map "instanced" content.

map "instanced" content.

in Guild Wars 2 Discussion

Posted by: Avatar.1923

Avatar.1923

would it be a good idea, to put in each zones, maybe 3 “super events” that would be similar to personal story mission, but meant for group of 5, with dungeon difficulty.
(could be started at an npc)
i find this way they could reuse their open world map.
and maybe if you complete all the 3 “super event” you can choose do fight a “zone boss” as an extra.
ie (in harathi hinterland)
-capture a centaur camp
-steal military plans from a caravan courier
-go rescue an engineer to do a special catapult
-then after that, you can fight the centaur boss and his lackey in his hood
just a thought like that.
reusing the maps and putting instanced “missions” that are same level as the map level, but dungeon difficulty.

map "instanced" content.

in Guild Wars 2 Discussion

Posted by: Avatar.1923

Avatar.1923

only “startable” if you have 100% completion on tha particular map.

even more fun

map "instanced" content.

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

Or….

Just raise the difficulty of events, and throw in extra mechanics so people in the open world will have to work together.

This is possible with their scaling system.

Life is a journey.
Time is a river.
The door is ajar.

map "instanced" content.

in Guild Wars 2 Discussion

Posted by: Avatar.1923

Avatar.1923

^
problem with this: ZERGS.

see how the temples/world boss are boring ?
its just “not fun” to spam 1 and down a dragon thats on a timer.

i still think my suggestion would rock until somebody can say why it wouldnt.

map "instanced" content.

in Guild Wars 2 Discussion

Posted by: Pennry.9215

Pennry.9215

^
problem with this: ZERGS.

see how the temples/world boss are boring ?
its just “not fun” to spam 1 and down a dragon thats on a timer.

i still think my suggestion would rock until somebody can say why it wouldnt.

And I had a huge LOL session when I watched the “zerg” get bigger and bigger, while the Grenth Priest’s attacks got bigger and bigger.

As for your suggestion (and I wait for the PM saying they moved the thread): It’ll end up the same as Dragons and Dungeons are now, bunch of people standing around where the event is to take place. This doesn’t get more people out in the world any more than the current Dragons and Dungeons do. (Yes, I’m purposely typing them in that order!)

map "instanced" content.

in Guild Wars 2 Discussion

Posted by: Avatar.1923

Avatar.1923

^

its instanced content im talking about.

like personal story missions (that use the open world as map) but meant for groups.

repeatable, and startable at a specific npc (npcs) in each zone.

it would put people in the zones as much as putting dungeon entrance do.

basically see it as “dungeons within the open world”. a rewarding repeatable content, that you get the possibility to do after clearing the zone.

+ it would give a reason for people to go 100% zone complete.
+ they can reuse large portions of their amazing world.
+ it would make a lot of sense for the lore.

(edited by Avatar.1923)

map "instanced" content.

in Guild Wars 2 Discussion

Posted by: Avatar.1923

Avatar.1923

basically the challenge for those mass open world event is really low in 99%of the time.
and if its harder youll get map chat and LA chat all spamming and everbody will tp there and its gonna be kitten even more.

map "instanced" content.

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

^
problem with this: ZERGS.

see how the temples/world boss are boring ?
its just “not fun” to spam 1 and down a dragon thats on a timer.

i still think my suggestion would rock until somebody can say why it wouldnt.

I said that you throw in extra mechanics and raise the difficulty. Additional mechanics and additional difficulty to prevent people just zerging.

As to why it wouldn’t rock, is because it’s more instanced content. The more you go sticking people into instances, the more the open-world dies.

They just need to refine their event scaling system, since it seems to stop working at a certain point (The Shatterer with 7 people can be challenging. With 30+ people? Not so much).

Life is a journey.
Time is a river.
The door is ajar.

map "instanced" content.

in Guild Wars 2 Discussion

Posted by: Avatar.1923

Avatar.1923

maybe.

but i still think at bunch of lvl 80 running around queensdale would make the lowbies feel impotent, and kinda break the mood that “nicely dressed heroes” should not be liberating an apple orchard.
remember we re talking about “replayable endgame content”.
killing a spider in that apple orchard to save a kitty isnt that epic when zerged by twenty lvl 80s..
your solution doesnt help “lowbie zones”.

open world is ok a bit more quiet for levelling up.
and by instancing it, high level players could “replay” the map.

for max level zones; i agree with you. the mechanics of scaling needs to be improved and its for the best.

(edited by Avatar.1923)

map "instanced" content.

in Guild Wars 2 Discussion

Posted by: Avatar.1923

Avatar.1923

by putting only a big boss here and there in lowbie zone (behemot, dragons etc) you dont help the zone.
everybody just tp there and tp out after opening the chest.

map "instanced" content.

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

And instancing doesn’t help the open-world at all.

While it may or may not help the lower level areas, it will give challenging group content in the open world, as opposed to instancing everything.

Life is a journey.
Time is a river.
The door is ajar.

map "instanced" content.

in Guild Wars 2 Discussion

Posted by: Avatar.1923

Avatar.1923

challenging group content; agreed with that. for max level zones.

if they find a way to make a “zerg” actually fun, and giving those events gold reward, its for the best. definitely.
(because you know that where the loot shine the most the players abound…)

but instancing some “high end tweaked events” for 5 man, in each zones, can also be there alongside your solution.

im of the opinion that “themepark” cannot have open world endgame content.
stuff stuck on a timer that you cant do when you want to..

your solution is good for max level zones. and is the original design intent.
unfortunately, it failed, and its not by scalling more appropriately the dredge events in dredgehaunt cliff that youll make it happen..

but “instancing it”.
youll make it alive again.
and youll have some level 80 visiting the map more often, they might even finish up their dailies in the zone afterward.

map "instanced" content.

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

So by ‘instancing’ content, you make it more alive?

Sure, the level 80 will visit again. But what is the point in that if it’s in an instance? You may as well just give level-appropriate instanced content. Thus you only make the instanced content alive, and not the open-world.

And you don’t seem to understand the definition of a zerg. A zerg is when everyone rushes in, does whatever, and there isn’t any teamwork.

What I was proposing is that they change events to require teamwork, for people to communicate and organise to tackle multiple parts of the same event, so you don’t have 50 people throwing down AoE to try and tag as many mobs as possible, but 50 people tackling an event that’s attacking you from multiple sides (waves of enemies, siege, Champions preparing a big attack) eliminates the zerg.

“im of the opinion that “themepark” cannot have open world endgame content.”

Tell me: What themepark MMO has given it a serious effort?

Life is a journey.
Time is a river.
The door is ajar.

map "instanced" content.

in Guild Wars 2 Discussion

Posted by: SneakyErvin.3056

SneakyErvin.3056

Sorry but I dont see the use or place for such a thing. There are already dungeons and fractals, both serving the exact same purpose. What they need to do is rework dungeons to get them inline with fractals. Up the loot from chests, get some universal token, tweak each dungeon to be fairly even in difficulty to each of the others.

Put some different difficulty tiers in there, something equal to 1, 10, 20, 30, 40 fractals, no need to grind them, just set your difficulty and go. A bit higher drop chance for each difficulty.

Revamp all world events to make them less of a drag, add mechanics to all fights that make them lethal, scaled like now through player participation. Put them at a difficulty similar to the avarage 5 man dungeon and reward loot for that level. Only thing that should be 100% to drop should be tokens.

That would be a good starting point. Lower level group events would have to be fixed from a different perspective, since it involves lower levels.

edit: This way people would be able to obtain whatever gear they want through whatever type of gameplay they enjoy.

Let Valkyries guide me to my destiny.

(edited by SneakyErvin.3056)

map "instanced" content.

in Guild Wars 2 Discussion

Posted by: Avatar.1923

Avatar.1923

making the dragon fights instanced wouldnt be so much different than spaming chat and everyone teleporting in to rampage it… aside from mechanics not being able to keep up with many players.

but yes. if they can work on making it better, then its cool!

doesnt change much thing about mid level zone being emptied as the bulk of the population reach lvl 80.

thats why i was thinking that level 80 content in zones could help to push the story of the zone further and giving it a second life.

if they manage to create “awesome” open world major events then itll be because they can manage the zerg.
by giving a chance or a need for the high end players to coordinate.

i just had very disapointing experience with the endgame open world events.
i feel theyre good for farmers only and that the gameplay doesnt cut it.
so, basically, at endgame pve i find myself sticking to instanced stuff mostly (aside from quickly doing my “run” to finish my daily, lackluster imo)

guild mission, content that guild can start up in different zones and that is “high level” is very cool if done right. and probably can be a saving grace.

(edited by Avatar.1923)

map "instanced" content.

in Guild Wars 2 Discussion

Posted by: DreamOfACure.4382

DreamOfACure.4382

^
problem with this: ZERGS.

Solution to this: Anti-Zerg AoEs

AoEs that one-shot players no matter what level/gear they have.
Thus, forcing players to spread out and use the mechanics placed in the area, like Kralk..

Solving zergs (for either WvW or Dragons) is super simple, ArenaNet just has to commit to solving it.

“Bleeding, Poison, Confusion, Torment, they all look delightful on you.”

Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~

map "instanced" content.

in Guild Wars 2 Discussion

Posted by: John Widdin.9618

John Widdin.9618

Bring back Vanquishing.

^
problem with this: ZERGS.

Solution to this: Anti-Zerg AoEs

AoEs that one-shot players no matter what level/gear they have.
Thus, forcing players to spread out and use the mechanics placed in the area, like Kralk..

Solving zergs (for either WvW or Dragons) is super simple, ArenaNet just has to commit to solving it.

So a relatively small template aoe that ramps up damage based on how many people were hit by it within the radius?

Zachary ~ Mesmer/ John Widdin ~ Warrior/ Zazmataz ~ Engineer
Maguuma – [TriM][DERP]

(edited by John Widdin.9618)

map "instanced" content.

in Guild Wars 2 Discussion

Posted by: Avatar.1923

Avatar.1923

remember, its “hard” to coordinate a 30+ people group in open world.

gonna use “map chat” ?

i still think my instancing solution is best.
and,
player started events, like for exemple guild
mission could do; make a party of only guildies, go to x zone, talk to x dude and start a special super event like a centaur camp on steroid. of course lowbies in the area will need to be informed that the area is starting to “buff up”.

i can see that being an interesting mechanic too.

large group open world content.. would require the game to totally put in a new mehanic. exemple; npcs start to assemble squads, that are each assigned a special task etc etc.

we ll see what anet have in store.
instancing is the “easy way out”. but maybe they can surprise me with real open world endgame fun!