..but in all the wrong ways.
I appreciate what you, the developers, are trying to do with your holiday/weekend/special events. And I would love to also appreciate the hard work you’re putting into them. But the simple fact is you’re pouring all your effort into a game that seems to be incapable of supporting your designs. And the scary part is it seems to get worse with each attempt, as you push for something more grand than the last which is ultimately only grander in its scope of failure. In the end it is actually hurting the public perception of your product.
There are so many things wrong with how you choose to handle these types of events, I really don’t even know where to begin. And I refuse to summarize things in a phrase where 50% of the comment is the word “sucks”, as so many seem ready to do, because your ideas are awesome and I want to applaud them. But this game’s engine is literally thwarting your best intentions at every single turn.
Here are just some examples:
- Fighting invisible monsters amongst invisible players is exactly the opposite of fun. And I know you’ve admitted there is a problem with the way your game culls and renders content, and that you’re working on it, but it makes me nervous when I see members of your development team claim that it’s only a major problem in WvW but not so much in PvE. What’s even more frustrating is that you’re aware the problem exists, but continue to release content that will never function correctly as long as the problem is around. It’s like you’re designers are creating content for a game that has already licked the issue, when in reality you haven’t. Why allow this?
- You really should make more use of private instances. The Lost Shores phase 1 events are a good example of this. Some of your NPCs have several pages of dialogue that most players will never be able to absorb the lore of because other players can always put that NPC into a state where he is no longer having that conversation. When there are 30+ players surrounding an NPC waiting to activate him, there is always going to be someone who is going to do so immediately the moment that opportunity arises. It also wrecks believability when an NPC challenges you to a fight, is then smacked down by 30+ players at once, and then seems confused as to how you could have possibly won. Your unwillingness to stick these NPCs in private instances is incompatible with your desire to feed players lore. And for players like me who actually enjoy the lore, it’s really frustrating.
- Your special events keep breaking after being activated repeatedly. And I wish this was something that I had confidence that you could fix, but the truth is even your normal events have been suffering from this same problem since launch. If you haven’t been able to fix those, you’re not likely to fix these anytime soon. This, to me, seems like another reason to stick these special event NPCs in private instances. At least then the players have the option of resetting the instance if something in the scripting jams.
- You spend all this time writing and recording minute-plus nifty dialogue exchanges between special event NPCs, and the audio completely cancels whenever a player moves up to one of these NPC and hits the “F” (interact) key. How are things like this not tested first? How much effort would it take for someone to test that versus the amount of effort and time it took to write and record those conversations? Someone is dropping the ball in a big way here.
This isn’t even touching on the client-server communication delays that seem to happen in large fights, the way the audio for the entire game seems to cut out for minutes upon arriving at something like a busy karka invasion event, the fact that players can participate in one of these invasions for 15+ minutes and not actually get credit for any of the kills because they apparently didn’t do enough damage compared to the output of the zerg.. I just don’t understand what your goals are here. If you’re trying to deliver exciting, dynamic, epic content to the players.. it’s just not working.
I honestly believe few people are going to come away from these events feeling better about your game. If anything, the impressions they’re leaving players with are likely negative. And over time you’re attempts are becoming worse instead of better. Your Hunger Games event, for example, during beta was a lot of fun and worked pretty well. Your Halloween event.. it had a lot of problems (players who remember it fondly are likely thinking of parts that were not actually events.. like the clock tower jumping puzzle, the PvP matches, the Mad King dungeon runs. The actual dynamic events that took place in the world, though.. riddled with bugs). And now we’re at the Lost Shore event and if you take away the Fractal dungeon, I’m pretty sure most people would call this update a complete flop.
(cont)