Number of mobs at night time

Number of mobs at night time

in Guild Wars 2: Heart of Thorns

Posted by: Arleon.5921

Arleon.5921

it´s pretty low ^^

You don´t get the feeling like facing an almost overwhelmingly huge army at all.
beside the events there are only a few ones who don´t realy challenge anyhow ( though they have cool mechanics, and are fun to bash ).
And the events themselves are pretty easy once you got the point.
Especially the events where you need to defend a camp — I don´t know if I missed sth, but there was litteraly not one mordrem attacking us. We were standig there, chatting and waiting till dawn while nothing happened.
And the escort events are also just “train them down”.

I like the map overall, and the mob mechanics, but none of them is a challenge as long as they apear in that low numbers as they do right now ( except the smoke guys ^^ )

anyone getting the same experience ? or did I just accidently miss the main stuff ?

Number of mobs at night time

in Guild Wars 2: Heart of Thorns

Posted by: Randulf.7614

Randulf.7614

The general feeling in the main densities feedback thread was it was either way too much or just right. The thread has dropped back a way though due to the amount of non merged threads.

Personally i think defending against mordrem should feel like a war you desp want sun up to end. The rest of the map should be dangerous, but not clogged. Right now, there are pathways clogged with veteran trash mobs, who are easily aggroed…esp with people training everything left, right and centre.

Having a steep learning curve in the first few minutes is not the right approach. High densities should be gradually phased as you progress

Im fine with the individual difficulty of each mob though. They are refreshingly challenging and make me think about the build i use

Number of mobs at night time

in Guild Wars 2: Heart of Thorns

Posted by: Dark Saviour.9410

Dark Saviour.9410

As I said elsewhere, I’d prefer the current defend events be replaced with much larger, longer ones that have multiple mechanics and a large base rather than a couple of useless barricades that you just circle-camp and fight in. Each at a structure more akin to the Silverwastes forts, but larger and better would be ideal, but at least something that feels suited to a long onslaught. And I’d have the scale of the attack and ‘style’ vary by night (Full army vs. ‘tactical’ strikes, etc).

Elsewhere, I’d slim down the mobs on the ‘standard paths’ significantly. As you deviate from them, density could increase, but I’d say just have more dangerous types of mobs instead (IE: Smokescales and Raptors pack it in for the night because something worse shows up).
Maybe on certain nights, Mordrem ambushes become more of a thing as well. Add some intelligence to it, so a Mordrem will stay stealthed and keep away from the fray if 10 or so people are in the area, but will attack if a straggler is left behind.

Gone for good after Halloween 2Ø12.
A shame fun things could not simply be fun.

Number of mobs at night time

in Guild Wars 2: Heart of Thorns

Posted by: Apophis.2498

Apophis.2498

To stay within the confines of the story, the remaining pact forces don’t have a lot of time to build forts or structures like the ones in the Silverwastes. Barricades would be all they could build within minutes or hours after the fleet was destroyed.

They will be tweaking the night events during the beta phase of development. It felt very tense during my experience this weekend, and I would hope that they crank up the intensity with Mordrem numbers and AI. The Mordrem would have the advantage at night and they would have no reason to be shy about attacking during that time. There should be that danger of being overrun.

Number of mobs at night time

in Guild Wars 2: Heart of Thorns

Posted by: That Guy.5704

That Guy.5704

As I said elsewhere, I’d prefer the current defend events be replaced with much larger, longer ones that have multiple mechanics and a large base rather than a couple of useless barricades that you just circle-camp and fight in. Each at a structure more akin to the Silverwastes forts, but larger and better would be ideal, but at least something that feels suited to a long onslaught. And I’d have the scale of the attack and ‘style’ vary by night (Full army vs. ‘tactical’ strikes, etc).

Elsewhere, I’d slim down the mobs on the ‘standard paths’ significantly. As you deviate from them, density could increase, but I’d say just have more dangerous types of mobs instead (IE: Smokescales and Raptors pack it in for the night because something worse shows up).
Maybe on certain nights, Mordrem ambushes become more of a thing as well. Add some intelligence to it, so a Mordrem will stay stealthed and keep away from the fray if 10 or so people are in the area, but will attack if a straggler is left behind.

yea, I agree with this. Just in the area we had available, there were what, 6-7 rally points? (some said unavailable while some said contested at the start of the night phase, I dont really know which is which and how you make some available). Thats too many for what should feel like troops gathering and bunkering down for the night. Also, at one rally point we got supplies back and got to level 3? i think and one npc or popup text said they were building turrets….there were no turrets and if there were, they didnt do anything.

If there are going to be even more rally points farther out in the jungle, then with the full map available we are going to end up with a situation where players and npcs are spread very thin.

Night should be fewer rallys and more organized/difficult assaults and I think that would make for a more engaging series of events.

Maybe the events could progress something like this:

Daybreak starts off just like it does now

15 minutes before night fall should be when the main events in the area are wrapping up instead of right before nightfall. During this time, the pact forces begin setting up camp and players escort primary figures (Laranthir for instance) around the area, gathering troops and end the escort at say one of 2 primary rally points in the area (the “area” being what we played so far). These rally points are larger, have stronger fortifications and some heavier defenses but only because we have rallied some troops together into the same area during the day instead of leaving everyone spread all over the place, like a good little commander should.

Other of the current rally points could have a few npcs holding out against mordrem, and we can go and get them all (3-4 or 5?) and bring them back to one of the primary points instead of trying to defend a bunch of little points all around.

Of course, during night fall, this will mean people are more congregated, so, assaults should be harder and more organized with a back/mid/front line setup. Snipers/slingers (like in silverwastes) on the back line for instance, trolls and menders mid and melee in front, but also mortars/arrow carts inside the defenses maybe some cannons somewhere like in WvW for players to use. allow vines to tunnel under the walls but nothing else can actually get inside unless the walls are broken. Make some of the escort npcs classed as “engineers” and rather than giving a defense upgrade tier, improve something different. One engineer increases siege damage while another adds 50% to wall hit points no matter what tier the defenses are at.

(edited by That Guy.5704)