Should outdoor boss events drop loot?
Because the rest of the game drops nothing…
Players wanted loot chasing, they got loot chasing.
I just wanted a AAA MMO with no sub made by ArenaNet. And it’s awesome.”
Instead, make the events do something that gives players in the area a reason to beat them, like locking down a portion of the map until they’re defeated, or awarding victors with a buff only applicable to that zone.
I can see it now . .
“ArenaNet, y u gate content behind a world boss?!”
“ANet, ur so unfair, can’t get the cool buffs cuz i can’t kill the boss.”
Because of botting and/or gem shop sales, open world loot was nerfed the first month or so of the game. So now we have to acquire the treasures (that level 80’s want) in a strictly controlled and dictated way (dungeons, events, laurels).
Instead, make the events do something that gives players in the area a reason to beat them, like locking down a portion of the map until they’re defeated, or awarding victors with a buff only applicable to that zone.
I can see it now . .
“ArenaNet, y u gate content behind a world boss?!”
“ANet, ur so unfair, can’t get the cool buffs cuz i can’t kill the boss.”
There’s not really anything unusual about locking down portions of the map with events. Centaurs, for example, frequently take control of sections of certain maps depending on how events flow. The game was designed around that whole idea.
However, you are right in that players will likely complain about it all the same.
Because of botting and/or gem shop sales, open world loot was nerfed the first month or so of the game. So now we have to acquire the treasures (that level 80’s want) in a strictly controlled and dictated way (dungeons, events, laurels).
I’m specifically talking about open-world meta events that provide treasure chests at the end of the event. And there is nothing stopping bots and other “illegal” farmers from taking advantage of these same events alongside legitimate players, “strictly controlled” or not.
Because the rest of the game drops nothing…
Nothing? Really? I find it difficult to believe that you have obtained none of your gear outside of open-world meta-event chests.
It was frustrating to beat a massive boss and getting bluetrash, just to see another guy getting a precursor during a karma run in Orr.. It was too much RNG..
Now that world chests have good drops (some golds, and even exotics) at least we have motivation to them more than once.
If anyone thinks that a guaranteed rare equals good loot, you have been thoroughly brainwashed.
Instead, make the events do something that gives players in the area a reason to beat them, like locking down a portion of the map until they’re defeated, or awarding victors with a buff only applicable to that zone.
I can see it now . .
“ArenaNet, y u gate content behind a world boss?!”
“ANet, ur so unfair, can’t get the cool buffs cuz i can’t kill the boss.”There’s not really anything unusual about locking down portions of the map with events. Centaurs, for example, frequently take control of sections of certain maps depending on how events flow. The game was designed around that whole idea.
However, you are right in that players will likely complain about it all the same.
Centaurs can take control of sections, but you can still get in if you can overpower or outrun the centaurs. True story, been there done that with Risen in the first time I hit Straits. Nobody was doing the invasion events so there were no waypoints active, meaning? I had to go back to Fort Trinity and “Solid Snake” past all sorts of unpleasantness repeatedly.
Now, in comparison, make it so people cannot get in. That’s a different story altogether.
It was frustrating to beat a massive boss and getting bluetrash, just to see another guy getting a precursor during a karma run in Orr.. It was too much RNG..
Now that world chests have good drops (some golds, and even exotics) at least we have motivation to them more than once.
I think the problem you’re describing revolves around the fact that you walked up to a huge chest post-boss event and then you were subsequently disappointed to see a bunch of blue drops instead of the items you really wanted.
That is not what I’m proposing. I’m proposing creating a situation where it’s common knowledge that these huge out-door bosses don’t leave behind treasure chests at all. Where defeating them simply rewards players on that map with something else.. like a temporary buff that only works on that map, or opening access to an area or waypoints on that map that is otherwise blocked off by the existence of said boss, or something interesting the designers can think up that doesn’t involve shinies attracting people from all across the game.
No loot to be disappointed about, in other words. Yes, it is completely in the opposite direction of where we’ve been going with recent patches.
(sigh) Unpopular post time.
During GW2’s development, I used to look at those Tequatl and Shatterer event videos and the furthest thing from my mind as I watched their footage was the question of how many times I could farm them a day for rare drops. And yet, now this seems to be the only question on the minds of most players.
I’m sure the community that just wants to be showered in rare and exotic drops will strongly disagree with this, but I really wish Arenanet would just completely remove chest rewards from these open-world boss events altogether. Instead, make the events do something that gives players in the area a reason to beat them, like locking down a portion of the map until they’re defeated, or awarding victors with a buff only applicable to that zone. And then players who are actually adventuring in these zones will have a reason to band together and beat these bosses, no loot-carrot-on-a-stick required.
I would love to see these world events entertaining only a fraction of the crowds they attract now (who are there for all the wrong reasons). I choose quality over quantity every time. This whole loot pinata thing is just ruining the entire sense of adventure this game was supposed to have. I’ll even suggest that it’s introducing elements that are counter to the philosophy of the game. Those bosses are like open-world resources, and we’re now practically competing over them as we fight to see who can out-camp whom, with the loser ending up cursing on an overflow map. And not because we care about the boss or the event, but because we want that loot drop.
Wasn’t this supposed to be the game that moved away from that kind of unpleasant competition?
Big tough boss fights can be fun, but without something to show for it they soon lose their appeal. For me, at least. Also, locking part of the map away until a big boss is defeated… uh, we kinda have that in Orr already with some of the skill challenges. Not a fan of Orr. Thank goodness for guesting and TC.
I don’t see anything wrong with getting a reward for taking your time to save the world from a dragon that will disappear regardless of whether you take action or not.
At least now I have a reason to go and fight these big monsters.
Fun is not an incentive, as pretty much all the dragon fights are extremely boring. They’re structures so they can’t be critically hit, 50 people applying all their conditions leaving my condgineer in the shadows.
It’s not fun.
Of course I want a reward for doing something that I have no reason to do at all.
I’m sure the community that just wants to be showered in rare and exotic drops will strongly disagree with this, but I really wish Arenanet would just completely remove chest rewards from these open-world boss events altogether. Instead, make the events do something that gives players in the area a reason to beat them, like locking down a portion of the map until they’re defeated,
Have you seen how many points are contested in Orr? Without reward the area would stay locked. I personally am really happy with the changes. I use to go to the dragons every now and then before the changes but now I do go daily. It is fun there are people there talking and having fun. I think it was a great change.. it is a huge dragon it should have loot.
The chests should stay and people should continue to get loot from a wide variety of sources, based on what they feel like doing.
Big tough boss fights can be fun, but without something to show for it they soon lose their appeal. For me, at least. Also, locking part of the map away until a big boss is defeated… uh, we kinda have that in Orr already with some of the skill challenges. Not a fan of Orr. Thank goodness for guesting and TC.
I really don’t see the harm in allowing players to lose interests in particular world-bosses as they exhaust the content in zones and move on to different content. For some reason I’m doubting that, when creating these encounters, ANet envisioned players farming them multiple times a day, every day, like we do now.
These events have become a joke. Nobody is there because they’re interested in the event, nobody is “saving the world”.. they’re only interested in the loot. I deserve more of a reward for completing an event like “Prevent the pirates from stealing supplies from the Priory camp” than a loot pinata like “Defeat Tequatl the Sunless”. People are attending these events for the wrong reason, a reason that sounds a lot like “I can get a rare for two minutes of work”. What a huge waste of design and potential.
Best part about going to the dragons for me now a days is popping a cauldron down and watch as 6 people + bite and costume brawl…
Then watch as a few people run at the dragon as a moa. Good times.
No the “I can get a rare for two minutes of work” events are Frozen Maw and Shadow Behemoth. Mostly because their health pools are so low for all the over-geared people (level 80, mostly exotics, full traits…) beating on them. They also do it in the vain hope for a Final Rest or whatever Frozen Maw has in it.
I would file this under “not an issue” if those bosses were more interesting. The Claw of Jormag is interesting enough to pass muster for me, because it is a series of minor events which can actually be dangerous sometimes and it’s not over too quickly. Also, there is a very real chance of incurring repair costs doing this and thus . . . not making back your money spent repairing on the loot.
The Shaterrer, on the other hand . . . desperately needs some help.
You do realize that this was (sort of) the situation before and for some reason or the other (but likely a good enough reason) it was changed. I think for some amount the current status will change and people already start doing other stuff again instead of waiting another 20 minutes for the boss.
What a wasted potential indeed if you designed those encounters and “no one” goes there or only once.
Not that I don’t like your idea, but partially it exists already, events, bosses that open up other maps – they are just not huge bosses and I don’t think they necessarily have to be.
“Whose Charr is this?”- “Ted’s.”
“Who’s Ted?”- “Ted’s dead, baby. Ted’s dead.”
OP, what you are suggesting is exactly how it has been for the last 5 months. The bosses dropped no good loot so people for the most part just ignored them. Why should they care if those temples/that part of the map is blocked off. If it didn’t drop any loot then why would they want to unlock it anyway?
The only people at the dragon events were alts and bots who just stood there 24/7 and got free stuff. Now people actually have motivation to do all the events. The world has opened back up, the temples in orr are available, people are exploring around the area and doing events while they wait for bosses.
(sigh) Unpopular post time.
During GW2’s development, I used to look at those Tequatl and Shatterer event videos and the furthest thing from my mind as I watched their footage was the question of how many times I could farm them a day for rare drops. And yet, now this seems to be the only question on the minds of most players.
I’m sure the community that just wants to be showered in rare and exotic drops will strongly disagree with this, but I really wish Arenanet would just completely remove chest rewards from these open-world boss events altogether. Instead, make the events do something that gives players in the area a reason to beat them, like locking down a portion of the map until they’re defeated, or awarding victors with a buff only applicable to that zone. And then players who are actually adventuring in these zones will have a reason to band together and beat these bosses, no loot-carrot-on-a-stick required.
I would love to see these world events entertaining only a fraction of the crowds they attract now (who are there for all the wrong reasons). I choose quality over quantity every time. This whole loot pinata thing is just ruining the entire sense of adventure this game was supposed to have. I’ll even suggest that it’s introducing elements that are counter to the philosophy of the game. Those bosses are like open-world resources, and we’re now practically competing over them as we fight to see who can out-camp whom, with the loser ending up cursing on an overflow map. And not because we care about the boss or the event, but because we want that loot drop.
Wasn’t this supposed to be the game that moved away from that kind of unpleasant competition?
These bosses would sit mostly untouched at that point though. Especially since there is no real mechanic to it, target boss > press 1 > boss dies. There would need to be a drastic change to the events themselves to make them interesting but even then, without any type of reward linked to it people are not going to make return trips to kill the boss again.
(sigh) Unpopular post time.
During GW2’s development, I used to look at those Tequatl and Shatterer event videos and the furthest thing from my mind as I watched their footage was the question of how many times I could farm them a day for rare drops. And yet, now this seems to be the only question on the minds of most players.
I’m sure the community that just wants to be showered in rare and exotic drops will strongly disagree with this, but I really wish Arenanet would just completely remove chest rewards from these open-world boss events altogether. Instead, make the events do something that gives players in the area a reason to beat them, like locking down a portion of the map until they’re defeated, or awarding victors with a buff only applicable to that zone. And then players who are actually adventuring in these zones will have a reason to band together and beat these bosses, no loot-carrot-on-a-stick required.
I would love to see these world events entertaining only a fraction of the crowds they attract now (who are there for all the wrong reasons). I choose quality over quantity every time. This whole loot pinata thing is just ruining the entire sense of adventure this game was supposed to have. I’ll even suggest that it’s introducing elements that are counter to the philosophy of the game. Those bosses are like open-world resources, and we’re now practically competing over them as we fight to see who can out-camp whom, with the loser ending up cursing on an overflow map. And not because we care about the boss or the event, but because we want that loot drop.
Wasn’t this supposed to be the game that moved away from that kind of unpleasant competition?
Let me ask where loot should be gotten from then. If you say dungeons than let me make an unpopular proposal for you and that is to remove loot chests from dungeons.
If anything loot needs to be better throughout the gameworld not worse and or have content locked down.
As a new player, I actually welcome loot on dragons. Not because of the loot itself, but because there will actually be people around when I’m high enough level to do these events. As a veteran mmo player, nothing sucks worse than being “late to the party” when you join an mmo that has been around for a while and you can’t do half the content available because nobody is running it anymore. There is incentive for older GW2 players to do these events now which opens up more open world content for us newer players to take part in. They may be running it for the “wrong reasons”, but I think you’ll find there are a lot of new players that are grateful for these people keeping these events doable that don’t really care what people’s reasons for doing them are.
Edge, I think you are right. I first fought the dragon bosses because it was epic and I couldn’t have cared less about loot. In fact, I still don’t really care about loot. I’m completely fine with it taking a ton of time to get my Legendary/named exotics (the only things that require farming). I still don’t like doing the dragon bosses, but I do them more now because that’s what everyone else wants to do. I would be more inclined to do them if it required more skill and teamwork. Now it just feels like I’m standing around smacking things and that’s about it. Really I want the fight to be harder.. hard enough so that sometimes you fail. The possibility of failure makes it exciting to actually conquer a boss and be able to say “look at our skill”. Introduce mechanics that require the zerg to actually think and coordinate. I don’t care if it drops an exotic or nothing! Challenge me.
People are not doing Dragons because the loot is good. People are doing the Dragons because you can auto attack AFK your way to the chest.
Because of botting and/or gem shop sales, open world loot was nerfed the first month or so of the game. So now we have to acquire the treasures (that level 80’s want) in a strictly controlled and dictated way (dungeons, events, laurels).
I’m specifically talking about open-world meta events that provide treasure chests at the end of the event. And there is nothing stopping bots and other “illegal” farmers from taking advantage of these same events alongside legitimate players, “strictly controlled” or not.
A bot can’t farm the same “event” chests over and over because its strictly controlled and dictated: you don’t keep getting chests repeating the event. But the bots could farm the same normal mobs in the world over and over again and get good loot, before the loot was nerfed.
Whether or not they drop loot is mostly irrelevant. The fights as they are now are boring regardless. Changing the loot has nothing to do with the gameplay. There is no chance for failure, no risk. There isn’t even a big chance of death unless you have less than 5 people. Even THEN it is still a low chance due to scaling.
(sigh)
And not because we care about the boss or the event, but because we want that loot drop.
Let me ask where loot should be gotten from then. If you say dungeons than let me make an unpopular proposal for you and that is to remove loot chests from dungeons.
If anything loot needs to be better throughout the gameworld not worse and or have content locked down.
I agree!!!
What a wasted potential indeed if you designed those encounters and “no one” goes there or only once.
The people playing in these zones for “normal” reasons (i.e. not standing around waiting to collect their rare) will attend these encounters, especially if they’re fun and the designers give them reasons to (and those reasons don’t have to be loot). Queensdale, for example, will always have players in it, more than enough to challenge the Shadow Behemoth, whether his death spawns a loot chest or not. It does not need a hundred “heroes” from around the world descending upon it every two hours just to collect their shiny.
OP, what you are suggesting is exactly how it has been for the last 5 months. The bosses dropped no good loot so people for the most part just ignored them. Why should they care if those temples/that part of the map is blocked off. If it didn’t drop any loot then why would they want to unlock it anyway?
I can’t help but think that we must have been playing different games. Because, since launch, every time I dropped by an event like Tequatl I’d find legions of players camped out there waiting for his spawn and hoping for good chest loot, and a few players new to the area hoping for a cool experience. Unfortunately, the former ruined the latter.
We have always had chest/loot rewards from these bosses, which is exactly the opposite of what I’m suggesting.
As a new player, I actually welcome loot on dragons. Not because of the loot itself, but because there will actually be people around when I’m high enough level to do these events. As a veteran mmo player, nothing sucks worse than being “late to the party” when you join an mmo that has been around for a while and you can’t do half the content available because nobody is running it anymore. There is incentive for older GW2 players to do these events now which opens up more open world content for us newer players to take part in. They may be running it for the “wrong reasons”, but I think you’ll find there are a lot of new players that are grateful for these people keeping these events doable that don’t really care what people’s reasons for doing them are.
For the <80 level zones. You can pretty much do everything with 2 people. Most are soloable on any profession although the effort might not be worth it depending on what you are after. This includes Group Events. So “Can’t do because of lack of people around.” is not a very big concern here.
As a new player, I actually welcome loot on dragons. Not because of the loot itself, but because there will actually be people around when I’m high enough level to do these events. As a veteran mmo player, nothing sucks worse than being “late to the party” when you join an mmo that has been around for a while and you can’t do half the content available because nobody is running it anymore. There is incentive for older GW2 players to do these events now which opens up more open world content for us newer players to take part in. They may be running it for the “wrong reasons”, but I think you’ll find there are a lot of new players that are grateful for these people keeping these events doable that don’t really care what people’s reasons for doing them are.
For the <80 level zones. You can pretty much do everything with 2 people. Most are soloable on any profession although the effort might not be worth it depending on what you are after. This includes Group Events. So “Can’t do because of lack of people around.” is not a very big concern here.
I was specifically talking about the open world dragons/events that give chests like the Shatterer and Frozen Maw, not the regular group events you find around the world.
I’m going to use the Shadow Behemoth as an example. When you arrive in the swamps you’ll find upwards of ~50 players standing around waiting for the event to start. Many of them will have been waiting for over an hour, competing against other players via the “waiting game” for a spot on the map specifically so they could do this.
Are they standing there because they’re excited about the upcoming event? Or are they standing there because they want some loot? We all know it’s the latter, and to any designer that should be the wrong reason.
You know, it’s funny (and by funny I mean really sad).. the people who actually deserve the rewards are the ones completing the pre-events, not the ones pressing their auto-attack key and aiming in the direction of the Behemoth for two minutes. Because, when those pre-events start.. 99% of the people standing there in the swamp can not be bothered to lift a finger to help out with them. They would rather sit there and wait like a stump for another thirty minutes than spend two minutes moving outside the swamp and advancing the event.
We are rewarding the wrong people, and with the wrong things, and for the wrong reasons. Do not misunderstand me: I want to kill a cool boss and find a shiny treasure chest rewarding me at the end. But it does not seem like I can have that without having the garbage we have now, and if I have to pick the lesser evil I would rather have no chests and people only attending events because they’re genuinely interested in being there because it’s fun and they’re accomplishing something that has nothing to do with loot.
I agree that the new chest rewards have caused problems. The solution proposed by the OP is going to create more problems than it solves, though.
Eliminating chests from these events would cement the idea in some players’ minds that ANet does not want people to farm. This idea is already fairly prevalent. Removing the most obvious concession to player demands for more and better loot would anger way too many people.
The proposed replacement rewards are not rewarding enough. Unless a buff is “too good,” people hardly notice them. Also, open world PvE is easy enough that such a this-zone buff is going to be seen as not worth the effort. Locking map areas away behind an event is an interesting mechanic, but the current manifestations of this are complained about (CoF and Arah, for instance). Adding more such will not go over well and will be perceived as a punishment for not doing the event rather than a reward for doing it.
Finally, eliminating world-event chests flies in the face of the fact that many players will not play content unless rewarded. While not true of everyone, it’s true of enough players to be a significant factor in design decisions — just look at the inclusion of Ascended to gauge the impact of this way of thinking.
I think something needs to be done about these event rewards, but I don’t think replacing them as the OP suggests would work.
I’m going to use the Shadow Behemoth as an example. When you arrive in the swamps you’ll find upwards of ~50 players standing around waiting for the event to start. Many of them will have been waiting for over an hour, competing against other players via the “waiting game” for a spot on the map specifically so they could do this.
Are they standing there because they’re excited about the upcoming event? Or are they standing there because they want some loot? We all know it’s the latter, and to any designer that should be the wrong reason.
Bad example. I knew people who did that event solely because it was “the only cool meta event they found”, and they liked the way the boss looked . . . there were a lot of people who did it just because of nostalgia from BWEs, much like I ran into people doing Shatterer for the same reason.
You know, it’s funny (and by funny I mean really sad).. the people who actually deserve the rewards are the ones completing the pre-events, not the ones pressing their auto-attack key and aiming in the direction of the Behemoth for two minutes. Because, when those pre-events start.. 99% of the people standing there in the swamp can not be bothered to lift a finger to help out with them. They would rather sit there and wait like a stump for another thirty minutes than spend two minutes moving outside the swamp and advancing the event.
And many of the people completing the pre-events are only doing it for the loot also, but are trying to get to the event faster by helping out. It’s impossible to tell motivation without really knowing the people involved.
Even then, they could just . . . lie.
We are rewarding the wrong people, and with the wrong things, and for the wrong reasons. Do not misunderstand me: I want to kill a cool boss and find a shiny treasure chest rewarding me at the end. But it does not seem like I can have that without having the garbage we have now, and if I have to pick the lesser evil I would rather have no chests and people only attending events because they’re genuinely interested in being there because it’s fun and they’re accomplishing something that has nothing to do with loot.
I confess, I’m one of the people who would do the events over and over again if there weren’t loot there. However, I also think the place would be devoid of people if there wasn’t some kind of bonus in it for them.
I can prove it too. Exhibit A is well and truly alive on the servers – go to an area where there’s a couple really interesting events with either no chest or no enormous chest. Say, south end of Timberline Falls. Or westernmost Brisbane Wilderness. The Blood Witch in freaking Kessex Hills. Usually, nobody is there and these encounters can be balanced for more than a few people.
Even in Orr! The southernmost part of Cursed Shore has two events almost always active that few people go do. The Champion shark and the Champion pirate captain. I go down there now and again and wouldn’t you know . . . always up.
I like the idea of having to kill a dragon to gain control of areas of the map. there should be a chest reward, and it should contain something in between how it was and how it is now (maybe 0.5 rares on average), but maybe also have it where the dragon takes back the map as events are failed (or would this encourage people to kill dragon and leave?)
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I like the idea of having to kill a dragon to gain control of areas of the map. there should be a chest reward, and it should contain something in between how it was and how it is now (maybe 0.5 rares on average), but maybe also have it where the dragon takes back the map as events are failed (or would this encourage people to kill dragon and leave?)
We had that, it was called Straits of Devastation. Actually, we still have that. and it still often has major issues getting done at any given time.
I like how they are personally in terms of loot. I would prefer if their time and location were more random. This would decrease the zerg that hits them at spawning times (and makes them waaaay to easy to kill). I like the good reward, but I’d rather earn it.
I would also like to see group events in other areas drawing you to the dragons for a final culmination. like several places have to complete events that push Dragon forces out and back CoJ into a corner, then he finally has to emerge.
this would turn it from “3 hours after last encounter +/- 30 minutes” into “an hour after last encounter, Dragon tries to recapture his land, is then forced out again from the completion of ~8 events in other zones, then emerges for a fight”, which might take all day or 20 minutes.
I’d also like to see Dragons move around the map like that Ancient Karka, and be less predictable, but I do know how hard that would be. it’s just silly to be able to stand in a specific place and spam ‘1’ without fear of death.
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As someone who did dragons very regularly before they made chest changes, I’d rather them just go back to the old system rather than make them random spawns, that would be even worse than what they were before.
Edit: Don’t get me wrong, I’m all for the current chest system, but if I keep getting put in an overflow every time I go to do them, I would rather have the old system back. 1 rare every 3 dragons on average is better than nothing.
I would also like to see group events in other areas drawing you to the dragons for a final culmination. like several places have to complete events that push Dragon forces out and back CoJ into a corner, then he finally has to emerge.
this would turn it from “3 hours after last encounter +/- 30 minutes” into “an hour after last encounter, Dragon tries to recapture his land, is then forced out again from the completion of ~8 events in other zones, then emerges for a fight”, which might take all day or 20 minutes.
I’d also like to see Dragons move around the map like that Ancient Karka, and be less predictable, but I do know how hard that would be. it’s just silly to be able to stand in a specific place and spam ‘1’ without fear of death.
While I read this and my first reaction was “that sounds kind of cool” . . . I had to stop and think on it for a minute. And after thinking, I can see why this wouldn’t really work out. I’m pretty sure you can too if you take the event at the end you were comparing it to and remembering exactly how well that turned out.
This is a good idea. It needs a lot of work and refinement.
As someone who did dragons very regularly before they made chest changes, I’d rather them just go back to the old system rather than make them random spawns, that would be even worse than what they were before.
Edit: Don’t get me wrong, I’m all for the current chest system, but if I keep getting put in an overflow every time I go to do them, I would rather have the old system back. 1 rare every 3 dragons on average is better than nothing.
I suppose we find different parts ‘worse’ about the situation. The part that I don’t like is the predictability of them. I want to be roaming around and randomly run into an epic battle. Right now I feel like I am playing a bunch of mini-games.
Rewards for doing things aren’t a problem. Timers for these events are the problem. They are nothing more than a farm factory at present. Go to any of the world events about 20 minutes before kickoff and watch the characters stand around looking in one direction. Looks like a scene from a Shyamalan flick. Nothing says broken quite like that.
If we got rid of timers, then people camping out for the events would do one of two things:
- Stop camping out there in real-time, but leave an alt there and wait for a buddy to tell them it started.
- Camp there 24/7 and wait for it to start.
I’d like to see them become more difficult tbh,get players doing more than just spamming 11111 all the time.
Like grenth is probably my favourite out of theses events because you can still fail it with massive numbers…
If we got rid of timers, then people camping out for the events would do one of two things:
- Stop camping out there in real-time, but leave an alt there and wait for a buddy to tell them it started.
- Camp there 24/7 and wait for it to start.
Then also change the location of the events, make them “Random”…gasp.
If we got rid of timers, then people camping out for the events would do one of two things:
- Stop camping out there in real-time, but leave an alt there and wait for a buddy to tell them it started.
- Camp there 24/7 and wait for it to start.
Some would, not all. The amount of people willing to do that is drastically lower than people who go ALT+TAB google Dragon Timer, select server – ALT TAB back to game, map to next dragon – repeat.
If we got rid of timers, then people camping out for the events would do one of two things:
- Stop camping out there in real-time, but leave an alt there and wait for a buddy to tell them it started.
- Camp there 24/7 and wait for it to start.
Some would, not all. The amount of people willing to do that is drastically lower than people who go ALT+TAB google Dragon Timer, select server – ALT TAB back to game, map to next dragon – repeat.
You’re correct. Some would . . . and I’ve actually seen people abandon at Claw of Jormag because it wasn’t going down fast enough so they could go to Tequatl or Shadow Behemoth.
Sadly, I don’t think there’s much you can do to discourage them.
Then also change the location of the events, make them “Random”…gasp.
Stop trying to be clever and think you can “score points” on me. One, I don’t care. Two, you shouldn’t either.
The events have specific locations for a long laundry list of reasons, and these are now nigh impossible to change without serious reworking of the whole game landscape. On top of that, there is a not-insignificant challenge to having the fights change location while still being interesting and not having one encounter be easier than another . . . or more accessible . . . or some other reason people would do that event instead of the five others.
Variables and random chance are all fine and good, but they’re really not a friend to people trying to put together a large-scale battle.
Personally, I have a lot of fun fighting the dragons, I don’t do it just for the loot. The dragons look cool, the preevents are fun and the event itself is fun to me. If I was just doing it for loot, I would have given up fighting them long before the patch gave the chests decent drops.
SO counterpoint to OP’s suggestion: Dungeons mobs shouldn’t drop loot. You’re just running it to grind tokens to get pretty pretty dressup clothes, right? So why do you care about the hp sponge/loot pinata that are any and all of the mobs in the dungeon?