It’s not an uncommon topic: how do we make just playing out and about in the open world of Tyria more rewarding?
Seems the suggestions forum is gone so I’ll just drop this here…
So, I’ve thought about this a lot and I like my simple solution so much that I’ll permanently be a little bit sad unless something like it happens one day. This all stems from the idea that Dynamic Events in Guild Wars 2 are the meat, potatoes, veggies and dessert of the game. They’re great, and a ton of work was put into them. They are primarily unique to GW2 in that even games with similar contrivances (Rift and Wildstar each have their variations, as I understand it) are rudimentary in comparison.
There are so many. In every zone, so much content that is underutilized at best and entirely ignored at worst. Ignored! Some of the best content in the game, completely passed by, not even touched once a day. There are event chains in this game I absolutely love, some that can even last upwards of an hour, ultimately rewarding you with 20 or so silver and a few blues, greens and mob drops. This is a shame because even a player like me, who is happy to do content for the fun of it rather than the reward, will triage activities based on reward. In other words, if I’m choosing between two types of content, both of which I substantially enjoy, I will far more often choose the more lucrative one.
I attempt to solve this problem by unifying a few different concepts:
- Playing in almost any zone of the game should be substantially, and in some ways equally, rewarding
- Dynamic Event completion (success) should provide tangible rather than incidental rewards
- Adventuring throughout a zone clearing many events- making an impact on the fabric of that zone- should carry a sense of gameplay momentum with it
- Doing many different events should be rewarded greatly; repeatedly doing the same events should not be rewarded at all (thematically, the same idea as the changes to dungeon rewards)
- Ultimately, the best currency that can be delivered as a reward is always gold, because it’s the language of the trading post
I have framed this idea largely in cold, mathematical terms, but perhaps my favorite thing about it is that it makes a fair bit of sense in roleplaying terms, especially compared to the existing system. I’ll touch a bit on that again at the end.
Here goes.
Each unique dynamic event completed to success awards n silver, where n = the number of unique dynamic events completed in that zone. Repeating completed events would earn you no silver reward at all (XP/karma unaffected).
Put more simply: every new event you do in a zone earns you one more silver than the one before.
This would reset upon leaving a zone, and your “streak” potential for each zone would reset on the daily timer.
So as an example, if you go to Metrica Province and do 1 event it gives you 1 silver, do another event and it gives you 2 silver, do another and it gives you 3 silver, for a total of 6 silver for having done 3 unique events in that zone. The formula for how much you earn by doing how many events would be: (n * (n+1)) / 2.
So if you continue adventuring in that zone:
- 10 events will net you a total of 55 silver.
- 20 events will get you a total of 2 gold, 10 silver- on par with a run of COF1 + SE1.
That seems like a lot of gold for “just events” at first, but think about it: if you’ve completed 20 unique events in a row in a single zone, you are a force in that zone. You’ve severely shifted the battle lines with the centaurs in Kessex Hills, you’ve taken out a ton of Branded threats in Blazeridge Steppes, you’ve given the Inquest a run for their money and driven them from the Infinity Coil in Mount Maelstrom. There’s no doubt this would take longer than a couple of the easiest dungeon paths- but if you didn’t mind spending the time, you could keep going.
Under the existing system, event silver rewards vary by zone (and are apparently being further nerfed per devaluing champ trains), but 20 events would get you somewhere in the ballpark of 70 silver, and you’d be rewarded just the same even if you just repeated the same 4 events five times.