Verd. Brink Nights are to easy to survive
We played a quarter auf the map this and last bwe. Guessing that the other quarters build like what we seen so far ( 2 event-chains/4 outpost), we will have 16 outpost to defend in the night on the complete map. So you will have about 3-5 players per camp to defend, carry supplies and escort soldiers. I guess the events are balanced about this player numbers.
Also the night event meta is not complete, you can clearly see there is more that should happen at night that’s not currently in beta.
I tend to find the opposite, that numerous camps tend to be falling at night, with maybe 1-2 being able to hold out. I think they are easy enough to defend with 4-5 players, but with only 1-2 they can be a real problem. Too many damaging fields lying around.
you spend complaining about it on the forums, you’d be
done by now.”
I have played the second beta and have found that defending the outposts at night time is a pretty simple task.
I’ve been having a hard time getting players to play the content and get the achievements as it is. When every round has maxed out T5 camps that survive the whole night, then we talk about it being too “easy”. I’m already concerned that this map will be a ghost town in a couple of weeks after launch. If the difficulty increases, I think it’ll only expedite the issue.
(edited by DeWolfe.2174)
Verd. Brink Nights are to easy to survive
in Guild Wars 2: Heart of Thorns
Posted by: BrandyBiscuits.2873
Solution is simple I think, sure make it harder – but you gotta make it worth
Doing also – that’s components needed for legendary equips or skins that people will want or just like silver wastes- a good gold/hour income with that ever so legendary queen bee but hey, it’s the bwe, not all the obtainable rewards are out yet so people might find it not worth their time because it’s either to hard or too easy
Verd. Brink Nights are to easy to survive
in Guild Wars 2: Heart of Thorns
Posted by: heartless.6803
My opinion, increase the length of day cycle. Leave the length of night cycle the same but increase the difficulty of it. Day cycles feel too short, that nothing really matters since it’ll be night soon enough and everything just resets. I feel cycles are too short. It’s nice at first and people help and do things cause it’s new. Give it a few months and nobody will bother doing anything or getting levels up of the fort things. There has to be some incentive to actually do the events, cause there isn’t any.
For folks finding not enough people to complete the event chains (or defend at night) have you tried LFG? I loaded into a low population map, then taxi’d pretty much immediately into an organized map.
In this way, it’s no different from Silverwastes. Empty maps progress too slowly, but there are plenty of maps recruiting more players.
Verd. Brink Nights are to easy to survive
in Guild Wars 2: Heart of Thorns
Posted by: heartless.6803
For folks finding not enough people to complete the event chains (or defend at night) have you tried LFG? I loaded into a low population map, then taxi’d pretty much immediately into an organized map.
In this way, it’s no different from Silverwastes. Empty maps progress too slowly, but there are plenty of maps recruiting more players.
Well they both suffer from the exact same problem. There is no incentive to stay on a map and progress it. Everything just jumps to another one.
My opinion, increase the length of day cycle. Leave the length of night cycle the same but increase the difficulty of it. Day cycles feel too short, that nothing really matters since it’ll be night soon enough and everything just resets. I feel cycles are too short. It’s nice at first and people help and do things cause it’s new.
I think that the opposite is true. Make both periods shorter, so that you can do a day or night cycle in 20-30 minutes and move on to something new.
In this way, it’s no different from Silverwastes. Empty maps progress too slowly, but there are plenty of maps recruiting more players.
The game should do this automatically, you should never need to taxi people into an open world map. The events should always scale to the number of players actively engaging the content, so that however many people are playing, that is exactly the number of people you need.
Well they both suffer from the exact same problem. There is no incentive to stay on a map and progress it. Everything just jumps to another one.
I don’t want incentive to stay on one map and “progress” it for an hour or more. If I wanted that I would play a dungeon, and that’s why I don’t do dungeons. I want content where I can hop in, play for a little while at a time, and get 100% that I could get out of that, and then move on to something else.
you spend complaining about it on the forums, you’d be
done by now.”
The game should do this automatically, you should never need to taxi people into an open world map. The events should always scale to the number of players actively engaging the content, so that however many people are playing, that is exactly the number of people you need.
I agree. I was just giving an approach to progress with testing during BWE2.
The one thing I really hope the HoT zones don’t become is 98% solo with just one or two events on the Boss Timer Train, like Mount Maelstrom. Someplace you rarely visit after you’ve passed through once. I’ve played a lot of Silverwastes and Dry Top with my friends, specifically because it was more fun and rewarding in a group. I think there should be some solo content too, of course, and they’ve already shown us harvesting and Activities. Probably there will be more. But I’d feel a bit ripped off if the new HoT zones didn’t also have challenging, rewarding, repeatable open world events like the more recent zones.