Mordrem Invasion Update: 11 September 12:30 PM

Mordrem Invasion Update: 11 September 12:30 PM

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Posted by: Avador.8934

Avador.8934

I got angry many times thanks to this event, I got dc’ed about 3 times, 2x with 20 stacks already, and 1x with 15 stacks. So I spent 1/2 hours for nothing. (I don’t want to do this, but I really want that thoughtless potion!).
So Anet, just pls change it to: instead of getting reward at the end, you’ll get 1 token per event. It will solve this problem with disconnection completely, and prevent players with +20 stacks from just sitting and doing nothing.

I am lazy to write it over and over. So sorry for my English.

(edited by Avador.8934)

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Posted by: Moira Shalaar.5620

Moira Shalaar.5620

• Give Mordrem Blooms as event rewards, scaling off bronze/silver/gold, heavily weighted towards Gold, much like bandit crests in Silverwastes
• Give a brief opportunity to mine an extra couple blooms after event to reward those who stick out to the very end, much like the toxic alliance events
• Include gold/karma rewards with events to compensate for all the mapping to catch multiple events quickly
• Make kills count for XP to help new players level from participating, and to count towards bloodlust/corruption weapon sigils
• Don’t dispose of map bonus for those who stay through the whole event, but like the Scarlet LA event, offer greater rewards for maps that complete more total events. Roll the once a day bonus into these so that people who want to simply play all the way through these events are rewarded for each one rather than encouraging to play one and then move on with other things.
• If the map succeeds in enough event completions (40? 50?), offer a difficult bonus event at the end with a unique reward or higher bloom return to encourage map organization and cooperation
• Make the waves have fewer but harder to kill trash mobs so that more people have a chance to get hits in. I have missed credit on so many events because I cannot get a hit in before everything drops, and know other have struggled with this too.
• Make the vendor prices/reward drops such that people have the potential for earning the tokens to buy more than 1-2 things. Several of the people I have spoken with have expressed the same desire I have to earn multiple skins/minis from this.
• Leave off the 90 minute break in between.
• Repeat this same event every other weekend until release, updated to adjust for the suggestions here to allow more people the chance to get more rewards.
• Offer the ability to buy or receive a recipe for Mordrem Slaying Potions (perhaps as reward for the bonus event suggested above) This provides a tie-in to HoT and gives the chance for ongoing benefit in the expansion from participating in this event.

Also, allow some sort of credit for those who DC’d and ended up losing events.

mid-2011 iMac; OSX 10.9.5; 3.4 GHz Core i7;
16GB RAM; AMD Radeon 6970M 2GB VRAM

(edited by Moira Shalaar.5620)

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Posted by: Elric Of Melnibone.4781

Elric Of Melnibone.4781

They should give two tokens for gold event completion, one token for silver completion, and NONE for bronze/tagging the event. Add stacks similarly and give bones chests based on stacks plus the daily bonus.

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Posted by: Sae.8453

Sae.8453

I got angry many times thanks to this event, I got dc’ed about 3 times, 2x with 20 stacks already, and 1x with 15 stacks. So I spent 1/2 hours for nothing. (I don’t want to do this, but I really want that thoughtless potion!).

So Anet, just pls change it to: instead of getting reward at the end, you’ll get 1 token per event. It will solve this problem with disconnection completely, and prevent players with +20 stacks from just sitting and doing nothing.

This also just happened to me, dc’d, came back and got more stacks- but then got nothing at the end of the event with the stacks still active.

Getting tokens from each event (or as drops) would work much better and provide more incentive and less punishment for people who d/c or need to leave the map.

(edited by Sae.8453)

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Posted by: Behellagh.1468

Behellagh.1468

The step reward scale is annoying. Last night I kept not quite getting 10 events done. That one event cost me 5 blooms. Today I was doing better but once I got 10 and there was only a few minutes left I stopped and waited out the timer. No way I was going to reach the next step.

We are heroes. This is what we do!

RIP City of Heroes

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Posted by: jmerrill.7052

jmerrill.7052

I’m probably only repeating what’s already been said, but here we go:

1: The event isn’t fun.
I appreciate that there are three different types of invasions, although they boil down to the same thing. However, it devolves into a lot of dashing around, tagging what I can, and waypointing to the next event to try and keep up with the zerg. It feels frantic, but not in a fun way. It’s a total grind.

2: The event discourages cooperation
One of the things I like best about this game is the emphasis on cooperation between players. Working together on events, helping out with a hero point, giving directions. This event doesn’t feel like the rest of the game. Yes, you have to work in groups. But there are massive zergs running around the map, and it feels like you have to fight each other for tags. When someone else picks up an explosive pod, I don’t think “Yay! They’re helping!” I think “Great, there goes my chance for credit.” Mods die quickly because they’re scaled for level 15-25 zones, but are mostly being killed by level 80 characters. Which leads to:

3. The events don’t fit in the zones they’re in
The event is taking place in low level zones, which is great, because it means new people can play! However, low level characters are – by their very nature – leveling. The lack of experience or rewards is discouraging. New players are getting very little out of this event. They might not be doing enough damage to tag anything, they don’t get exp, they don’t get loot, and the buyable rewards come with a high gold cost.
Lack of exp also makes it hard to tell if you’ve tagged something and will receive credit for the event.

4. The rewards are expensive, both time and currency-wise
For a half-hour’s work I got 30 blooms, and that’s with the daily bonus. The cheapest LS reward (the mini 3 pack) is 150 blossoms. That’s a lot of time to spend doing something that is not fun, especially since there’s a half hour cooldown between events. The way rewards are priced now, the message is that if you do anything other than play GW2 this weekend, you might as well not bother.

5. Lack of communication
Are Mordrem Blooms a one-time event currency? Do we need to spend everything we earn now? Or will they come back with a different event (or in HoT), which would make saving up for a reward possible?

Possible Solutions:
1. Either increase the amount of blooms rewarded or decrease the price of vendor rewards. Lower the gold cost.

2. Add exp and loot drops to mobs (or just one or the other!) Make new/lower level players feel like their effort is worth it, and they’re not better off leveling in Snowden.

3. Make rewards based on map-wide events defeated, not individual ones. It incentivizes helping, to get that map number up, but you don’t drive yourself crazy if you miss getting credit for an event. It brings back the cooperation aspect. Yes, some people will tag something and then AFK, but who cares?

4. Not a specific solution, but: a slower paced event could have additional benefits for new players. Low level zones are filled with veteran players right now, who could help out and answer questions – of they weren’t racing from event to event desperately trying to tag things.

I understand that just playing the game does not necessarily mean that I get access to all of its content. If it did, I’d have a Bifrost. But content that is time-consuming, expensive, and temporary (and not fun) doesn’t seem to fit in the game that I love, and is not where I’d like to see the game go. This feels like an early Season 1 event, and I thought the game had moved away from those.

Thanks for listening to feedback!

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Posted by: Daddar.5971

Daddar.5971

This event simply rewards players who WP/sprint from one event to the next, tagging mobs but not staying to do the ‘real work’ of clearing the event. They get much larger rewards by being kitten -bags than by cooperating in a group. Even so, the rewards are ridiculously small for the time/effort invested. I feel like I’ve wasted hours doing this mindless and pointless event. NOT happy.

‘Elite’ in all 9 professions. I take mediocrity seriously!

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Posted by: KaiElso.5280

KaiElso.5280

In my mind just adding drops for the mobs we kill would do a lot to increase player acceptance of the event. Also, you reward scale where you gain 15 blossoms if you do 20+ events is flawed. There is no way you can do 20+ events and see each event through to the end. Thus you encourage players to abandon an event before it is concluded in order to “tag” on another event in the hopes of gaining the elusive 20+ mark. Players in turn hope that enough players remain at the event they just left in order to complete it. This is causing animosity in the community between players trying to clear an event and players trying to tag on as many events as possible. Not a good team building exercise by any means.

Added

I meant to include 2 suggestions for possibly improving the event.

1) Decrease the number of events needed for the 5, 10 & 15 blossom rewards or increase the number of blossoms for the current event levels (i.e. 10, 15 & 20).
2) Include a reward chest at the end of each event that gives out some blossoms and a chance at rare/exotic items.

Never let the truth stand in the way of a good story. – Varrick (LoK)

(edited by KaiElso.5280)

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Posted by: CDunne.9254

CDunne.9254

Any chance the event can be extended for a couple more days? It seems like that would help with the poor bloom distribution method. The stack idea seems kind of silly, as it just encourages sporadic waypointing and tagging. It would be better if stacks were given map wide to all participants imo.

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Posted by: Saul Rua.2739

Saul Rua.2739

It’s too bad it worked out this way. I like the concept of the events, but as said before, there are some fundamental flaws with the way it works. The people running from point to point tagging mobs are receiving far more than the people actually staying to do the events. It’s frustrating, because I was looking for ward to doing these events with my kids, but after the first couple events, it was obvious that we won’t be able to get any of the rewards without hardcore grinding. Not receiving rewards, and when we do, they are so small, the time to farm enough blooms to get anything is not time friendly.

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Posted by: Death Stroke.9875

Death Stroke.9875

For those who don’t want to read through everything here’s the condensed version of what most of what people have been saying/asking for:

  • Give rewards when each event ends instead of the buff
  • Give rewards/buff based on participation in even (bronze, silver, or gold)
  • Have enemies drop loot/XP
  • Give rewards based on map progress rather than personal
  • Lower bloom cost/increase bloom rewards
  • Extend event
  • Adjust event timing (longer events, less break time, no 90-min wait)
  • Adjust scaling
  • Lower/remove Way Point costs for event
  • Add achievements
  • Harvest-able/loot-able blooms at the end of events
  • Boss fight at end (if map completes enough events?)

Personally I think it would work out better if it mirrored the Dry Top meta-event a bit, with tiers based on map progress and events giving rewards based on tier (and possibly participation). It would give people a reason to help finish events sooner rather than tag and run without rewarding AFKers, as well as limiting loss from disconnects.
Of course achievements and enemy loot would be nice too.

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Posted by: Elegance.9850

Elegance.9850

I have yet to receive my mail from the start of the event, it saddens me quit a bit that the 7 hours I used doing the event, but then got nothing from it. Even after they said they would mail out rewards and I have friends that already got blossoms mailed to them, but I’m still sitting here wondering where mine are, and not able to get the item I wanted because of it.

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Posted by: Daddar.5971

Daddar.5971

I hope that A-net will announce what, if anything, they plan to do about this event’s abject failure so that I can decide whether to hold on the blooms I have. I’d like to get enough to earn a decent reward so that I don’t feel that all my time has been wasted.

My suggestion would be to :

1) Announce that the event will run again next weekend (or sometime soon).
2) Patch the event so that it’s worthwhile by following some of the suggestions given above.
3) Give everyone who has participated some kind of extra loot/blooms/reward compensation for the time spent.

If no announcement is made, I suppose I’d have to spend the blooms I do have on something, so that they don’t go completely to waste (like all my continue coins and other tokens from past events).

‘Elite’ in all 9 professions. I take mediocrity seriously!

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Posted by: Kageoni.8026

Kageoni.8026

Personally, I think the events themselves were designed fairly well. They have a unique mechanic that has to be followed but isn’t too obscure. It sure would benefit from having some sort of progression from repelling small-scale invasions to a set of large bosses, but even that wouldn’t really be necessary if the rewards felt a little better. Below I’ll detail a few points I think could have been improved upon. Sorry for the novel.

Tagging Mentality
Currently, the way the rewards are structured leaves no reason to care how well the map does overall. Couple this with the fact that the highest personal reward tier is unrealistically high for anyone who stays at each event from start to finish, and everyone is suddenly incentivized to tag an event and move on, leaving others to finish it. This could probably be helped by:
1) Lowering the requirement to get the highest tier of personal rewards. Something around 15 even would be more reasonable.
2) Adding a bonus reward based on the map’s success overall. The top tier reward from map success should mirror that of the personal reward, but should require at least the first tier of personal reward to be reached in order to obtain it.

New-Player Incentive
Since the event is also aimed at new players with lower-level characters, the enemies should at least drop XP. Not dropping loot is understandable, so as to prevent players from farming the mobs, but without XP newer players will most likely not bother with the event, especially if they have trouble tagging mobs for participation.

Interim Rewards
Events completed should also at least give their standard rewards of XP, a small amount of silver, and karma to offset at least the cost of waypointing all over the map. Otherwise you just hemorrhage money during the event.

Marketplace Consideration
The idea of buying the rewards straight from a merchant for participation tokens is nice, since it doesn’t rely on RNG so much for people to get something worthwhile. However, when coupling this with a gold cost, the actual market value should be actually considered. The Bag of Rare Gear is a great example of NOT doing this. Rare loot, on average, goes for about 40s…the bag costs 50s from the merchant, plus the token cost.

Appropriate RNG Pricing
Also, rewards that give you a random chance at loot should be priced appropriately. The Scarlet’s Boxes are a reasonably priced example, but the Mysterious Key Pouch is not. You need 3 bags (75 blooms total) to get a single chance at entirely RNG based rewards which are, for the most part, not worth it.

Controlled Rewards Through Achievements
Lastly, if flooding the market with previously valuable items is a concern, why not tie some one-time token rewards into a set of achievements? This would allow you to reward players with enough tokens to obtain the reward that they want, ONCE. Then, if they want to grind out more tokens to make gold, it will take longer. The daily rewards are a good start, and currently feel like the most worth-while reward in the event, but there needs to be more.

TL;DR Could use more progression in events, but poorly implemented rewards the more pressing issue.

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Posted by: Pockets.3201

Pockets.3201

I just don’t get how they didn’t foresee these problems. Not the initial no blooms issues, but the player behavior and mechanics issues. They should know how to handle that stuff by now.

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Posted by: runeblade.7514

runeblade.7514

Please do not add loot to the mobs.

I do not want to play Guardian loot stick.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: TheFantasticGman.9451

TheFantasticGman.9451

Biggest complaint: Please add loot to the mobs.

Slightly smaller complaint: Please add more blossoms or lower the cost of rewards. I’d prefer the blossom rewards from event completion rather than at the end of the timer… but, meh.

Speaking from a PVE-only point of view…

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Posted by: crawlerxp.1536

crawlerxp.1536

I’ve been awfully critical lately, but I do like to consider myself a credit-where-it’s-due kind of person. Admitting the event didn’t go well is a step in the right direction. It restores a little clout in my mind, on the part of the people in charge here. I’ll be honest and say that I would’ve preferred a little more honest acknowledgment—that is, someone or some group directly owning this, the mistakes involved, and the balls dropped—but any acknowledgment at all is a positive step. Thank you.

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Posted by: Noxicon.4956

Noxicon.4956

This post is probably going to be rather lengthy, so I apologize beforehand (I’m long-winded). Also, before I post, I want to say that I am most definitely a supporter of Anet and the Guild Wars franchise. Between the two games, I’m at probably around 17k hours played since October of release year for Prophecies. I have made countless friends, made so many memories, and laughed so much courtesy of this franchise. I am invested very deeply on many levels, and because of that, I may express more emotion than seems remotely normal.

Wednesday night, I spent almost 2 hours filling out a survey from the last BWE. I was super excited about it and found myself really into the maps and the exploration element. Since it’s a BWE, I didn’t pay attention to loot or how much I got (none of it stays so why bother) instead focusing on classes and how they played. After witnessing this event, I have to tell you that I’m 100% concerned about the reward structure going forward.

We’re 3 years in, and you guys still can’t find a sweetspot in terms of rewards. It is either feast or famine, and no in-between, which is where it needs to be. You started with the Southsun release and went insanely overboard on just how giving you were. Since then, we’ve seen events with perfect reward structures and events with absolutely horrible reward structures, all the while showing zero consistency to continue that over prolonged releases. Again, we’re 3 years in; This should not be an issue at this point.

The Event reminded me of the reward structure similar to Boss Blitz (not the first incantation, but the second). You did the event, and you got your rewards at the end based on participation. There are two main differences I see in these events:

1.) Time between rewards. Boss Blitz went fast so you didn’t spend 30 minutes getting absolutely nothing.

2.) Complexity of encounter. BB is exponentially more involved than this event, so what you were doing was actually engaging and fun.

You committed one of the cardinal sins of gaming. You released terribly boring content with absolutely no rewards attached to it. No one is going to do that. I don’t care how many people say ‘play for fun’ and ‘enjoy the journey’, we’re humans and we’re driven by rewards. It is simple psychology and you are not going to reverse it. Sure, someone may be able to login for one hour throughout the course of the event and enjoy doing it once. But repeatedly? The number of times needed to get a good reward? Frankly, you should know better at this point. There is zero reason this event AT A MINIMUM should not have a karma and xp reward upon completion of that ‘invasion’. Absolutely none. Even giving Karma/xp on singular event completion, you are looking at what? Maybe 5,000 karma every 30 minute period assuming they would award the same karma as events typically in the area (I used the number 250). Why exactly are you going to such lengths to eliminate such an absolutely minimal amount of karma? Why is time being spent developing stuff where you REMOVE those fundamental features? Why do you give us account rewards for achievements and then develop content that completely IGNORES those elements that people have put a lot of time into getting? Please understand, this makes you look incredibly shady.

If Magic Find has really caused that much of a problem, JUST REMOVE IT. People will complain but they’ll get over it like they always do. You should have removed it when you switched it to account-bound. Now that poor design decision is causing you to create other poor design decisions. Just get rid of it. At least then you can create solid reward structures going forward without spending time trying to predict the impact that BS will have. This problem did not at all exist within the first game. You guys nailed the rewards in GW for YEARS, but since GW2 has come out, you’ve been flailing, and I really think it’s because of Magic Find and + Karma and + Gold (By far the most useless thing in the game. Why’s it even there?).

Let’s talk about communication. When this event popped and was bugged, you guys tried to get on top of it fast and I commend you for that. Gaile posted pretty kitten quick, so good job. However, you blatantly ignored questions related to reward structure that could have been answered with a simple yes or no and would have saved so much heartache and pie on your face. Then you told us you’d ‘evaluate the rewards’ to see if they were sufficient. THEN you told us that was irrelevant cause you can’t change anything else about the event without breaking the game (it wasn’t broken before?). I understand kitten happens and things change. But please understand, this has blown up on the level it has because you guys ignored the question about reward levels from the first time it was posted moments after the first invasion happened. You could have addressed it and got ahead of the train but instead yall chose to chase after it. This probably flies directly into the face of what a lot of people ask for with communication. I am not asking you to be perfect or predict the future, I am simply asking you to understand what needs to be addressed first. The issue wasn’t just people didn’t get rewards; It was also that those who did got very poor ones. Addressing half the situation while completely ignoring the other then issuing contradicting statements about it does nothing but infuriate your consumer base.

Further, how could you guys bill this as an ‘event for guilds’ where ‘guilds are important’ and then design events that take zero effort or cooperation to even complete? I’m looking like a jerk to my guildmates because I got people hyped up to do things as a unit and we can’t even play together because events end so fast it’s futile to even try. There’s absolutely NOTHING about this that screams social, which is what you need if you want it to be about guilds. All of us being in the same map while never speaking and never actually doing any interaction is NOT something for guilds. It’s not even feasible to just be in a party with friends, let alone organizing a group of 20+ people. This disappoints me on an extremely deep level because you all chose to communicate this being about guilds from the very moment you mentioned it, launching it in coordination with the ‘guild recruit mode: activate’ thread and the creation of your new database about the guilds of GW2. How do these things correlate? How in the world could you believe these events would be sufficient to engage an entire guild?

Is this really how you want to introduce new people to the scale of your event system? By running around zones receiving zero rewards while never speaking to another soul, caring purely about your own stack count? How is this even REMOTELY close to what Arenanet has built since the first game?

Let’s talk about those stacks. The only reason I can see for this to exist is so that people do not sit in maps and just leech. I get it. However, this system and those like it, as has been repeated multiple times since launch, encourage SELFISHNESS and not INTERACTION. This is supposed to be the game where you enjoy running into someone, right? Why is that lost when you try to do large scale events? My suggestion is to remove the ‘levels’ of cooperation and make it a simple pass/fail system. You either qualify or you do not. There’s no reason to tell us what those thresholds are. If you remove that and the idea you have to do ‘minimal’ effort to get credit, I feel you could shift the rewards to the completion of events rather than how long you stand there autoattacking something. The map counter, in this instance, should have been more than enough. If the map counter says 20 events, you got 20 events. I personally could not care less about the 2 people who stand in a corner leeching. I want engaging events that encourage people to FINISH the fight instead of hopping to the next one as quickly as possible.

You routinely illustrate that you want to take the absolute best part of your game, the combat system, and trivialize it by designing events that require you to do nothing. GW2 has a complex set of combo’s and an advanced trait system that mean nothing in the vast majority of your content. How is that acceptable? Even dodging is 100% unnecessary in open world play, and that’s a fundamental core of the game. Guild Wars had this legacy of requiring you to understand the game deeply to even complete zones, let alone hard mode, and it’s seemingly been completely forgotten. I know everything can’t be super hard; I don’t expect that. But I do expect that you design content that requires people to actually TRY. If I can stand in one spot, using just an autoattack while never dodging, caring about my traits or others around me, how is that the GW2 experience? This sounds like the very thing you guys DIDN’T want to design, yet it’s what you have done repeatedly since the game launched.

I firmly believe the reason people are so upset about this event is the fact that you have put nothing ‘new’ (as far as playable content goes) into the game for 6+ months and then when you do give us something, it’s filled with the same holes you had 2 years ago. There’s no evidence of progression on your part as developers. You’re STILL creating events that don’t take advantage of core systems, with a reward structure that is absolutely horrible. How are we supposed to be ok with that? And to compound the problem, you have your first expansion coming in just over a moth. What have you shown us since you went into ‘build mode’ that you guys are progressing in your design capabilities? How are we supposed to feel good about the future when you just demonstrated, on an incredibly massive scale, just how little you have adapted?

The last thing I want to talk about is the quality of your releases. I have no doubt you are super busy with HoT. However, you will never convince rational people that you’re just so occupied you can’t test your releases onto live servers. How many releases have we had in the last few months that did not completely break the game? Even gemstore updates have crippled entire elements of the game, making people unable to even leave pvp matches or get into WvW. And this has happened one after the other, not once a year. Multiple releases this summer have been ripe with bugs that didn’t just make something weird but completely made it unplayable. Then you release a ‘big event’, your first since Lunar New Year, and it’s broken on the very first rotation. That simply isn’t acceptable. Bugs happen, but bugs on this scale are just completely absurd. Perhaps you should consider a PTR, or even some kind of private invitation only thing where people test events, because it’s become increasingly apparent that your QA and testing cannot match the scope of what’s going to happen. There are people who don’t even try to play your events on the first day because they know it’s going to be absurdly broken. I’m not a developer, but I’m not quite sure that’s a distinction you want on your report card.

I love Arenanet, and I love the Guild Wars universe. I think you have the foundation of something that could be absolutely phenomenal, but thus far you haven’t shown us anything to make us think you’re going to reach that level. I want to believe, everyone reading these forums wants to believe. But you have to give us something in order to help us do that. Blind faith and ignoring your flaws cause I’ve played since the monk strike in Thunderhead Keep is not going to solve it.

I am sorry if this post has made anyone feel bad about the work they’ve done. I just want what is best for the future of this game. I want you guys to be absurdly successful and to revolutionize the way people play games. But the hopes of me and legions of other gamers cannot make that materialize without something behind it. I hope you all have a wonderful weekend and best of luck going forward. I hope I’m around to see Guild Wars 2 become the Apex Predator we know it can be.

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Posted by: Macilien.3078

Macilien.3078

I noticed that the level of the vine crawlers partially differs quite a bit from the level of the area they are in, this is not the result of upscaling as their level is fixed for each spawning point (as far as I can tell). I’ve seen a level 26 crawler in a level 17 area which resulted in a lot of glancing hits and a very slow kill and I’ve seen a level 19 crawler in a level 23 area which resulted in a very fast kill, I doubt that this difference is intended.

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Posted by: Leara.1204

Leara.1204

What I don’t really like about this kind of invasion events is that who stays at a certain event until its completion before going to another one will more likely get a worse reward than who just hits&runs. It’s a bit of a let down because people with fastloading computers/connections and certain professions are at an advantage too. It would be better if rewards are given based on total events completed by the whole map instead of invidually, so that group playing is valued more.

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Posted by: kathy.8291

kathy.8291

What would of justified this event if Anet made it the same as Aetherblades. At least with that event we got Drops from it and then it was worth while spending the money on waypointing and actually enjoying the event.

With this there is nothing to gain, the blossoms you get are horrible especially when you get 19stacks and boom it turns to 10 blooms. At least make it 1 bloom per 1 stack, give us something to say WOW THIS EVENT IS AWESOME. nothing good about this and Im sad that the new players in this game as to see this and experience something that everyone is complaining about in map chat.

Bad Bad choice of events or should I say Bad Bad choice of rewards for the time and effort we put into this game.

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Posted by: Donari.5237

Donari.5237

I have yet to receive my mail from the start of the event, it saddens me quit a bit that the 7 hours I used doing the event, but then got nothing from it. Even after they said they would mail out rewards and I have friends that already got blossoms mailed to them, but I’m still sitting here wondering where mine are, and not able to get the item I wanted because of it.

How many blooms were they mailed? Those of us not yet mailed our lost rewards would like to know how much of a boost towards 450 we’ll be getting.

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Posted by: Etien.4601

Etien.4601

Me and my guild mates are scratching our heads why would you devs need feedback or ways to improve this when you did great job with Scarlet’s aetherblade invasion. The answers are right infront of you. Apart from the idea to reward curency to buy stuff at completion instead of champion bags like last time is good. Other than that every other aspect of this invasion is huge step back compared to Scarlet’s.

Drop Acid Not Bombs (Richie Hawtin)

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Posted by: garrettx.3452

garrettx.3452

1. You tried to do something for us, that’s better than nothing. Didn’t go as planned? Oh well, these things can happen and i don’t care, there will be other events and you will have learned from this. You did better events in the past so i know you’ll do better ones in the future. We are all human and nothing is perfect in this world.

2. I am glad that you have the courage (maybe not the best word but i’m sure you’ll get my gist) to come forward and admit something went wrong. Refer to point 1 at this stage

3. As for criticism, effectively, i do not think we win enough blooms to be able to get a large choice of prizes. I cannot play all weekend long just to get those blooms and be able to buy more than a medium prize or maybe two small ones. Then again it’s a game, there will be other opportunities.

Thank you for a really great game and for taking care of us.

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Posted by: Teennine.3901

Teennine.3901

I think all of my suggestions for this event have been posted already here many times over, but I just wanted to say I appreciate the fact that you gave us an event, even if it didn’t go exactly as planned. I hope to see more events like this soon, with a lot of these player suggestions implemented.

I think well-planned map/world events will end up getting a lot of new players really interested in the game.

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Posted by: Ohoni.6057

Ohoni.6057

Don’t: Don’t spread events randomly across the map so that players have to scurry from one to the next and try and find one available.

  • Do: Keep it organized. Have three (more or less) “starting locations” on the map, with a named, commander tagged NPC, establish these before the event starts so that players can group around them. Then when the main event starts, a sub event will appear near this guy. You finish that one, another event appears within walking distance of the first, everyone goes there, next thing. Then a third, and forth, etc. If you want to repeat events, just have ti loop around in a general circle, but the basic rule is that the next event to start should be within walking distance of the last, you should never have to TP across the map to reach it.

Don’t: I think one of the biggest problems with this event is that it’s a four hour event. A lot of players don’t play for four hours a day, even with breaks in the middle, so a lot of this event is just out of touch for them. I personally play from around 10-12 EST, most often towards the 11pm area, meaning that my “prime time” just happens to fall dead center in the “we’re taking a break” phase of the event. Whee!

  • Do: The event timing needs to be more consistent and also more varied., I would say for something like this, three maps, twenty minutes on, ten minutes off, repeat. Players could skip a round if they wanted, but there would never be a ninety minute gap between events, and even if you only played for two hours you would have the opportunity to hit up to four of the events.

Don’t: Don’t reward players based on how many of the events they tag over the course of the event.

  • Do: Use the sequence above, and reward them for how many phases they get through in that single chain. If they bounce over to other chains then they get no credit for those, just the first one they start on. That way, they ONLY get the most credit for sticking with a single group the entire time.

Don’t: Don’t be stingy with rewards.

  • Do: If you’re planning on running this sort of event on a regular basis, announce that in advance so that players will know that they’re meant to save up for the big rewards over several months.

Otherwise though, if you announce this as a one-off event, then the amount of rewards should be enough that a fairly casual player, one who only plays the events 1-2 hours a day over the course of the event, should be able to earn enough for at least one, and likely several of the biggest rewards, a player who plays 3-4 hours a day should be able to earn all the big rewards, and a player who plays more than that should be able to earn all the big rewards, and have plenty left over to spend on “filler” rewards like material bags.

Don’t: Have enemies not drop loot. Dropped loot is FUN, way more fun than end of event loot.

  • Do: have the enemies drop standard loot. Nothing crazy, nothing that makes “scaling up” the event worth doing. Make it so that “scaled up” enemies don’t drop loot, perhaps, just the “normal amount” enemies do, or the “scaled up” enemies would drop normal mob type loot rather than fancy champ bags, but have them drop loot. You can still reward the “special” loot at the end.

Don’t: Overemphasize mob tagging. When tagging mobs is the way to earn credit for the event, it overemphasizes long range builds and AoE builds designed to hit the most enemies possible as fast as possible, which in a large zerg may be the only way to hit anything before the zerg burns them down.

  • Do: Have objectives that all players can do to “buy in” to the event, that do not involve tagging mobs, such as activating a device or attacking an enemy with a huge health pool. Ideally don’t even make players tag mobs to get drop loot, if they are around the mob when it dies, and “tagged in” to the event itself, then loot can drop to them too, even if the mob was killed before they could tag it.

There are probably others, but those were the main issues with this current event.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

(edited by Ohoni.6057)

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Posted by: ScribeTheMad.7614

ScribeTheMad.7614

The only logical reason I can think of for such low rewards were if this was meant to merely be the first in a series of weekend events leading up to HoT, possibly expanding in location/severity.
That would mean they intended us to earn blooms over weeks not a single weekend.
But there’s been absolutely information indicating any such thing.
As far as we know this is it.
Which comes back to the biggest problem we’ve had with them since the beginning, lack of proper communication.
Is this a one off event? All we’re going to see before HoT?
Was this a series of events meant to be dabbled in over weeks not ground to death in a weekend?
Plenty of information they could have given us without spoiling anything.
If any of that truly is the case anyway, I could be grasping at straws trying to find sense in someone else’s madness.

“The short answer is that new content is not going to drive people away from the game.
There is absolutely no evidence to support that it would.” -AnthonyOrdon

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Posted by: Gilgamesh VII.8690

Gilgamesh VII.8690

Here is what I found wrong with the event:

  • 30 minute event, were if you get disconnected for what ever reason you lose out on you reward and not everyone can stay for the full event.
  • Every man for them self tag fest, because to gain maximum reward you have to tag every event because people what to get all the rewards at the vendor before it ends.
  • Looks intimidating to new players, my GF started to play and she had zero fun on the event and I could see why.
  • Reward vendor charges Gold as well as blossoms, a big slap to the face for new players who may not gotten enough gold.
  • Big Grind Fest, yes i would like those skins and it would cost me 900 blossoms to get but I am not able to grind 900 blossoms in 4 days because we have responsibility and jobs with no idea if we are to able obtain blossoms after the event.

Event wise here is what you could of done is looked at Sillverwatse, you get rewarded for each little event, what you could of done is 1 event = 1 or 2 blossoms, downside to that is its still a Tag and run job. Maybe a server wide reward for the amount of events completed thought out the 4 days and peoples rewards are given after the 4 day event, I see that this idea would bring more cooperation and organization and get people group up and covering a sections of the map to help complete events faster. The downside I can see is that people could complain about players who didn’t participate in the event and AFK the whole event and gain the same reward as everyone else.

I understand that it is hard to come up with an event that makes every one cooperate and were it is balanced in its rewards to everyone, even when I think about it there’s always a downside to every idea.

Remember first impressions stick, it will make you leave with a satisfying feeling or a bad taste.

(edited by Gilgamesh VII.8690)

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Posted by: Menadena.7482

Menadena.7482

One thing I am finding odd is that blooms are actual objects taking up inventory space rather than being something in your wallet.

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Posted by: PrettyShield.8107

PrettyShield.8107

I would like for the events to run longer as in days as I don’t have the time to play the event in just this weekend… Most people don’t it would also be nice if the chest given gave more blooms to get 20 stacks is next to impossible unless you run & kill a couple things & move on to the next hoping others finished the event.

Also the timing of the events are gaped a bit maybe have more of them or closer together in time the maps lag very badly when trying to wp to get to the next group and has caused my client to lock up & crash then I lose my stacks…

[FS] Farscape is a friendly WvW guild & we’re recruiting! http://farscapeguild.com/
Devona’s Rest

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Posted by: LadySilverHand.6841

LadySilverHand.6841

MY PROBLEMS WITH THE EVENT AS-IS:

-All of the potential of this event is being wasted, aside from listening to your players.
-It has no clear line of reference for new players who haven’t experienced the story yet. It’s just tough mobs on a map.
-The goal is not to finish the individual events, but to tag as many as possible, stopping for nothing on your way if you want your prizes. And to do this over, and over, and over. This is unsatisfactory in so many ways. Work to reward ratio, sense of community, redundancy, events not actually getting completed unless a group sacrifices their tags to stay and complete it….
-Part of what makes large events amazing in this game is a sense of comraderie with other players, whether you know them or not. In rescuing people and goods from LA during the assault, everyone worked together for the common goals and goods. It was amazing. It felt wonderful to be a part of. It felt like you made an impact. For this events set-up, you are literally encouraged to not do this. :C
-If you are a brand new player, who just got to an appropriate level for this event (which, by the way is not level 18 when there are level 27 monsters), or if you missed more recent things after a long abscence, this event is just….happening. It has no frame of reference, no explaination of what’s going on, no sense of story. You enter the map and go “alright, so this area’s being invaded….what? why?”
-No clear explaination of how to participate in this event in a way which yields rewards and success (especially with the bugs and d.c.ing that started all of it off).
-This event was advertised as great for guilds, but aside from rewarding a lot of Influence, I can see no clear reason why I would want to play with my guild for this event. Or encourage my other guild mates to play this event.
-I am not a rich player. I am not even a comfortably well to do player. I am a poor player. In life and in game. Spending more than a few silver on anything is a big investment for me. I want to spend my time enjoying the game, without feeling like I’m throwing my money/coins down the rinse pipe. When there is no form of reimbursement happening on a map during what is a -very- expensive event, I am spending more time calculating and recalculating the value (to me) of the items I am trying to achieve ownership of than I am thinking about how neat the event is (or could be). I am perfectly willing to pay the ten gold for the Thoughtless/Selfless Potions. That was their original price, and I worked hard to pay it, I’ll pay it now. It’s a good price. But the amount I’m having to spend to earn the blooms to pay for it….it’s insane. If Anet feels the need to make money sinks in the game for those who have worked hard (or invested financially) enough to spit gold, then give them more raffles such as the ecto raffle. Don’t put a wall between your not-rich players and the events taking place. Especially since you are now/will be experiencing a huge influx of poor players with the f2p model. Many, like me, will save money all year to be able to buy one thing in the game, or to purchase the expansion. Dno’t leave us out, Anet.
-There is far too much grind in way too short a period of time to be able to get the top rewards (or much rewards at all). While I like that the top rewards will certainly remain status symbols of hard work, I would much prefer to see this event take place over a couple of weeks, a few more people get it, and everyone be happier to have it, not exhausted and upset. It’s like being too tired to eat your candy after your marathon run. :/
-There is no reward for participating below a certain point? Wow. Shouldn’t every little bit help in the case of driving off invaders? Participation at any level should at least give one bloom. Sure, you might have people camp a map, but they won’t be buying much with only one bloom a map. On the other hand, for those who got in late for whatever reason, or d.c.ed and returned, or so on, they can still feel like there was a point in showing up. Not that they have lost all the work they invested. Or the coins….
-The amount of reward at each level. Zero blooms for less than 5 stacks (bad), 5 blooms for 5-9 stacks (looks good), 10 blooms for 10-19 stacks (that’s quite the significant increase in work, and should have been capped at 15 instead of 19), 15 blooms for 20+ stacks (a lot of work, really, really hard work for many, for an insignificant increase in reward). Now, I don’t agree with one bloom per stack, unless the waypointing issues (next point) are changed as well. But the amount of work that goes into getting more and more stacks does not feel rewarded appropriately. Dividing it into smaller numbers of stacks per grouping would have been better.
-Too.Much.Waypointing. Either the event should be designed to run around on the map (actually run) from point to point, or you should be better rewarded for staying in an area/single event and holding the ground than you are for running around like a headless chicken with teleportation powers. Not everyone has perfect internet. Not everyone has fast internet. Not everyone even has decent internet. An event designed around massive use of Waypoints in a very strict time frame that rewards you for the more you use them is literally designed as a pay-to-win. Those who can pay to have the best, will get the best. Everyone else can buy a couple of dinky lucks for far too much. If the event were designed to run around on the map from point to point, rather than waypointing around the map, all players would be on even, or near even footing. It’s awfully difficult to reach those 20 stacks when you have loading screen times of one minute, Anet. And awfully disheartening to see people boasting about stacks of 30 or more because they have near instant load times. Keep the footing even. Please. Especially as regards rewards, prizes, and success/failure of participation.
-The Random Large Lag Spikes
-The Disconnects.
-The No Connects.
-The Bugs.

*WHAT I LOVE ABOUT THE EVENT: *

-It’s something new to do, with a lot of potential
-It ties into current events in the story
-It involves working with a lot of people in one place.
-It gives a lot of Influence for Guilds
-It has clear (ish) goals. (don’t get invaded)
-And reasons behind those goals (for the characters)
-The rewards are items that haven’t been available for a loooong time
-The top rewards are coveted and prized items, which were worked very, very hard for previously, or purchased on the gem store. Now we have the opportunity to get them.
-You still have to work hard for the top items, so the world won’t be flooded with something that was once a status symbol.
-The immediate, and continued, response and feedback from Anet. <3
-That I can finally get the Thoughtless potion I worked so hard for before and missed by one minute because the end time was unclear before.
-That the start and end times are very distinctly clear and stated.
-That you will be leaving the vendor around for a time to make sure everyone can get their prizes.
-That you will be doing your best to reimburse blooms and crates eaten by the Hungry, Hungry Mordrem at the start of the event.

SIDE SUGGESTION:

So that the community knows Anet is aware of and fixing a problem without having to leave the game and search the internet, or rely on secondary garbled information in chat, I recommend the following:

-An NPC which can be “airlifted” to trouble areas and dropped in on site during situations like these, to proclaim that “there is a problem, it is being addressed, and not to worry, citizens.” They can then explain that the Priory is studying the relevant texts, the Order is investigating the source of the disturbance, and the Vigil is assaulting it head-on. If they need more information, or wish to report details of their experience, they should attend the forums (give link to main page of forums).

Not only can this be handled without breaking the fourth wall (aside from the actual link), it can be pretty fun as well. Perhaps make it a female character, named “Annette.” Anet. Annette. ;P And give her the ballcap to wear, and a scroll or book to hold, so she looks very official. I would also recommend she be brightly colored, to stand out in any surroundings and be noticed with her proclamations of importance.

When the crisis is handled, Annette will return to her “office” and await further missions.

<3 Thank you for the fun, Anet~

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Posted by: Gilgamesh VII.8690

Gilgamesh VII.8690

Just did the event disconnected at 1 min left of the event got back in lost my reward, this is what you get for having a 30 minute event with no Grace period for when you disconnect.

I give up now.

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Posted by: qbalrog.8017

qbalrog.8017

First off, I appreciate Anet and the team being up front about the event not working out as planned, so kudos to that. Not everything works the way we like it to in life. Pretending “you meant to do that” just makes us question your integrity.

This has been covered before but just running around chasing points, hoping it’s still there when you get there, and the folks tagging and quitting are not much fun.

I’d prefer to see something less random: this is an invasion, after all, what if the Mordrem started from a point (or points) and spread outward. Maybe a successful invasion spawns additional ones and the goal is to first contain then eliminate it.

Just tossing out some ideas, but what if at start there are vine spawns at four corners of the map. If they aren’t eliminated in X minutes, they each spawn two more. Perhaps these first invasions are extra hard but give a bonus chest right they’re if eliminated. Once they spawn secondaries, they become normal difficulty and reward but all vines spawn new vines if not eliminated within a period of time. If all vines are eliminated, then we get a bonus followed by random spawns as we do now.

This is just a broad outline but something that forced us to have a little strategy, to try to contains things, would be a lot more interesting than just running around looking for the next random spawn point. It would also keep folks from abandoning some of the harder to get to/eliminate vine points.

(edited by qbalrog.8017)

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Posted by: Prymaster.6317

Prymaster.6317

This is probably the most angry an event has made me.

Last time the selfless potion was around, I didn’t have time to tediously collect heirlooms. I was excited it was finally back, but this event is actually even more tedious. I couldn’t play Thursday, because of intense lag, disconnects and even guild chat wasn’t working properly. When I asked my guild mates what was going on in terms of the event no one had responded. Later I found out that guild chat was buggy. I was livid with guildmates because they weren’t being helpful, but they were mad at me, because I was passively aggressively thanking them for their “helpfulness”. All because chunks of information were not making it through. I gave up for that day because the game wasn’t letting me have it.

Basically, through 12 hours of grinding today, I’ve gotten almost a whole quarter of the way through! Yeehaw? This is also after disconnects, a few crashes, and one time, coming back from a crash and getting 10 buffs to get 10 blooms, where I was awarded with nothing.

Most have already discussed how the format doesn’t lend to teamwork or optimizing groups or strategizing. It’s simply tagging events, which is not the GW2 creed at all. New players should at least be getting experience for these events, It would be a great way for them to level up.

If you even so much as allowed daily chests to be for characters instead of one’s account that would very much ease the burden of having to stay up 48 hours over the weekend to the point of hallucination to be able to get a potion. If I bothered to do the math, I could probably figure out that I’m not getting this selfless potion this weekend. The only reason I’m still gunning for it is the hopes that Anet will be able to either extend the event, mail out some “sorry blooms”, or even having more than a daily chest for blooms. This has eaten up way too much of my time as it stands. Will it eat up more of my time? Jesus, yes it is because there’s something wrong with me.

I love you guys, but this is not your usual fair.

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Posted by: Killa.8076

Killa.8076

PLEASE consider extending the event ! as people have mentioned the rewards are too little and then prices for the event items are too high ! we need more time ! I’m sure I’m not the only one that’s interested in more than one item on the list and I’m struggling to get enough for just one..

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Posted by: piano man.1672

piano man.1672

Since this is a place to post suggestions, here’s mine about Invasions in general that I recently made. But, it really does apply to this invasion, as well.

https://forum-en.gw2archive.eu/forum/game/gw2/Why-Aren-t-Invasions-well-Invasions/first#post5485546

Kharros 80 Warr | Dead on Revival 80 Necro | Yoxx 80 Guard | Khoton 80 Thief | Thera Majere 80 Ele

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Posted by: Crux Marionn.7925

Crux Marionn.7925

Good Morning Anet,

The concept of reaching 20 stacks within the time limit of 30 mins is not an issue, I was using my commander tag to in depth explain how to achieve 20 stacks and 95% of the players in my squad got 20+ (Link to explanation for any interested players https://forum-en.gw2archive.eu/forum/game/gw2/Modrem-Invasion-20-stacks-within-time-limit/first#post5485604)

I think the issue that I have found and many players have found is that in order to get the potion worth 450 blooms, a player needs to spend at least 6 hrs (2 cycles) in a day with perfect 20 stacks in order to get the potion. I know that you planned this event on a weekend which is good, however, this kinda takes out the casual/ regular community members who spend 2-3 hrs on gw2 a day.

The Improvement as you may heard would be to are:
1) reduce w8ting times, as it literally doubles the time you need to spend on gw2
2) more rewards for same stacks 5 = 10, 10 = 15, 20 =20 and bonus chests to contain more too maybe 25-30 blooms
3) items can be dropped by champs or mobs (items can be traded like SW organs for more tokens) – I really would like this to happen
4) Extend period of event by an additional 1-2 days, for the causal players
5) bonus chest also has a chance of dropping items which u can exchange for tokens
6) after event has end, maybe, i know this will be pushing it but make a short story where players can earn a lil bit more tokens post event OR make it sellable on TP or purchasable at gem store or npc

Those are my thoughts on how this event could be improved.

Sincerely,

Crux M.

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Posted by: alienfirst.6493

alienfirst.6493

I really don’t have much to add as it seems a lot of people have mirrored my exact feelings with this event. I am so happy to see some actual constructive feedback going on, with a lot of really good suggestions.

Words cannot express my frustration with this Mordrem Invasion event. The lack of rewards isn’t even my biggest issue (though it is one), it’s the fact that it just isn’t fun. Even if I try and fail Triple Trouble with a map, we get a little something, and it’s an organized effort with a group. This Invasion is a frantic blitz with no coordination and a complete disregard for a players valuable time. Two and a half hours today spent running around, trying to follow a commander, with a few Blooms at the end to show for it. I’d have a much more fulfilling time in WvW, EotM, Silverwastes, Fractals, ANYTHING.

I cashed in the Blooms I managed to scavenge, and I leave this invasion for people with more tolerance than me. I love ArenaNet and GW2, I really do. I look forward to the holiday events (I ADORE Christmas time, and GW2 is a huge factor in that emotion), I am jumping at the bit for Heart of Thorns, but this… this was a mess. I’m upset that I’m upset over this. I wanted to get my younger sis and friends back in the game since they all have low level characters, but the Mordrem Invasion is a just a waste of time.

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Posted by: rikwes.4813

rikwes.4813

I don’t know if this has been addressed yet but it’s a very serious design flaw . I was just in Kessex hills on my low level thief when the event triggered ON TOP of the one I was at that time attempting to complete ( siege engines around fort Salma ) . In stormed a huge group of players , perfectly understandable , killed everything on the map and left again . The folks who were busy with that OTHER event ( the siege thing ) were out of luck .I got bronze reward ( no blooms or anything like that either ) and I’m sure others got zilch as well.

At a certain point there were THREE events going on in close proximity of each other ( Mordrem, remnants of the siege event and the one which is triggered after that) . That’s a big NoNo in terms of basic design .

In addition to that lowbie levels don’t get any gold or karma for killing any foe of that Mordrem thing .What is the incentive to even participate when you happen to be on the map ?

With an event like this , everyone ( the entire map) should have a very good incentive to participate in it b/c it gives nice rewards . As is now the only thing I experienced was irritation

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Posted by: Gimli.9461

Gimli.9461

Constructive feedback here:

- compile all the best feedback as far as dynamic events go into a set of do’s and dont’s to reference in the future and put it into company shared doc :P I’m pretty sure all this feedback has already been given

- you already know GW2’s greatest strength is collaborative gameplay; any event that makes you compete for tags and causes you to just dash past people without helping/completing events will break that ‘friendliest’ community if repeated over and over

- knowing this – rewards should be based on map achievement, not personal achievement. Or both can be used similar to dry top or silverwastes where group achievement gives you tiers of rewards depending how well the entire map does, and then personal event achievement is also rewarded.

- once you put in map performance based rewards people will actually organize; they’d split into a few groups each with a commander to cover an area and complete events fast, so they respawn fast => higher map completion counter

Unfortunately the way this event is, how i have to tag 20 => the only part of it i do enjoy is when i tag 20 and am free to actually stick around an event and help complete it; I’m glad it’ll be over soon. XD

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Posted by: rikwes.4813

rikwes.4813

It’s almost as if Anet didn’t realize that all/most folks on those maps are busy leveling ( you know : collecting hearts ,participating in map-events , collecting hero points ) .

That’s the worst design flaw of the entire thing b/c those folks become annoyed ( most definitely if the event doesn’t do ANYTHING for them in terms of xp and/or rewards ) and log out disgusted . In the case of a brand new f2p player that could even mean hitting the uninstall button …

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Posted by: Poke Storm.7983

Poke Storm.7983

How about simply more time, I mean you guys have jobs obviously, so do we, and I cant just change my working schedule to fit with GW2 of the 4 days this event comes about I had 1 day off and it was the first day everything was bugged out, how about at least a week (7 full days) for events so we can all enjoy them a little, I just wanted to gain 1 item from this event (selfless potion) and I wont be able to afford it thanks to the bugs and the short time frame of this event its really disappointing, I truly feel let down on this one. I expected to be able to grind out half the blooms the one day I had a chance and I got rejected by bugs…. thanks….

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Posted by: ShadowyOne.1897

ShadowyOne.1897

I realize this feedback is probably a little late. But this event is just uncomfortably scheduled, timed, and rewarded for those who have to work on the weekends. I usually only get a few hours off in the evenings in which to play GW 2 on the weekend due to my work schedule, with my regular playing time being more during week days. The long breaks between, the low reward/time invested, and the sure quantity of blooms needed to acquire the rewards makes getting anything I want (mostly the selfless potion. I want a halo ) out of this event impossible. Not improbable or difficult, but actually impossible. It is sad to have supported this game for so long and to have an event, with a reward I would really like to get, being made functionally unobtainable merely by the nature of the reward structure.

Mordrem Invasion Update: 11 September 12:30 PM

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Posted by: Zephic.3075

Zephic.3075

I’m pretty sure everything I am going to say has been said but this is my two cents (Disclaimer: Everything below is my personal experience and feedback, others may disagree):

1. No karma or experience: for new players this is bad as they can’t level from the event at all. This puzzles me as this entire event was supposed to be a welcome mat for them. I personally don’t see the harm in helping new players level up quicker.

2. No reaction from normal events: A rather hilarious issue, as centaurs will continue to attack outposts completely ignoring the mordrem on the field and vice versa in Kessex Hills map. At the very least they should be hostile to each other. This leads to…

3. No story given, just toss a bunch of mordrem on the map. Yes, the mordrem are “invading”. No, they aren’t. They’re just standing there on three rotating maps. Why? No reason, just kill them all. I’m confused and I’ve played through all of Season 1 and 2. A new player would just be puzzled as to why there are so many plant monsters on the map.

4. Ridiculous pricing on rewards locks out new players from getting much of anything. This plus waypoint costs are a double whammy. What new player is going to have 3 to 10 gold? Scarlet’s Memories is nice if you have the luck to get one of the black lion skins. If you’re going for the spinal blades, you will need a ton of them and that wraps back to the gold problem.

5. Guild recruiting tool: This is non-existent, even though it was promoted as such. I’m by myself and I can do just as well as a guild group.

6. Tagging rather than helping finish events: I get literally nothing for staying around and helping finish an event, to be fair, I get very little from finishing the entire round. Instead, the mechanics of the invasion and the intended rewards, make me run around tagging the mobs rather than help finish events. This seems counter to everything that GW2 has been for. We should WANT to stick around and help out. Of course, event rewards have been problematic since GW2 started.

7. No drops from anything. This makes magic find useless as MF does not affect any boxes, chests, etc. Why am I pushing my magic find % up when it has zero effect on anything?

It’s nice to have something new to do, but I’m not going to participate that much longer in this as the grind is ridiculous for an event that Silverwastes outshines in every way possible. I can see the appeal for the season 1 items, but there so very little heart and soul in this weekend event, just a bunch of monsters literally thrown on a map. Please add some background story information in-game (and not on your site/Twitter/Facebook/Reddit) as to why the invasion is happening and draw new and old players alike into the beautifully crafted world of GW2.

Mordrem Invasion Update: 11 September 12:30 PM

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Posted by: DArchAngel.5231

DArchAngel.5231

I am sure many people have already said this but I will reiterate it just to show how strongly this event has affected the community, especially for new f2p players or players joining Guild Wars 2 for the first time through buying Heart of Thorns. I believe this event has harmed the beauty of Guild Wars 2 and many new players who just started are completely confused and unenticed because it does not really possess a role in the story like other Living Story events have and the fact that it does not give experience/karma/gold to new players makes it even worse. For veteran players like myself, it is a complete nightmare. There is no teamwork involved at all, just a mass of players (zerg) doing mindless killing and to top it off there is nothing keeping you from leaving just to “tag” the events for “stacks” in order to get the full reward at the end of the events. I do not mind this at all if it were around for more than 4 days but since it isn’t I nearly have to spend ALL my time during the past 4 days just the get the most valuable reward. This kind of event is just a complete disgrace to what makes Guild Wars 2 a fantastic game. I am disappointed by the fact that many new players will probably uninstall this game just because of it.

Some suggestions in the unlikely event that this type of event is held in the future:
-Reward Experience/Karma/Gold so that new players would be enticed to join in.
-Make the event like the Silverwastes Fort Defense reward where players defeating Mordrem at Point A will be rewarded when Point B, C, D is completed before the timer ends and reward everyone 20 Blooms for daily + 15 for completing. If this is done, no one will complain (even for those that disconnect as mentioned in earlier posts) but of course I am still against this kind of scenario since the price of items from the vendor are so high that you have to play the whole day. This brings me to my next suggestion.
-Extend the event over more than 4 days or scale the rewards according to effort rather than the time you put. Making this type of event held only for 4 days requires you to spend almost all your time to get the most expensive item at the vendor if players wish to get it. Scaling the rewards according to effort is kind of what it is right now but at the wrong approach. The “effort” for this event right now is “tagging” as much events as possible leaving behind players who are actually trying to complete the event.

(edited by DArchAngel.5231)

Mordrem Invasion Update: 11 September 12:30 PM

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Posted by: Knighthonor.4061

Knighthonor.4061

Why you all didnt make Blooms Tokens

Mordrem Invasion Update: 11 September 12:30 PM

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Posted by: Krayons.3256

Krayons.3256

The breaks in between invasions is painful. I don’t have time in my weekend to grind to get to 450 blooms (or however much the amount is for a selfless potion). If you’re going to have the extremely long breaks in between invasions, why not make this fair and extend the event? Even a couple days would help those who haven’t had the chance to participate in the past day or two. It’s unfair to people who are busy on weekends, working or doing whatever else it is. If the amount of blooms dropped is this low, I think a longer event time to balance would be fair.

I wish the invasion was more engaging and entertaining. I feel like this whole time I’ve been playing a stressful game of tag with mordrems.

Mordrem Invasion Update: 11 September 12:30 PM

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Posted by: Tifa.6473

Tifa.6473

The wait time is shocking, bloom drops are pathetic and the vendor prices are to high. No drops from monsters to cover wp costs. I gave up on the event in the 1st 4 hours and usually I love to do the events but with this event its not worth the hours you have to grind for blooms.

Tifa
Reaper
Everything she touched crumbled to dust.

Mordrem Invasion Update: 11 September 12:30 PM

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Posted by: Kitza.5162

Kitza.5162

Hello, I was wondering if there was going to be a possible extension to this event.

I have a full-time job outside of gw2 and it’s pretty lame that not only would I have to no life this game to enjoy the benefits of the rewards, but it’s rediculous that it’s short and I don’t have the time to be putting into the game like others.

I would literally have to stay awake from now til the end of the event and no life this game to get all the skins and potions I want. So that’s 0 sleep for 48 hours cause I had to work these past few days and obviously have things to do outside the game.

I don’t know what to say other than to just a suggest that when you do a big event like this to keep in mind that your gem shopping people who work don’t really get alot of benefit from these events other than maybe 1 or 2 skins out of the shop if i’m lucky.