(edited by Sindex.9520)
Let's talk Dynamic Events.
Before that any of these should be implemented.
There needs one thing added first:
- Incentives.
If there is no incentives, no one will do it. It has to be in a way where DE won’t be farmed over and over repeatedly and turned into champ farms.
Once there is people in the open world, then ANet can go ahead and add whatever they want to make Dynamic event awesome.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The cumulative success/fails is a good idea, but could be expanded upon not to become so simplistic by mixing in a few more elements like inter-relationship among a set of event-based conditions, average players’ levels, average players’ classes, etc. In case of long chains that end up with a boss, tune it to become real mad according to a very specific condition that needs to be unveiled by the community (even if it’s a kittene that could take time, or would be weekly) that could have a more reasonable chance of dropping good stuff (maybe it’s time to introduce cosmetic progression with a token- or material-based + crafting layout).
Assemblying conditions based on events, cumulative successes/fails, players’ data, time-gating (not long though, weekly is fine), and rare elements would turn the events more worth doing and engaging in a sense of exploration and risk vs. reward.
Thoughts?
“To me personally I think there needs to be more randomness in these events. They are way too linear in their current formulaic layout.”
In terms of time, a random time for each event isn’t necessarily good. It only works if players are in the zone doing stuff and they can join events as they happen. Waiting for an event just because it has a random time is bad game play.
I think you are right in describing the linear event chains. Some of them are just one directional with stage 1-2-3-win with potential failure at each stage. Even the more complex chains are just two directions, forwards or backwards along states 1-2-3-4. However I don’t think the problems you mentioned are the ones that need solving.
“Yes, you can be successful in defeating the centaurs for the millionth of time, but they should learn as well. "
You seem to be assuming that the same players are there each time. They shouldn’t be. They should be moving through the zone or to different zones rather than playing an event through more than twice, say. There’s no point freshening up an event for players who are seeing it for the first time. There’s no point changing the difficulty and rewards for players who have already left. There’s no point punishing new players for events failed by people who have since logged off.
Cursed Shore is the main repeatable end game event zone and it would be interesting to have some new random events coming through. However as soon as you do something like add an extra champion to a risen invasion if a waypoint is contested, players will just rig the system and make sure it is always contested. Simpler design can avoid those complications.