This is all taken from my Blog but I thought I would also post it here for all to see and reply to.
Blog Link: http://7bitworld.org/2012/11/21/the-problem-with-one-time-eventsand-why-they-need-to-continue/
Post part 1:
So if you play Guild Wars 2 you may have noticed this nice One Time Event that happened over the weekend. And if you’re on the internet at all you probably noticed the total kittentorm everyone made over it. Honestly though; all that aside, it was one of the best things that could have happened to Guild Wars 2 and I hope ArenaNet take that to heart.
I know some people are never going to like One Time Events in any game because they are bound to miss out on some of them. But for me that is what makes it so great. People were excited when ArenaNet said there were going to be things you could do in GW2 that would change the game, actually make a difference, and this is how they make that happen. You will not always be there, but when you are you really are a part of this game’s history.
I’m no apologist though, I’m not going to say more of these events should happen just because I want to make the game look good or act like it’s perfect. I’m not going to act like it didn’t have it’s share of problems. But I’m also not going to act like they weren’t good for the game either, because they were.
Now let me explain. One of the most used words when people describe GW2, and more importantly “why it sucks”(it doesn’t), is Zerg. Zerg Zerg Zerg. Everyone seems to hate the zerg and even GW2 apologists point it out as one of the only flaws to the game. Yet 99% of the players still seem to be stuck in that zerg mentality.
This event proved it more than anything else. ArenaNet gave us a set of events that were filled with kind of anti zerg mechanics, things that made you pay attention. But no one did. Everyone zerged and when they all kept falling over dead and couldn’t complete this stuff for “hours” they claimed it had to bugged or just impossible to do.
Of course no one worried about killing the adds that spawned, nope we gotta zerg this boss. No one thought to interrupt those one shot kill moves that were telegraphed and easy to spot, nope we gotta zerg, dps, gogogogogogogogo. OMG we let the adds, veterans, and chanmpions over run us and get to the boss, he used an ability and now has full health again. BUG!
I know there were some lag issues, and we’ll get to that in a minute, but putting them aside, and including the people who had no lag at all, this is exactly how it went down for most. ZERG!
What happened to actually paying attention and reacting to whats going on in front of you? What happened to learning these events and mechanics on the fly and adapting? What happened to playing this adventure like and actual adventure instead of assuming zerg is the only option because we haven’t had weeks to learn the ins and outs of this event?
Honestly, there were a lot of cool mechanics and abilities included in this event and many of the players still don’t know about them after the fact. People thought more Karka were spawning after they broke their shells. The ability was right there, plain as day for all to see, but few took the time to see it and adapt and understand. There were quite a few other abilities and mechanics like that included in this event, things almost no one took the time to notice and adapt to, they just assumed it was tuned to hard or bugged, it could never be they weren’t doing what they should be doing. Zerg beats everything right?
Unfortunately it does. Given enough bodies and enough times and zerg can and will pop anything, mechanics alone cannot stop it. And this is the reason I call for more and more events such as these, and more such mechanics added into the everyday game. Sure that zerg can finish it, but it’s going to take them so long maybe just maybe people will start paying attention to the mechanics and try it the right way. There are already mechanics like this in the game to a smaller degree, but they’re mostly in dungeons and people just die->res->zerg those too.
I’d like ArenaNet to add more and more such mechanics into the game, not just in one time events or dungeons, but even out in the regular world. And take away some of the things that make the zerg easier. Set these events a long distance from waypoints. Remove some waypoints from dungeons or block areas off once you use a waypoint until everyone dies or the boss does. Condition the player to become used to these mechanics and stop the zerg.
(edited by SevenBitBrian.8413)