role as “Player Magnets”. The earlier Invasions both had them, we had earlier Scarlet and in the Silverwaste, we have Vinewrath… and the legendary Bosses that can randomly spawn
  • 8) Have introductions to the Invasions, which create immersion, bind the lore to it, create a kind of “flair” in the air that gives the Invasions a right presentation, instead of just plopping out out of a sudden everywhere enemies.
    The beginning and the end of an Invasion needs more Drama, more Story Telling and good presentation. At least when you do them for the first time per Map, after that it could become skippable.
    When I participate in an invasion, then I want to be freaking amazed by all the massive sudden action all around me, that puts all my attention onto the screen.
    Bind the invironment into the invasions.. its kind of ridiculous, when Mordrem don’t attack everything in sight, ignore Bandits and the other creatures to try to turn them into Mordrem Guards dead or alive, now that we learned about their existance.
    Its kind of immersion breaking, that in sight of a new shared enemy, stuff like Bandits, Centaurs ect. still try to rather fight us, instead of turning into temporal allies (white flag mode) and help us defeat the overwhelming shared enemy that threatens also their lifes as well too. But no, rather ignore the Modrem and attack us player like stupid idiots and die some seconds later from the attacks of the Modrem >.>
    ANet, give the environmental creatures some more BRAIN please.
  • 9 Have clear Goals for the players, that we need to solve in order to do the Invasions successfully, with also having various different “Side Goals” appear, which could net us players if we do them Extra Rewards or some kind of helpful Buffs that could make it for us temporarely easier to fight back the Invasions.
    Add more WvW Elements into Invasions, so that Players need also to claim and cleanse parts of the Map from the Enemy. Add special Fun Elements like unique Siege Weapons, because Invasions are the best and easiest way to test out some new Siegew Weapons, which might find then eventually later also their way into WvW, if players want to see these thigns there also and give good feedback on them.
    Invasions are the best content in which PvE can get merged with WvW elements. So make usage of that potential
  • 10 Have Invasions better visualized. people should be able to recognize on their map instances, how well people are performing by seeing, if the players have kind of the upperhand on the event, or if the enemy is surpressing the players, due to too low player population on the map.
    A simple Invasion Progress Bar would help, that works like a kind of WvW World Bar, just only with 2 opposing sides instead of 3.
    So if you see the “Alliance Bar” beign very big, then you instantly know, that your side is surpressing the enemies well enough, that it is very likely that your map instance will end the events with compolete success and in regard of how well the total performance was at the end of the invasion, even maybe with some kind of special end reward.
    if you see that the Mordrem Bar is very big instead, then you know, that your instance needs to do better to fight the Mordrem more back, what would happen, if the players kill the mordrem quicker, than the Mordrem respawn. And when Modrem quicker resapwn ,than we can kill them, then naturally will be the Modrem Bar very big to complete on their side.
    t the begin of an Invasion the Bar would start naturalyl at a 50/50 Position.
    With visualizing better the Invasions I also mean, that the invasion Event Symbosl on the Map should be BIGGER, sometimes you easily can oversee them inall of the the haste.
    Enemy Attacks should also get better telegraphed in Invasions. You’ve done that already several times alot better Anet. Best telegraphred Invasion was so far the Scarlet invasion with the Marionette and its Mini Bosses. All invasions should have the same quality of telegraphed visualizations, especially powerful Enemy Attacks.
Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

How to make Epic Invasions in 10 Easy Steps

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Posted by: StrangerDanger.3496

StrangerDanger.3496

I hate to say it, but Rift had the right idea with invasions. It felt epic, it felt like an invasion. Giant enemies moving towards a town, a mega boss at the end that was difficult for a large mass of players to down.

Problem was they were on a timer, it got old fast because it happened too often, and in the end, most of the areas that got invaded had little activity and were just ignored (becoming a nuisance for the small group of people doing content in that area)

But yeah…a bunch of spawning plants and small enemies standing around, then running to a new location for the same, then 5 catapults, ect…didn’t feel like an invasion.

Why not do something really cool like have a giant dragon fly in, have waves and waves or champ mobs (or enemies that don’t die in a nanosecond due to zerg damage) slamming up against a major city or important hub…then the mobs start to get bigger and more epic. Then the dragon lands and you deal with that. I’m now 80 levels into the game and the only dragon encounter ive had thus far was pressing F on a cannon then spamming it at a dragon that just stood there and took it (ok I had to press F again and dodge his aoe a few times)

For a game centered around dragons…maybe have (in the instance of this particular event) some plant based, vine covered, dragon come in at the end, start moving towards a heavily NPC populated area, then killing them all and having players fight it?

Running all over a zone to kill spawns of plants, and none of the enemies were in the least bit difficult, hell hardest part was tagging enemies before the were vaporized immediately.

Would it have killed them to have some giant tree vine “ents” or something big stuff that didn’t go down so fast that were actually moving towards a location aka invading?

As a new player it didn’t seem all that cool, it wasn’t all that fun, and didn’t at any point feel like anything was being properly invaded. Plus it was too kitten easy, not that I want to continually die but everything was dead so fast, and again, no epic boss appeared (at least I never saw one) was just “the invasion ended” no finale or anything.

(edited by StrangerDanger.3496)

How to make Epic Invasions in 10 Easy Steps

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Posted by: flarezi.9381

flarezi.9381

1) I have to say 30 min waiting time is no bad and it gives everyone short well-earned break between invasions. It gives time to plan next one, to get ready.. It also makes world feel even bit more alive like dragon needs to take short catch-a-breath until they can attack again. However over 60 wait would be too much.

How to make Epic Invasions in 10 Easy Steps

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Posted by: Sizer.3987

Sizer.3987

2 would be impossible to make everyone happy, with the “elitists” demanding 500 hours of grind to get 1 skin and "casuals’ wanting it in under 10 (hyperbole here, but not by much). Same with rewards dependent only on personal contribution – people in organized guilds want events that require coordination (aka wurm, old teq, ect.), and pugs want something anyone can hop in and do easily (aka world bosses, VW, ect.).

Other stuff like better scaling, rewards you dont lose on a DC, or forcing people to hop between events to get max rewards (while ppl who stay for the whole event get nothing extra) are pretty needed.

But hey, as much as people refuse to admit it, the devs do read the forums, so id hope some of feedback like this goes into preventing the same mistakes in HOT.

80 Mesmer – Yaks Bend

How to make Epic Invasions in 10 Easy Steps

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Posted by: Wetpaw.3487

Wetpaw.3487

This would have been fun, and fitting w/the the Mordi serving Sylvari.

Replace the Branded with Mordremoth forces and corrupted Sylvari and let the battle begin.

Changed for Mordi~
During the event, players across the map were turned into servants of Mordremoth, and open world PvP ensued. The Mordrem Guard also made a cameo appearance during the finale, watching the battle from afar.

Across the map, waypoints were encased by Vinewrath’s roots and various Mordrem champions spawned across the map. As the corruption bar progressed, the meta event’s description would change, with members of Destiny’s Edge arriving. If a player died, they would be corrupted into a Servant of Mordremoth – upon waypointing after the first death, a dialogue box would show up to inform the player of their changed allegiance. Corrupted players could only use encased waypoints.

https://wiki.guildwars2.com/wiki/Destroy_and_corrupt_everything_in_your_master's_image

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JQ Druid

(edited by Wetpaw.3487)

How to make Epic Invasions in 10 Easy Steps

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Posted by: jahas.6534

jahas.6534

2 would be impossible to make everyone happy, with the “elitists” demanding 500 hours of grind to get 1 skin and "casuals’ wanting it in under 10 (hyperbole here, but not by much). Same with rewards dependent only on personal contribution – people in organized guilds want events that require coordination (aka wurm, old teq, ect.), and pugs want something anyone can hop in and do easily (aka world bosses, VW, ect.).

The amount of people one kittenes off is not an either or, so the " won’t make everyone happy" argument I usually find somewhat stale. SOME elitist may demand 500, SOME casual may wish for 10, and gadzillion people are somewhere in between. I have to admit that I have little faith in anyone making guesses on where “most”, “xy % of players”, “xy group of players” are in this. But then, I used to work in social sciences, and have little faith left, to begin with.

As a list of ideals game developers may want to strive for (knowing well that no one will achieve them entirely) I find the text useful. I personally would indeed add the point: “make recycled rewards different SOMEhow” since I think the veterans have a point. And changing the color on a halo slightly, if that is a really time consuming, and difficult thing to do, I dare say, the devs have a LOT more problems than just the scaling of events.

Edit: I am not a veteran, except in one game, where items don’t matter. So, no ruffled feathers here, I just see the point of those people. And would like to halo in pretty much any color

(edited by jahas.6534)