Live and die on this day.Live and die on this day.
Gunnar’s Hold – [ACID]
(edited by Hanzlo.3148)
So as most of you know there are hundreds if not thousands of people farming and intentionally failing Cursed Shore Blix event. Community down there is ok, everyone is working towards something ( minus griefers, saboteurs and terrorists :P) and even that “something” is not the best thing in the world, we get to hangout, joke and make friends.
Now what can we do to stop players from failing events while keeping community stacked together? Nerf events so bad that no one wants to play it anymore and send them back to killing world bosses? Lets Not!
What we can do is make every next event in event chain a bit better and more rewarding then previous one. It is in human nature to progress, to want to move forward. In case of Cursed Shore farm there isn’t much to look forward to, so players chose to stay in the moment and use best thing they have.
Moving Forward
To keep moving forward players need a good and motivational reason to do so. And what better reason there is but to give players more champions with each next event.
ATM at Blix event i belive that there are about 10-20 champions spawned per round.
We can start slower at the beginning of chain and then exponentially or linearly increase number of spawns as we push further into Shores (could also work on other maps).
Same thing would go for pre-events, but with decreased number of spawned champions.
Champion Counters
Idea is to have champion counter integrated in event overlay. Main purpose of this is to literally show players that with every next/new event in event chain comes an increase in number of spawned champions.
I think that seeing constant increase in numbers, players would most definitely be motivated to continue event chain and in the end successfully finishing it.
Happy Ending
By finishing the entire event chain, players should be rewarded with little something something. I think that additional rare+ chest (Such as World Boss Daily Chest) should be awarded for everyone who has finished last or last + 1-3 more events in event chain.
Additional rewards would bring additional dose of motivation to the players and they would be even more eager to finish event chain.
Thx for reading, if anyone did :P
(edited by Hanzlo.3148)
That’d be neat…especially to give people extra motivation to complete the event chain. Then, to actually dissuade people from failing the events for more lootbags – make a failed event on the same reset timer as a completed event. It would give people incentive to finish a string of events to get the “Happy Ending” bonus (I like that idea, really) and dissuade them from failing to farm by removing the rinse and repeat option.
id love this
itd make good farming and make use of my thief’s 100% cursed shore
This actually would solve the problems abusing events like Blix causes.
So THAT’S the reason behind all the requests for Blix taxi’s I’ve seen lately. (Haven’t really been to Orr yet.)
I wish something like this would be implemented….but sadly all we will see from this is a nerf to the Blix event respawn and then everyone going back to what they normally do in game until there is a new farm found. I don’t think anet understands that there are people like me who actually enjoy the monotony of farming.
I’m unfamiliar with this event. How does it work? I assume continually failing it causes mobs to repeatedly spawn, so you can just farm them endlessly in one place?
Maybe they should have diminishing returns on mobs spawning from the same event over and over. After a certain amount of kills from the same event, odds of drops get lowered. If it continues, then mobs drop no loot at all until you actually succeed the event or you give it a rest for an amount of time.
I’m unfamiliar with this event. How does it work? I assume continually failing it causes mobs to repeatedly spawn, so you can just farm them endlessly in one place?
Maybe they should have diminishing returns on mobs spawning from the same event over and over. After a certain amount of kills from the same event, odds of drops get lowered. If it continues, then mobs drop no loot at all until you actually succeed the event or you give it a rest for an amount of time.
No, failing the event just means the event starts up sooner. When the event succeeds you need to wait ~an hour before the event happens again, but if you fail it, it starts up in a couple mins. The event has a predetermined number of spawns, the only thing people are doing is getting a large number of players together for it to scale the event up to pop champs, and then letting the event fail so it restarts sooner.
Okay, thanks. Well, they could still do a similar thing. If you keep killing mobs in an event that is failing over and over, then diminishing returns kick in or you don’t get any loot until it succeeds or a certain amount of time has passed.
Okay, thanks. Well, they could still do a similar thing. If you keep killing mobs in an event that is failing over and over, then diminishing returns kick in or you don’t get any loot until it succeeds or a certain amount of time has passed.
They could… however, wouldn’t it be better if for once they added something to the game in terms of events being rewarding rather than took something away?
Or just don’t give Champ Boxes for failing.
Every event will have a counter – Champ kill. This counter could be internal or visible.
Once the event finished successfully, you will be rewarded x Champ Boxes per champ killed along with the usual event reward.
If the event fails – no reward. Zero. Nada. NONE. I don’t get it why we should even have rewards for failing.
How to stop players from failing events intentionally
Ban them.
Have subsequent event rewards increased by previous event success. Have this effect be cumulative over the course of entire event chains and sufficiently substantial that completing an event chain is at least as attractive as failing one event repeatedly.
Add a bonus for completing an event chain.
So someone doing the first event in a chain gets a reward X
Completing the second event in the chain might provide reward X^2
Third event in the chain provides X^3
To be honest I am not really sure how many chains go beyond three events but if an event is expected to provide 1.5g you would end up with:
event 1) 1.5g
event 2) 2.25g
event 3) 3.37g
event 4) 5.06g
for a total of about 12g.
Adjust the numbers to compare favorably to failing events without going overboard.
Punish players for failure and reward them for success, of course. Such as by removing champ chests from all champions within the chain (but counting the champs killed), then crediting the chests to players on completion of the chain through the sidebar.
On a sidenote, fix your servers. The only reason why this solution isn’t perfect is because of all the crashes recently.
OP, that’s an excellent suggestion, however we know what Anet is going to do – they’ll nerf Blinx into the ground, ban a few hundred people, and then pretend the problem didn’t exist.
That reality aside, I’d LOVE to see the OP’s idea implemented.
Bump after Blix event “fix”.
It took them 3 weeks to change 1 number (event reset timer).
I’m trying but i just can’t understand this kind of work behaviour.
Is it laziness or just bad business? Who is responsible for such small patch fixes?
Does the guy making decisions on this kind of fix have a room and walls full of paper and on them written numbers from 5-15 and then he is like mind blown and trying to figure out what number to put on new reset timer and in addition it takes him 3+ weeks to do so. What!? How!?
I don’t know, they need to change something and fast, people are getting unhappy and mad all across Tyria in every segment of the game.
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