Disclaimer:
This is a proposed fix for one of the issues the game has, which I have highlighted in a previous post:
https://forum-en.gw2archive.eu/forum/game/gw2/Communicating-with-you/page/12#post4326737
The desired effect should please both people who play the content because of the gameplay and people who play the content because of the reward.
Also, people who like the current implementation should still be able to do the majority of the current events like they’re used to.
I know I’m asking for much here, but I think this is the right way to make normal PvE desirable again.
I’m not aiming for mass events that require or support huge zergs trampling over the map.
I rather want to encourage and aim for smaller groups of players doing different things simultaneously.
I will use the Blazeridge Steppes and the Shatterer as examples to illustrate my proposed changes at the end of my post.
The Issue:
The normal PvE maps in their current state are neither rewarding nor challenging or thrilling. Some maps don’t fill any specific purpose, they exist, you can farm the existing parts, but that’s about it.
Now we can’t just go ahead and buff the gold, karma and experience reward because it would not only hurt the economy badly, but it also wouldn’t please the players seeking for adventure.
The Solution:
Local Currencies:
- Local currencies for maps or areas
- The currency get rewarded through events or Heartquests
- The currency can be traded at local merchants for local armor, level appropriate crafting materials and other items
- The local currency can be exchanged for gold
- The exchange rate should never offer the most gold out of all content but bring the reward from the open PvE on the same level as other ways to make gold
- The exchange ratio drops with each exchange, so that players are forced to spread around the whole world in order to get the maximum reward
Huge Eventchains:
- Add lots of new events that are tied into an eventchain, so that singel events don’t recur that fast
- Multiple layers of eventchains
- First Layer: Current events without an eventchain
- Second Layer: Maineventchain, which spans the whole map
- Additional Layers for additional eventchains
- Layers should be connected among themselves
- The main eventchain should end with a grand finale
Oldschool Quests:
- Add quests that have to be activated talking with a NPC and have to be completed the same way
- Use this type of quests to implement quests that require you to travel a lot
- The NPC activating the quest and the NPC completing the quest don’t have to be the same NPC, and oughtn’t
Cross-Map Events:
- Implement events, that cross map borders
- Save the list of players participated in one event to place them on the same map whilst map-change as the event is placed
Heart Quests:
- Heartquests should be repeatable on voluntary basis
- If successfully repeated, a Heartquest should grant a small amount of the local currency or one fre item from the Heartvendor
Further Event Design:
- Current world bosses (except Triple Trouble) should be tied into eventchains as grand finale
- This should counter the “check list mentality” of the current worlboss events
- The main eventchain should last for atleast 30 minutes, more than one hour would be optimal
- A buff that stacks upon succeeding events of each eventchain should be implemented
- At the end of the eventchain each player get additional reward based on the stacks of the buff
- The additional reward should be worth while, so that each player aims for participating in all events of the eventchain
Example:
Let’s take Blazeridge Steppes as example: Initially, the map gets flooded by branded and random events pop up to hold the branded at bay.
The main eventchain starts from the south, dispelling the branded. When the eventchain reaches the Wreckage of Serenity, a minor eventchain starts simultaneously, dealing with the ascalonian ghosts. When the eventchain reaches the ogre, a minor eventchain starts, which addresses the ogre and their needs.
Halfway through the eventchain, we have to deal with a minor worldboss, a champion branded, which tests the stenght of the players. At the end of the eventchain the Shatterer spawns and the players have to defeat him in order to complete the eventchain.
The merchant for local currencies should offer the player Sentinel themed armor, level appropriate crafting materials, an exchange for gold or special items (like items needed for the precursor craft, if added some day).
(edited by HHR LostProphet.4801)