Question for Anet, Difficulty Scaling
Prior to season 1, events scaled based on participation. You actually had to tag an enemy to be counted for example. The problem was, zergs were capable of killing bosses as they spawned, prior to them actually scaling. Around the end of season 1, scaling was simply changed to factor everyone in the nearby area.
Surely they could create a hybrid, where everyone counted for the first minute or so, then it went back to participation. I encounter non-participants/AFKers every day near the collection events in EB for example, forcing me to turn in roughly 5x the amount.
Enemies should have never scaled in numbers or rank, as it only makes zerging more rewarding. They should have been dynamically adjusted, like bosses.
Yes, it should be a responsive system that do not rely solely on the number of kittens present in an area
Especially in the core game i still think that scaling should be a lot harsher.
Then again, veteran and elite-enemies do need better builds for that to work so it’s an entirely different story.
The events around the winter berries in BF are some of the worst in the entire game. Due to the seer amount of players just moving around and harvesting, ignoring all mobs, the event mobs scale too high, making the events really tedious to complete.
In SW it’s similar when there is a chest farm going on. The huge chest farming blob will pass through a fort, scaling the event, then they leave not contributing to the event, going after their loot.
One way of solving this problem is by not having conflicting mechanics around an area. If a fort is under attack in SW, you can’t loot chests around it, if the berries are protected by mobs, you can’t harvest them, and so on. That way you don’t even have to tweak the algorithm for event scaling.
Another good solution. I think it would be a crime to ignore the fantastic people we have in our community provided that you have the time and resources to account for their ideas