40 player fractals for past ls content
2. How to scale rewards for the content in question?
This already started with rewards being given out at 100/300/600/… citizen rescued during escape from la. Basically, you pick a criteria that can be converted into numbers and scale loot according to how high the squad scored. Other release-specific criteria are the status of the bar when the marionette dies or the number of Light Feedback received by the whole squad. More general criteria could be: time spent (would make sense for the tower of nightmares), squad members defeated, having less players than maxium, etc. Maybe the sum of several such criteria could be turned into one value which could determine the loot/leaderbord position.
2.1 Loot
More blues and greens I guess – acutally, the loot is something anet economists have to agree on.
2.2 Leaderboards
Self explanatory. A high position at the end of a day/month could yield extra loot. (Like when in gw1 the top 100 rollerbeatle racers in gw1 received a mini.) Maybe have titles associated with holding or having held a leaderboard rank as well.
2.3 Achievements / Titles
More conventional achievements could be: save 1000 citizen; clear all chambers + kill the toxic hybrid within 25 minutes.
…A more interesting approach could be the attempt to find the spot where it gets really, really hard to e.g. rescue any more citizen. So if you are able to push the limit, even if its only for seven more citizens rescued, you will be rewarded with a decent number of points. This could look like this:
(accumulating) Save xyz citizen: 600 = 5 achievement points; 700 = 10; 750 = 14; … ; 1200 = 50 ; 1220 = 52; 1230 = 55; 1235 = 58
I am, however, aware that it is very hard to balance and in addition raises the question if you should be depending on a lot of other people to get personal rewards. This way you might taxi a run of an established guild and gain e.g. 68 ap at once.
3. Addressing concerns
3.1 This addition might draw people away from the current living story
? Time gate it for the public servers (which I reckon would make up at least 80% of those playing it) for only being available for the time between two seasons.
3.2 Waiting times till a server is filled might be a problem
– for more transparency let the portals to the respective content display how many people are already in there (e.g. 32/40)
- provide mini bosses like those roaming in la during “battle for la” for the time till the content starts
-Unbind the public servers from the server (e.g. blackgate) but let the player choose a language when entering.
-Scale down the content for 40 player sized squads. I would recommend scaling all the contents for the same number of people (less confusing + communities can stay together) anyway.
I estimate this is about the number of people is just fine for the tower of nightmares, since, through the means of chambers, the squad will be split up,
The hologram fight does not require much tweaking either. (remember: it was three fights on one server).
The marionette fight would require to look into the numbers of the number/hp of the mobs streaming through the portals + being fought on the platforms. Also reduce the number of platforms (and optionally lanes) used and switch off the rng when ppl go on the platforms. There is not much more to do even though a change to the face of this fight is inevitable which is not necessarily a bad thing imo.
The map of la as it was during escape from la would not need to change. A limit of 40 people may force a choice regarding which events to attempt which seems interesting to me. Only thing necessary is to adjust the number of citizen rescued in order to receive loot accordingly.
-If filling the server turns out to be a serious issue (maybe after a while): make a daily rotation which blocks 3 out of 4 maps.
4. Applicability to the 3 headed wurm
Nerf the open world wurm and open a fractal to the past where the wurm was still wreaking havoc.
It’s not necessary to scale him down to 40 people.
All good ideas but it’s never going to happen.
So you want instanced raids… oh… ok…
Also elitism under the euphemism of hardcore… oh… ok…
I would like to address the point “elitism” brought up by CureForLiving.
First of all, I have to admit that the term “hardcore” was not chosen well. What I meant was “people who like to be challenged”. I do not judge anyone on the basis of how he or she likes to play. However, in case you find the proposed “private mode” in itself elitist I can not agree with you. Firstly, there is no system that blocks anyone out. No gearcheck, no achievementpointcheck, nothing. It’s just content that caters for people who like challenges – nothing different than the triple-headed wurm in that regard. Secondly, and even more importantly, the private mode is meant to be another experience in the sense that the goals are differently set– not something that requires more skill, since it is exactly the same content. 150 mlg proplayers (metaphorically) that farm champions won’t be saving more citizen than 150 random gw2 people who want to push this number. Actually, this mode is my approach to incentivise players to do the content as it was intended by the developers rather than simply maximising their own profit and as such to address the “Social Dilemma" (confer: http://whyigame.wordpress.com/2014/02/22/gw2-social-dilemmas-in-the-ruins-of-lions-arch/). While players could self organise themselves most of the time group dynamics/the current reward structures prevent it. When I speak of “20% of players” in my post I already estimated that while there might be a lot more who would like to do the content “properly” I fear that only a fraction of that number would be ready to organise themselves via the private mode. If there were not a restrain against this additional work or the fear to take responsibility it would not be necessary to integrate a private mode in the first place.
I hope I could ease your concerns. If not please be more specific, so that I have a fair chance to defend my idea.
This is a good idea, however I doubt this will ever happen as Arenanet (Colin) stated. That instanced content would likely never see more than a five man party system. He claimed it was a dynamic that works and they liked, I think it stems from the idea that Arenanet thinks content such as “Instanced Raids” would fracture the playerbase. Also there will be a lot of people who will claim you are an “Elitist” because you want such a system. But besides all my useless banter (Sorry) you have my full support for this idea.
I’d love more instanced stuff. This would solve the problems we have now with open world “raids”.
The point is: my propsoal resolves around reusing existing content (or rather providing an infrastructure for it). The content in question is for (at least) 40 people. The reason why I use an instanced version in my proposal is that I just do not see how they could implement past (lore) content in an open world setting since that would cause severe problems for lore & logic.
They are increasing world map size by 225% which means 400 people now can fight so now everything is going to be super easy. Don’t complain about difficulty till april 15th update cause they are changing everything.
I think it would be pretty cool to have past events like The Ancient Karka (And the colonization of Southsun), The Tower of Nightmares, The Battle of Lion’s Arch(Parts 1&2), And the Marrionette as “Fractal Raids.” The fractals are a neat tool for keeping “old” content in the game long after its gone. It would be silly to only restrict it to small group dungeons.
Great that you mention the old karka/southsun stuff – I forgot about them entirely! They surely belong to the content that my idea would apply to.
Looking at the new Megaserver feature…
I think this kind of lays the ground for different kinds of “mega” side-events.
Just have a “fractal” (or whatever you want to call it) for LS content as its own map.
Maybe alternate the “story” depending on the hour (like with boss battles)?