#OccupySAB2014
(edited by Ashadow.6874)
While reading another topic I had an idea that could be very worth the Devs/Players time.
Imagine if in addition to the current things each map has: (Rolled out in the least popular/populated/new maps first.)
Dynamic Events, Jumping Puzzles, World Bosses, Dungeons (those that do) and Champions.
Each map (over time) began to receive the “Drytop” treatment. Imagine if over time they rolled out this concept slowly to other maps?
Goals:
1. Make the Dynamic Event system matter (to a larger degree)
2. Build up the already existing/avaliable system
3. Make them more Rewardable (ala, Drytop)
4. Leave the Events on their Dynamic Timers (and require those that need to be activated, to still require being activated by a player as they are now)
5. Players would respond to whichever Event suddenly appeared. (Instead of waiting on set timers.) Allowing Dynamic Events to remain Dynamic.
It could be:
1. Scaled Up/Down to fit the maps level system. (example: 1-10, 11-15, 65-70, 70-80)
2. Rewards would be unlocked through doing chains of Dynamic Events already present
3. It could require a large time investment from players to earn the Rewards presented by each new map. (Skins and Backpieces that would require work, time and be valued not by their gold worth. But by the amount of effort the players had to go through to obtain them.)
Most of the rewards would be meant to be obtained over time. Not to be earned instantly but something to be worked for. Like Dungeons were when we first began playing GW2 on day 1.
Clearly those present during the original release of the map would earn them faster. (Due to there being more players to reach the higher tiers and receive a lower cost.)
But:
4. All Rewards could be purchased at the lowest levels (1/2) of the Tier System for higher costs. Thus, making it possible for Guilds to run these instances with players and have the resources to unlock them, years later.
Something that could be achieved upon the Living Story release, but could also be obtained years later. (More costly, but still achieve-able.)
(edited by Ashadow.6874)
Dynamic Events:
Imagine you see a group of Centaurs ready to assault a city.
No longer would you just think, “Why should I stop the Centaurs for the 30th time today?”
You might stop and shout, “The centaurs are attacking! Going to need some help over here!” And now… people might actually care enough to come.
Suddenly that Dynamic Event matters a whole lot more than it did before.
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