Meaningful events
In their current state events should not provide any particular boosts and rewards beyond what they give now… Because they’re shamefully easy even to solo and do not scale for the megaserver population at all. They’re all autowin, pretty much, with an odd exception here and there. They’ve become so boring and being there feels so pointless that many people avoid them just because of that.
Scaling first… Rewards rework later, imo. Loot and bonuses are not half as important as gameplay, I think.
Besides, proper scaling means a bit more creatures which are somewhat beefier, and drop more loot, anyway… Would be a nice change from being unable to tag a mob, because 3 mad zerkers rushed in first.
William S. Burroughs
(edited by Asmodeus.5782)
I agree completely with that.
In my opinion gameplay and rewards are at least equally important. For instance fractals are arguably the most interesting activity gameplay wise but their rewards have always been a problem and I have trouble getting any guild mate into them.
I agree most events are too easy but they are also designed to be manageable by leveling character so you have to keep that in mind also.
I completely disagree about their current rewards : this is not the maximum they could give in their current state. Why is that ? Well the most obvious proof is that noone has ever used events to farm as one would do dungeons : the rewards are quite negligible. Even though they are easy they still take time, if that time goes unrewarded then they are not worth doing except the first time to discover the lore aspect of it.
I personnally dream that someday I’ll be able to casually earn my life exploring areas looking for events… This is the kind of solo play I’d love for this game with some added JP (which could also use some more rewards). Someday maybe…
Well, I think events shouldn’t be farmable, and Anet thinks the same way, I believe, since they are constantly nerfing farmable events, like queensdale.
Well, I think events shouldn’t be farmable, and Anet thinks the same way, I believe, since they are constantly nerfing farmable events, like queensdale.
Farming champions isn’t farming events.
There’s the first problem.
Second problem: Events in the world need to be meaningful from both a reward and scaling standpoint. Currently the case can be made that both are entirely lackluster.
Third problem: EoTM…This needs to be gutted. Rewards in WvW need to be buffed to get players out of EoTM. There is 0 reason for EoTM to have better, WXP, Gold Gain, Champion Bags etc… than playing the mode that is designed to benefit you and your server.
This post isn’t about eotm. And the farmed champions are part of events (Sometimes even being an entire event themselves.
This post isn’t about eotm. And the farmed champions are part of events (Sometimes even being an entire event themselves.
It is about EoTM. The map itself is being used as a glorified event chain for rewards.
It is about making meaningful events. That can easily be done without “Champions”.
The whole concept of a champion mob being in the world by itself is a silly notion to begin with and detracts from bringing the world to life via the Dynamic events that are in the game.
Ask yourself why should this champion be here. If you can come up with something other than loot bag, or it’s been that way since launch then maybe it can stay a champion. Otherwise it needs a swift demotion. Champions from the standpoint im coming from should be something that is meaningful content for multiple players to take out. However most champions are entirely soloable, that’s a problem.
Also, if you seriously want queensdale or any other “farm” like that back, you’re only hurting the cause for meaningful events which is the topic of this thread.
I don’t think you’ve read what I wrote. Anyway, you’re using a strange argument saying that ppl are playing eotm because of rewards (which is gold/exp/karma) while saying that we need something other than loot bags.
The events doesn’t need better lootbags because they’re not there for that. Champions are there for that and they exist so that beginners have a shot at getting good loot. That’s why, in the first place, we have a world boss in each of the beginning zones, for example, so they do have a purpose. You may argue about one here or there, but not their general existence in the game. Also I see you have a whole level 80 perception, and that’s not what this thread is about, even though it would affect level 80’s in a good way.
I don’t think you’ve read what I wrote. Anyway, you’re using a strange argument saying that ppl are playing eotm because of rewards (which is gold/exp/karma) while saying that we need something other than loot bags.
The events doesn’t need better lootbags because they’re not there for that. Champions are there for that and they exist so that beginners have a shot at getting good loot. That’s why, in the first place, we have a world boss in each of the beginning zones, for example, so they do have a purpose. You may argue about one here or there, but not their general existence in the game. Also I see you have a whole level 80 perception, and that’s not what this thread is about, even though it would affect level 80’s in a good way.
Reading is incredibly hard. I said, meaningful events. That means both rewards and scaling.
Events currently are not doing either of these properly. Does not matter if its a level 15 fight with Shadow Behemoth or in WvW.
To put this in perspective…Which you seem to have missed, why do we even need champions. Why do we even have “events”.
Events in the world are supposed to make the world feel alive. When the same events occur on loop every 15minutes to 4 hours its becomes less alive and more scripted. Not only that it demeans the area and environment.
One can only play slay the Claw of Jormag so many times. In fact you’d think Jormag would have wised up and moved his attack instead of sending the same lieutenant to his death many times over. Point being same lieutenant, same spot, same attack ad nasuem.
I’m sorry to break this for you, but this is a game. Tell me about a game not scripted. MMO’s only make this more apparent. We can’t have Anet creates a new jormag fight every few minutes.
Well, I think events shouldn’t be farmable, and Anet thinks the same way, I believe, since they are constantly nerfing farmable events, like queensdale.
Farming champions isn’t farming events.
There’s the first problem.
Second problem: Events in the world need to be meaningful from both a reward and scaling standpoint. Currently the case can be made that both are entirely lackluster.
Third problem: EoTM…This needs to be gutted. Rewards in WvW need to be buffed to get players out of EoTM. There is 0 reason for EoTM to have better, WXP, Gold Gain, Champion Bags etc… than playing the mode that is designed to benefit you and your server.
One of the reason EOTM is more profitable is because it attracts a different type of player than regular WvW.
I’m sure regular WvW would be much better rewarding if people karma trained it right instead of fighting among themselves.
That’s why EOTM works – because people usually avoid each other and farm hard.
I’m sorry to break this for you, but this is a game. Tell me about a game not scripted. MMO’s only make this more apparent. We can’t have Anet creates a new jormag fight every few minutes.
Tell me where i said it needed to be a new fight every few minutes again ?
What part of Dynamic missed the mark here ?
Right, the part where they are all actually static. Not branching and are without the thought of the state of the world or the NPC’s / Players in it.
The only “static stations” should be those of temples. There’s 0 reason for the Vigil to have preset cannons in the northeast of frostgorge sound 24/7, 365. That spot isn’t even remotely near a base. Nor is that event anywhere near meaningful. You are not halting Jormags advance if it keeps happening.
But its okay, i can see you’d rather not have meaningful open world and would rather the status quo instead of actual improvements.
I was thinking of a system that works like this:
Everytime a player completes an event in a zone they get a “stack” much like Bloodlust/Precision etc with a name appropriate for each region (Kryta, Maguuma, Shiverpeaks etc) These stacks give some better buffs, extra exp, extra mf, extra karma, when fighting the final boss of a zone, or every some points in the stack the final boss will drop some bonus loot for the player.
When you change region the stack resets back to 0, so it’s region wide (can also be zone wide, but some zones don’t have World Bosses). With a change like this, players can still hop from boss to boss like they do now, however those who want more specific drops (for a collection or some unique boss skins) they can go to the zone early, complete events around, then engage the final World Boss.
This change will make World Bosses feel like the “final” boss of a zone and events all over the zone get a new meaning.
I have to say I seriously hate ideas based on “karma/exp/gold/mf buffs”. This kind of rewards is not gonna cut it. Seriously what will it be ? Do 5 events for 10% mf or 10% gf ? Gold is almost never dropped anyway…
Event shouldn’t be farmable as they can be at the moment (coil farm) but explain to me how wandering in an area doing every event you come by shouldn’t be a viable farming method ?
There are actually two kind of acceptable answer IMO and both are not mutually exclusive :
-Gold reward : just because this game is so centered around gold, giving more is naturally making events attractive. Gold could be about ten times higher than it currently is without being too problematic (that’s 8 to 30s basically : you need 6 events minimum to give as much gold as an AC path, chances are it will still be less interesting).
-Exclusive skins tied to events : something like a reputation system tied to either a region or an area that gives you access to exclusive skins bought with karma. You could earn a title (maguuma defender) when reaching the max reputation and access to skins.
Well, my suggestion was merely an example. I’m sure the devs and other players can think of better rewarding methods. Skin is a nice way indeed, but as we have been seeing lately, they’re trying to attach skins to more specific content (living world/fractals) or gems, so I wouldn’t count too much on that. Crafting material on the other hand could be a nice touch, since it’s already somewhat implemented in the personal story and works well to help new players to get into the economic system, which is, as you said, one of the focus points of GW2.