I am curious what exactly the purpose behind having group specific events is. In a game where a system exists that scales events based on the number of players participating, doesn’t having a limit on minimum players essentially institute an artificial barrier that is unnecessary?
For instance, the events in Straights of Devastation. Three assault teams (North, Central, and South) are attempting to get to the Cathedral of Glorious Victory (CoGV). As far as I can tell, to proceed with an assault on the cathedral, two of the three assault teams must meet at the Rally Point.
I personally have pushed both the North and South assault teams all the way to the Rally Point several times. I do this for two reasons. One, it is enjoyable. The events are challenging and engaging. The second is, a good portion of the playerbase either don’t care to know how, or are not interested in doing the pre-events leading up to the assault on the cathedral.
So, if I want to get to the CoGV, I have to get these two assault teams in position before other players come to reap the reward chest from the last event and to gain access to the vendor.
However, what happens if one of these assault teams bug, and the event chain becomes locked until the next server restart?
You might say that the central assault team is still available, but that is not the case. An NPC in Fort Trinity will tell you the truth of the matter. There is a Champion Risen Megalodon preventing the central force from moving out.
As most players are probably aware, sharks are no laughing matter in this game. Champion Sharks are far beyond this, with a single charge capable of eliminating the player in one fell swoop. Good luck finding a group of players willing to attempt to take this thing out.
So… story aside, why are barriers like this necessary?