Should unpopular events give bonuses?

Should unpopular events give bonuses?

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Posted by: TheKillerAngel.3596

TheKillerAngel.3596

Thoughts? Like extra XP/karma/silver, possibly other things? I think this might encourage people to go out more and venture in places that don’t get much traffic. I’m not entirely sure how it would be implemented, but it’s sort of like the opposite of diminishing returns on an event – the less participation one gets, the higher its rewards might be.

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Posted by: Qnopsik El Qox.1269

Qnopsik El Qox.1269

It could be a nice idea, if it would be a well informed addition.

We already have a similar system with mobs. Those alive for a long time give a nice bonus exp.
“DIEEE MOA DIEEEE!!! Give me those sweeet extra EXPz”

Rozalinda El Qox 80lvl Elem
Tiny Siege Turtles member
Blacktide player

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Posted by: Goettel.4389

Goettel.4389

We already have a similar system with mobs. Those alive for a long time give a nice bonus exp.

Implementing this for DE’s would be a great boon to low and mid level zone populations.

Send an Asura who knows math. Problem solved.

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Posted by: Vayne.8563

Vayne.8563

People go for the easiest loot, period. So if you put more loot somewhere that’s better it will not longer be an unpopular event. This is what happened with the big world events. People didn’t camp them that much until they were guaranteed a gold. Suddenly there’s lag, there’s overflow servers, there’s all sorts of stuff.

If you buff the rewards on everything few people are doing, you’ll throw the entire economy out of whack with inflation. If you change where the big rewards are, people will just start doing the new stuff.

I agree with the OP in principle, but unfortunately human nature makes this very hard.

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Posted by: Jakkson.4076

Jakkson.4076

People go for the easiest loot, period. So if you put more loot somewhere that’s better it will not longer be an unpopular event. This is what happened with the big world events. People didn’t camp them that much until they were guaranteed a gold. Suddenly there’s lag, there’s overflow servers, there’s all sorts of stuff.

If you buff the rewards on everything few people are doing, you’ll throw the entire economy out of whack with inflation. If you change where the big rewards are, people will just start doing the new stuff.

I agree with the OP in principle, but unfortunately human nature makes this very hard.

I have to somewhat disagree…giving better reasons for people to farm a wider array of events will spread them out hence reduce traffic in zones that are currently over populated…with the use of timers and if timed right; people will have to choose their events…would make it fun for us event farmers who always have to farm the same events over and over…

Don’t hate the player hate the game

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Posted by: Vol.5241

Vol.5241

The main reason why I don’t go to low-lvl zones is due to what Vayne said above – if there are places for better loot, I will go for it.

Low lvl zones only have a 50% chance of dropping gear close to my lvl, and 0% chance of dropping the highest tier of mats (which is where I get my money from)

If they were able to program the low-lvl events to give me 100% guarantee for mats near my lvl, then I would do it.

[Permabanned on Forums]
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Posted by: Pirlipat.2479

Pirlipat.2479

The main reason why I don’t go to low-lvl zones is due to what Vayne said above – if there are places for better loot, I will go for it.

Low lvl zones only have a 50% chance of dropping gear close to my lvl, and 0% chance of dropping the highest tier of mats (which is where I get my money from)

If they were able to program the low-lvl events to give me 100% guarantee for mats near my lvl, then I would do it.

Which would cause another problem. I collect mats to craft with them, if the crafting lvl is not fitting to the lvl of the character you will have no chance for lower lvl mats anymore. That would just decrease the price of T6 mats and encrease the price for lower-lvl mats. I personally really like to play in lower zones and the crafting mats I get there I can use for my alts. So I would not like a 100% guarantee.

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Posted by: RedStar.4218

RedStar.4218

Different events shouldn’t give the same reward. It doesn’t make any sense that an escort that takes 3 minutes gives out as much as killing a giant champion that’s attacking a town.

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Posted by: Tommyknocker.6089

Tommyknocker.6089

Yes. But to explain I would give events the same bonus as creatures left alone in the wild for long periods of time. For the chains I would give better rewards as the event progresses. For example if you see the wasp queen in Queensdale and it has been left alone for X period of time it should be worth more (logically) to the townspeople to have it be gone, hence higher reward. Chains should give better rewards as they progress for no other reason than no quest giver wants to have a quest half done and thus his/her incentive to get it completed becomes worth more to him/her.

But the underlying problem to the DE’s not being done and emptyness in lower level areas would still go unsolved, and that is there is no reason to go back there. This could be remedied quite easily with the addition of new skin drops/recipes and other uses for the things found only in those areas. The mystic forge has many many high level recipes that require 250 t6 mats and ecto’s but has precious few that require t1-5 items. Give us many many more items like http://wiki.guildwars2.com/wiki/Kryta%27s_Salvation or even http://wiki.guildwars2.com/wiki/Rusttooth and I’m sure the lower areas would flourish again.

(edited by Tommyknocker.6089)

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Posted by: killcannon.2576

killcannon.2576

Reward should scale with effort involved. Dragons are some of the easiest encounters in the game, but give out some of the best rewards. Same with most of the other Boss events. Mega Destroyer is actually kind of difficult, but didn’t get the chest buff. Champions throughout the game are more difficult than the Dragons, but zero reward or negligible rewards.The reward scheme needs to be redone for a full player base. Exploration and other activities can be rewarding in their own rights, but there will always be a portion of players who enjoy being rewarded for effort spent for fighting the baddies. Combat is just as large a part in rpg’s as exploration.

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Posted by: Delgan.8619

Delgan.8619

Dragon is only easy because of the mass influx of people… trying killing a dragon with a party of 5 then come back to us with that same comment.

Delgan Cortex – Mesmer Lv80
Guild: N/A
Seafarer’s Rest – EU

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Posted by: Zenith.6403

Zenith.6403

People go for the easiest loot, period. So if you put more loot somewhere that’s better it will not longer be an unpopular event. This is what happened with the big world events. People didn’t camp them that much until they were guaranteed a gold. Suddenly there’s lag, there’s overflow servers, there’s all sorts of stuff.

- So in the ideal situation every event in the world follows this formula:
Effort to complete * Reward = Constant

It would no longer matter which one you wanted to complete, because they would all be equally rewarding for time spent. OP’s idea sounds really nice to me.

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Posted by: killcannon.2576

killcannon.2576

Dragon is only easy because of the mass influx of people… trying killing a dragon with a party of 5 then come back to us with that same comment.

Killed dragons before the update with the chest bit. Was still easy. Stand by foot, auto attack, use heal skill, move out of aoe. Rinse repeat for five to ten minutes. Could be run on a script. The Claw is the only one that is moderately engaging, and only because you can’t automatically “sweep the leg”, still breaks down to doing the exact same thing, over and over again. It takes no special thought or input on the player side.The Dragons are mind numbingly dull. And this new update won’t change them being farmed.

(edited by killcannon.2576)

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Posted by: ASB.4295

ASB.4295

They introduced bonus xp, which is sort of the same mechanic for mobs. It depends where you want player masses to congregate, or if at all. I’m not sure ANet wants people to spread too much, otherwise I’m sure they would have already added something like this.

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Posted by: Neural.1824

Neural.1824

I like the OP’s idea. There are a number of events that I can think of which are “always on”. The Blood Witkittenessex Hills comes to mind. I’ve been playing since last October and I think of all the times I’ve been by there, there has been once that I saw people fighting that one. Don’t know if it’s too hard or to little reward, just something I see when I’m headed through there once in a while. Though it could be a spawn timer issue as well. Not sure, but I think many people see events in different zones that never seem to get completed.
The idea of the opposite of diminishing returns is great, but it would need a good implementation in order to minimize people screaming in map kitten“NO! Don’t do that event yet!!”

Where are my gem sales? I want gem sales! Nerf EVERYTHING!

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Posted by: eXs.6210

eXs.6210

I honestly think that’s a GREAT idea… honestly this to me is the best idea to get people back into mid level zones… specific dailies are a step in the right direction but people are still running around only the starter areas… this would encourage people to spread out and go do some events in mid level areas… some of those maps are legit deserted… it’s a shame because the mid level areas are so beautiful… honestly mid lever areas are my favorite spots to kind of just be around in… too bad I’m rarely there because there’s nothing worth doing alone and there aren’t enough players to do events with…

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Posted by: killcannon.2576

killcannon.2576

I like the OP’s idea. There are a number of events that I can think of which are “always on”. The Blood Witkittenessex Hills comes to mind. I’ve been playing since last October and I think of all the times I’ve been by there, there has been once that I saw people fighting that one. Don’t know if it’s too hard or to little reward, just something I see when I’m headed through there once in a while. Though it could be a spawn timer issue as well. Not sure, but I think many people see events in different zones that never seem to get completed.
The idea of the opposite of diminishing returns is great, but it would need a good implementation in order to minimize people screaming in map kitten"NO! Don’t do that event yet!!"

The Krait Witch is an excellent example, as are any group events in an area with a dragon. May as well log out than to expect players will do any other truly difficult group event when the dragons are there to just whack on and get a chest.

(edited by killcannon.2576)

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Posted by: RedStar.4218

RedStar.4218

The Krait Witch, being underwater is something that’s rarely done. Because it’s underwater, in a rather low level zone, generally the players aren’t correctly geared for it, making the fight last a long time. Some players don’t even have all their underwater skills unlocked.

And the Krait Witch is harder and takes more time than the Centaur boss.

But I’m sure that at least the one in Kessex is killed a lot more than the one in Timberline.

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Posted by: TheKillerAngel.3596

TheKillerAngel.3596

Here’s the idea I have in mind.

Each event should have some sort of counter that keeps track of the last time the event was finished successfully, if it was even attempted. The counter adds one stack to its reward multiplier over every 12 hour cycle from the last time it has been started and there were failed attempts, and adds two stacks if there were no attempts at all. Here is an example:

Formula for reward multiplier: 12 hour cycles since last successful event + ( cycles event has been unattended * 2) + (failed attempts/2). Rounds down and has a maximum of 50.

Krait Witch event: The event begins and there is 1 failed attempt to complete it in a 24 hour period.

1 + ( 1 * 2) + (1/2) = 3.5

This event gains 3 stacks to its reward multiplier.

Temple of Balthazar: The event chain begins and there are 6 failed attempts to retake the temple over a 72 hour period.

6 + ( 0 * 2) + (6/2) = 9

This event gains 9 stacks to its reward multiplier.

Temple of Dwayna: The event chain has not been attempted in a one week period.

14 + ( 14 * 2) + (0/2) = 42

This event gains 42 stacks to its reward multiplier.

For each stack, a specific formula calculates the XP/Karma/Silver gains. I haven’t determined it yet but they should be in accordance to the following:

XP: Logistic. Should award ~200k XP max at level 80 with the highest possible multiplier. If not level 80, event should give around 75-80% of a level at max multiplier.

Karma: Quadratic. Rewards increase more the longer the event is not attempted. Should give ~4500 max for an event with the highest multiplier.

Silver: Quadratic. Rewards increase more the longer the event is not attempted. Should give ~50s max for an event with the highest multiplier.

Think stacking and skipping trash is cheap?
Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.

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Posted by: Geikamir.6329

Geikamir.6329

People go for the easiest loot, period. So if you put more loot somewhere that’s better it will not longer be an unpopular event. This is what happened with the big world events. People didn’t camp them that much until they were guaranteed a gold. Suddenly there’s lag, there’s overflow servers, there’s all sorts of stuff.

If you buff the rewards on everything few people are doing, you’ll throw the entire economy out of whack with inflation. If you change where the big rewards are, people will just start doing the new stuff.

I agree with the OP in principle, but unfortunately human nature makes this very hard.

Each time an event is done the bonuses would diminish. So the most profitable way to do events would be to do tons of them all over the place.

Which gives another great idea. What if waypoint costs flucuated based off of use? So waypoints that never get used would be cheap and popular ones would be expensive. This would even work as a great indicator as to which areas DEs are likely to give the best rewards.

Toons: Foreseer, Geikamir, Rapscallion, Specimen, Scythian, Zeau, Ärtifact, and Replica.

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Posted by: TheKillerAngel.3596

TheKillerAngel.3596

People go for the easiest loot, period. So if you put more loot somewhere that’s better it will not longer be an unpopular event. This is what happened with the big world events. People didn’t camp them that much until they were guaranteed a gold. Suddenly there’s lag, there’s overflow servers, there’s all sorts of stuff.

If you buff the rewards on everything few people are doing, you’ll throw the entire economy out of whack with inflation. If you change where the big rewards are, people will just start doing the new stuff.

I agree with the OP in principle, but unfortunately human nature makes this very hard.

Each time an event is done the bonuses would diminish. So the most profitable way to do events would be to do tons of them all over the place.

Which gives another great idea. What if waypoint costs flucuated based off of use? So waypoints that never get used would be cheap and popular ones would be expensive. This would even work as a great indicator as to which areas DEs are likely to give the best rewards.

This is also a really great idea, with the waypoints scaling with price. I’m glad you mentioned it.

Think stacking and skipping trash is cheap?
Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.

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Posted by: TheKillerAngel.3596

TheKillerAngel.3596

People go for the easiest loot, period. So if you put more loot somewhere that’s better it will not longer be an unpopular event. This is what happened with the big world events. People didn’t camp them that much until they were guaranteed a gold. Suddenly there’s lag, there’s overflow servers, there’s all sorts of stuff.

If you buff the rewards on everything few people are doing, you’ll throw the entire economy out of whack with inflation. If you change where the big rewards are, people will just start doing the new stuff.

I agree with the OP in principle, but unfortunately human nature makes this very hard.

Each time an event is done the bonuses would diminish. So the most profitable way to do events would be to do tons of them all over the place.

Which gives another great idea. What if waypoint costs flucuated based off of use? So waypoints that never get used would be cheap and popular ones would be expensive. This would even work as a great indicator as to which areas DEs are likely to give the best rewards.

This is also a really great idea, with the waypoints scaling with price. I’m glad you mentioned it.

Think stacking and skipping trash is cheap?
Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.

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Posted by: Ricky Da Man.5064

Ricky Da Man.5064

Dragon = Giant Pinata