Increasing the interest to do events
Tl:DR I think that giving all events some sort of reward in the same manner of champion rewards would massively increase the interest and fun of doing all events players find rather than ignoring them.
I don’t think that would really work.
If you increased the reward for events, people would just flock to where they can find the best “reward:time spent ratio” and ignore everything else. We are not seeing that right now because the Champion update is new, so people aren’t exactly sure of what’s the best place to farm them. But once that’s found, people will farm Champions there and ignore the other areas of the game.
I think Dynamic Events weren’t made for players who are focused on rewards above everything else. I think they were made for players who are focused on fun above rewards, with the goal of providing fun content as a player adventures through Tyria.
Unfortunatelly, those players appear to be the minority, so events are either farmed (see Queensdale) or ignored.
treadmill, of being in that obvious pattern of every time I catch up you are going to
put another carrot in front of me” – Mike O’Brien right before Ascended weapons
made this suggestion before but here the short version:
Reward players for doing a number of different events per zone. So if we have a zone with 30+ events, there would be an achievement: finish 20 unique events in zone xy with a gold-medal. Once you reach the number (here 20) you’ll get a guaranteed loot-bag, which would be slightly better than current champion loot-bags + the achievement resets.
Further idea:
- grant a zone-token for each completion of this achievement. Nice zone-specific skins, bags and gimmicks await your purchase using these tokens.
Why?
- so people won’t grind the most effective events over and over
- so people get rewarded for exploring the zone and finding “new” events
- so people come back to low level zones again, since rewards are unique to the zone (similar to the token-system for dungeons)
on a further note: give gold medals only to players who get all the bonus objectives. Anet has to design those first. Examples:
- kill at least 3 centaurs and 2 balistas
- make sure that the dolyak won’t die
- no enemy may enter the camp, kill them before
this would bring a bit more challenge to the event-system. Gold-Medals are far too easy to achieve and players already want a hardmode, because there is little failure at the moment in the event-system.
made this suggestion before but here the short version:
Reward players for doing a number of different events per zone. So if we have a zone with 30+ events, there would be an achievement: finish 20 unique events in zone xy with a gold-medal. Once you reach the number (here 20) you’ll get a guaranteed loot-bag, which would be slightly better than current champion loot-bags + the achievement resets.
Further idea:
- grant a zone-token for each completion of this achievement. Nice zone-specific skins, bags and gimmicks await your purchase using these tokens.
Why?
- so people won’t grind the most effective events over and over
- so people get rewarded for exploring the zone and finding “new” events
- so people come back to low level zones again, since rewards are unique to the zone (similar to the token-system for dungeons)
Awesome ideas, similar to what I have had. The game really needs some sort of reward system to encourage people to do dynamic events, which are a huge part of the game. Right now people just complete a zone and then never go back because the game does not encourage them to. Dynamic Events have very medicore rewards, so unless your at an event that spawns dozens of trash mobs at a time you don’t get anything. This is why almost of every area in the game is empty right now.
The original Guild Wars had vanquishing which gave a reward for clearing a zone of all mobs. I think a new vanquishing system for Guild Wars 2 that rewarded players for completing a certain quantity of unique dynamic events, unique champion kills, etc. would be awesome and help bring life back to the open world. People would finally be compelled to experience dynamic events (instead of just completing all of the Hearts and never returning). A better event finding tool and new (and fun) events would also help.
Tl:DR I think that giving all events some sort of reward in the same manner of champion rewards would massively increase the interest and fun of doing all events players find rather than ignoring them.
I don’t think that would really work.
If you increased the reward for events, people would just flock to where they can find the best “reward:time spent ratio” and ignore everything else. We are not seeing that right now because the Champion update is new, so people aren’t exactly sure of what’s the best place to farm them. But once that’s found, people will farm Champions there and ignore the other areas of the game.
I think Dynamic Events weren’t made for players who are focused on rewards above everything else. I think they were made for players who are focused on fun above rewards, with the goal of providing fun content as a player adventures through Tyria.
Unfortunatelly, those players appear to be the minority, so events are either farmed (see Queensdale) or ignored.
Events could be time gated with diminishing returns to encourage people to spread out and do unique events. For example, the first time you do an event in a day the reward could be 4x what it is now, 2x the second time, and 1x every subsequent time.
A better event finding tool and new (and fun) events would also help.
My adventurer’s log idea might be great for that. (Link in sig.)
Events could be time gated with diminishing returns to encourage people to spread out and do unique events. For example, the first time you do an event in a day the reward could be 4x what it is now, 2x the second time, and 1x every subsequent time.
I can see where you’re coming from here, but couldn’t you say that the nature of the events themselves is time gated as-is? Besides that, add this on to the idea of only getting rewards for completing the event with a gold status and it might make it a bit more frustrating.
Member of The Archivists’ Sanctum [Lore], a guild for lore enthusiasts.
The Adventurer’s Log!
A better event finding tool and new (and fun) events would also help.
My adventurer’s log idea might be great for that. (Link in sig.)
Events could be time gated with diminishing returns to encourage people to spread out and do unique events. For example, the first time you do an event in a day the reward could be 4x what it is now, 2x the second time, and 1x every subsequent time.
I can see where you’re coming from here, but couldn’t you say that the nature of the events themselves is time gated as-is? Besides that, add this on to the idea of only getting rewards for completing the event with a gold status and it might make it a bit more frustrating.
I like some parts of that log, not sure about others though. Making it possible to see every ongoing (found) event in a zone makes you even more using the waypoint system. I don’t like that because i’m not happy with the constant teleporting, would be nice to find a system which encourages exploring the world more instead of jumping from A to B to C.
The artifacts you mention would do such a thing. These spawn all over the world in (semi)random locations and people will want to run through the same area again and explore it even more while stumbling over known and new events.
Absolutely YES for implementing the website-shortstories in there! And as much lore as possible.
I wonder what would happen if ANet did something sneaky and starting adding small events to places like the Brisbane Wildlands. Make no announcements, just with each update add a small event to a chain that eventually climaxes into it’s own big event. what would happen and how long would it take people to notice?
I wonder what would happen if ANet did something sneaky and starting adding small events to places like the Brisbane Wildlands. Make no announcements, just with each update add a small event to a chain that eventually climaxes into it’s own big event. what would happen and how long would it take people to notice?
Optimistically speaking: a few minutes to maybe a few hours, from a PvE world or people analyzing the files/.dat themselves (they still do that, right?). Pessimistically speaking: weeks or months, if ever.
Member of The Archivists’ Sanctum [Lore], a guild for lore enthusiasts.
The Adventurer’s Log!
I apologize for not reading because it’s early morning, but I should point that all events of the same level give same rewards regardless of how long/hard/frustrating they are. -_-
I agree. Even an increase of 5 to 15 silver per event would get me to do events more often. As of right now, I ignore nearly every event I see within a mile radius because I don’t feel like doing 15 minutes of content for 2 silver.
made this suggestion before but here the short version:
Reward players for doing a number of different events per zone. So if we have a zone with 30+ events, there would be an achievement: finish 20 unique events in zone xy with a gold-medal. Once you reach the number (here 20) you’ll get a guaranteed loot-bag, which would be slightly better than current champion loot-bags + the achievement resets.
Further idea:
- grant a zone-token for each completion of this achievement. Nice zone-specific skins, bags and gimmicks await your purchase using these tokens.
Why?
- so people won’t grind the most effective events over and over
- so people get rewarded for exploring the zone and finding “new” events
- so people come back to low level zones again, since rewards are unique to the zone (similar to the token-system for dungeons)
I really like this. I was thinking something like this, but simplified down. Just some kind of loot bag (probably not as good as the champion loot bag) per unique event per day. It has about the same intent. I like the zone tokens, though, and that could be a good thing to replace whatever loot bag, though it’d probably be in a different number per item than in the event achievement system you’ve thought of.
Those should go toward things like weapons related the zone (a Krytan sword skin or various level and quality of a Krytan sword for Queensdale unique event tokens) or even just some fine or rare materials or a loot bag of miscellaneous stuff, such as the champion bags or Orrian jewelry boxes. Maybe with enough, you could even get a cultural weapon or armor piece.
Now, “Queensdale Token” or “Krytan Token”?
Queensdale Token means that each zone has individual merit to go to for different rewards, but starts really cluttering the wallet page up and it puts a much lower cap on the tokens per day toward any specific purchase.
Krytan Token means that people will probably start in the easiest map, so other ones may get ignored, but those looking to make more progress could go to other maps. It saves wallet space and matches the kind of divisions they use for the dailies.
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Queensdale Token means that each zone has individual merit to go to for different rewards, but starts really cluttering the wallet page up and it puts a much lower cap on the tokens per day toward any specific purchase.
Krytan Token means that people will probably start in the easiest map, so other ones may get ignored, but those looking to make more progress could go to other maps. It saves wallet space and matches the kind of divisions they use for the dailies.
I thought of this issue, and my alternative would be zone-progression. You gain Queensdale levels so that no tokens clutter your inventory. With the new wallet system it would become trivial though, since no currency is physical anymore.
example of Queensdale level:
- level 1: you have unlocked stuff that’s worth 1 level
- level 15 (for completing 20 unique events 15 times): you have unlocked everything between lv.1 and 15.
…
Each item could also cost Karma instead of being free, so that you have a use for the tons of karma you’ve accumulated already.
The current level is visible on the vendor who offers you the zone-rewards (+ on the world-map).
So to get the lv.2-Queensdale Centaur 22-slot bag you have to
- do 20 unique events to unlock lv.1 rewards
- do 20 unique events again for lv.2 rewards
- buy the bag with karma.
Levels and tokens seem a bit much, no? What if, instead, maybe it was a matter of area event comboing? Set to a certain limit of combos for an area say per day or what have you. Participate in several events to only a bronze level, you still get something more decent than the collective events’ rewards themselves, but not too great. Silver, you get something a little better, and again, better than the collective rewards of the events participated in, up unto Gold, which is where you get the really good stuff.
What could further enhance this would be area variety event combo benefits. So say you’ve completed your max combo for an area for the day, you’ve gotten decent rewards, but you feel you could do better or you want to play some more and still get rewarded. Okay, now you go to another area, and do the same combo style event completion gameplay, but suddenly you notice, you’ve gotten an additional reward for doing events in a variety of areas as opposed to one.
If you completed all events within a short (e.g. 30 minutes/hour, whatever’s reasonable) span of each other (hence combo) to bronze level then complete another area’s events in the same manner, it’s essentially the same to how you would reward it for a single area. Better than the collective events’ rewards of both areas, but could be better.
So:
Combo complete several events at a bronze level within a short time apart from each other: get a reward better than the events’ collective rewards, but lesser than if done at silver or gold level.
Combo complete several areas’ events at a bronze level: get a reward on par to a single area’s silver reward, but still lesser than several areas’ silver or gold level reward.
What do you think? I think this would still fit in with the silly farming mentality without a doubt, but would be beneficial to the appearance of liveliness of the open world, personally.
Member of The Archivists’ Sanctum [Lore], a guild for lore enthusiasts.
The Adventurer’s Log!
combo events sounds too stressful for me personally. Also having it open ended kind of makes you feel forced to do more and more, just like a huge number of daily quests in WoW… meh.
There is a reward in getting more than the 20 events. The achievement resets and you come closer and closer to the next 20 completion.
I also don’t like the time-limits. It would be ok to do 5 unique events today, leave the area, do something different,… and then come back a few days later and find the 6th unique event etc. Exploring should be something relaxing and not rushing through zones to farm as much as possible.
combo events sounds too stressful for me personally. Also having it open ended kind of makes you feel forced to do more and more, just like a huge number of daily quests in WoW… meh.
There is a reward in getting more than the 20 events. The achievement resets and you come closer and closer to the next 20 completion.
I also don’t like the time-limits. It would be ok to do 5 unique events today, leave the area, do something different,… and then come back a few days later and find the 6th unique event etc. Exploring should be something relaxing and not rushing through zones to farm as much as possible.
Problem is, getting through the 20 can too easily feel like a slog and/or grind. People will farm these one way or another, so it seems to me you might as well give them the garbage they want, while simultaneously rewarding those that just happen to be going about them. The timespan thing would be very easily adjustable to be however is found desirable if not scrapped entirely (except for the limit per day thing for an area, otherwise we’re back where we started).
Member of The Archivists’ Sanctum [Lore], a guild for lore enthusiasts.
The Adventurer’s Log!