A team of 11 players enters a football field.
1 player goes to sleep on a bench, 1 player goes to runt about how bad the looks of the prize are, 2 players are catching butterflies, 3 players go to charge fans for signed photos, and 4 players struggle on the football field with their inexperienced opponents and manage to win the match in the last second.
All 11 players get the same amount of prize money, trophies and contracts with advertising agencies. (Butterflies and money from fans not counted.)
This is exactly how I feel every time on Piken Square when we hit 1200 at the very last moment despite of hordes of zergs saving children, AFKers hidden around the map, heirloom runners and mapchat trolls telling us how bad the ultimate reward is. I counted that during a rescue cycle I could save around 20-25 “unique” citizens; with a hypothetical 100 players in a map, that makes 2500 saved citizens… yet we only see 1200. So, the question is, where did the other 1300 citizens go?
I know this has been discussed many times, but here I will be constructive and I ask you not to derail the thread and to be constructive as well.
The main reason why these problems arise is the multiplication of specific game design decisions and psychology of most people players which tells them to maximize returns and minimize investments. Some casual-player friendly concepts of GW2 do work in open world to an extent, but they simply fail in recent large-scale events, with Escape from LA and Twisted Marionette being the most recent and evident ones. Here’s the list of issues and the proposed solutions.
ISSUES:
Counter-productive goals
- Whole-map content should not be designed in a way that player A’s goal hurts player B’s goal in cooperative PvE. I’m speaking here primarily about heirlooms and things like AP for destroying bridges in EoTM; Marionette Warden achievements and hit-and-AFK Hologram achievements can also be counted as such.
Counter-productive incentives
- Even more so, whole-map content shouldn’t be designed in a way that player A gets his reward PLUS a reward for what player B was doing, but not the other way round. I’m speaking about both zerging and heirlooms runs here.
- With the current system, you can get both the reward from group effort done by other people and lots of bags from zerging by upscaling events; from my experience, you can get around twice as much bags by zerging. Same goes for heirlooms. In Marionette event, it was often more rewarding to swap lines and farm keys instead of fighting the Warden which would have been failed anyway.
- The final reward is too random and unrewarding compared to guaranteed rewards from farming bags. Furthermore, rewards from farmed bags are better than the ultimate rewards in short term, and that is a big problem: you may never get your jetpack skin, but you may get some unlimited tonics and airship tickets and fabric from bags – and that’s additional to champ bags and greens-blues.
Leeching
- The way current whole-map content is designed at the moment, you can easily AFK the whole run (Escape from LA) or hit several mobs and then AFK (Marionette) and still get the guaranteed reward which other people had to earn.
- It is often very difficult or next to impossible to tell a legitimate AFKer (sudden real-world problems) apart from a leecher.
- There is no mechanics to report leechers (apart from botting), and even if you do, see above.
- Hiding properly is the easiest way of avoiding being reported.
PROPOSED SOLUTIONS:
All activities count towards the same goal
- In case of Escape from LA, both heirlooms, encouraged/resed citizens, miasma events, escort/defend events can all count towards “good deeds” counter instead of “citizens saved”. Events actually did it, but zerg + scaling was a large problem with them.
- LS meta achievements should contain a large portion of achievements which are tied to the main source of goal contribution – in our case, encouraging and reviving citizens. Current meta achievements (not dailies) did not have a SINGLE achievement towards encouraging citizens; it did have a counter-productive heirloom discovery achievement, on the other hand. These achievements should require a high score to fulfill and a reward tied to it, and they would clearly tell players who open the achievements panel on the release day what they’re supposed to do in the new event. However, the achievement which has a reward tied to it is the same heirloom counter-productive one.
(edited by Lishtenbird.2814)