Player zerg need to be killed imo.

Player zerg need to be killed imo.

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Posted by: CHIPS.6018

CHIPS.6018

I think Anet is really complicating the world event. They can be really simple. Just send tons of mobs in and try to overwhelm the players.

A few months back I talked about the need for humans to lose and fail. We have seen that in Scarlet’s Invasion and Teq. Both of them need to be completed within a certain amount of time or players fail.

However when the players fail those events, the players didn’t really die. The players simply failed due to time constraints. And furthermore those defeats doesn’t actually harm the world. Scarlet’s minions retreat anyways when they “win”. Teq retreats anyways when he “win”. That’s not an actual defeat for the players.

What’s needed in world events is that players need to die, loss territory “forever”, and be actually defeated.

How?

The game should send 10,000 normal mobs and unique bosses against the players over the course of a 1 hour event. If the players lose, that territory now belongs to the mobs, until the player take it back in a separate event.

Every player wants to feel like Lord of the Rings, where they kill thousands of mobs for a final victory. This is their chance.

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

Player zerg need to be killed imo.

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Posted by: Kingmutez.4931

Kingmutez.4931

again, i see this alot, Look at rift. they tried this, it failed. Good idea on paper but when implemented it became, “QQ i cant quest in this zone anymore cuz of invasion and i need a full guild to clear but im a solo player, totally unfair” so rift had to make invasions DESPAWN after a while cuz casuals were zone locked. Ppl who played on odd hrs, low pop servers, they all had a gripe with the system. Trust me id def like to see this but there need to be alot of safety nets to accommodate everyone. (and that’s the part that sucks)

Player zerg need to be killed imo.

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Posted by: Stooperdale.3560

Stooperdale.3560

The problem with penalizing players when an event fails is that you penalize the wrong targets. There’s no point preventing a level 20 from adventuring in a zone where the level 80s messed up. There’s no point penalizing people who log on immediately after an event fails. There’s no point penalizing people who tried to fight an event instead of those who were snoozing in Lion’s Arch. There’s no point point penalizing people at 3am who haven’t got the server numbers to ever complete the event.

Any penalties need to be really well thought through. Giving players good rewards for completing an event still seems a lot simpler.

Player zerg need to be killed imo.

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Posted by: rizzo.1079

rizzo.1079

The change to the Teq event has already effectively removed Sparkfly and the event itself from the radar of the vast majority of players, there’s no good reason to do that to even more of the world map.

Player zerg need to be killed imo.

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Posted by: CHIPS.6018

CHIPS.6018

The problem is if the world never changes, for better or worst, then it isn’t living.

Yes I agree that some people will be unjustly punished. They won’t be able to access an area, for example. But let’s be honest. There are many “dead zones” in the game right now, where almost no one is in them. Why? Because most players have already moved beyond the level 40-50 range of that zone, for example.

GW2 is also not alt-character friendly at all. Just equipping one character with all ascended gear takes forever. This further lead to this “dead zone” problem we see. Back in GW1, we could find parties for missions even years after the game’s release. Why? Because many players play alt characters, since GW1 was super alt friendly.

I understand that an evolving world won’t be fair to a player of level 40-50, if the event happens to be in that zone. However this game have multiple level 40-50 zones for this very reason. If an event is happening here, level up somewhere else. This game have to cater to the majority, and most people have at least one level 80 by this point.

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

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Posted by: CHIPS.6018

CHIPS.6018

The change to the Teq event has already effectively removed Sparkfly and the event itself from the radar of the vast majority of players, there’s no good reason to do that to even more of the world map.

I will counter argue this point. The “real” reason no one do Teq anymore is because there is zero consequence of losing. Imagine that you are on a server, like SOS for example. Teq wins in Sparkfly Fen, and he pushes to Bloodtide Coast. The Bloodtide Coast fight is easier, so the players should win. But let’s say Teq wins, well now he is literally inside Lion’s Arch. All merchants and all services are disabled.

Imagine that you are from the SOS server. What do you do? Well unless you plan to guest on some other server forever, you better push Teq out of your Lion’s Arch. You better get your SOS guilds organized and win against Teq. Or you can ask other servers to guest over to SOS and help you out.

Obviously the fight against Teq inside Lion’s Arch would be “super easy”. And once you force him out he will fully retreat and the whole event sequence reset. We don’t actually want a server to lose Lion’s Arch forever. But you get the idea. The potential to lose is there. Losing to Teq does have consequences.

In the future there can also be living story world events that changes the whole story forever. Saving a town or not. Saving a specific individual or not.

For example, this teenage you saved in this event will eventually become a very powerful mage of a powerful guild, who would help the players in a future world event. If you let him/her die, well too bad that mage won’t help you in the future. He/she is dead, remember? Of course, that same teenager could also become a future villain, so it would have been better to let him/her die. Anet can be so creative with it.

Remember Aiko from GW1? Well saving her or not should have an outcome to the whole future of the story. There are thousands of other kids around that needs saving. There should be a reason why the game is asking you to save her.

http://wiki.guildwars.com/wiki/Aiko

And I strongly believe this is the direction that GW2 LS should go towards.

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

(edited by CHIPS.6018)

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Posted by: rizzo.1079

rizzo.1079

The change to the Teq event has already effectively removed Sparkfly and the event itself from the radar of the vast majority of players, there’s no good reason to do that to even more of the world map.

I will counter argue this point. The “real” reason no one do Teq anymore is because there is zero consequence of losing

Well I can’t say the ‘real’ reason no one does Teq(neither can you), but I can say I don’t do it because it’s frustrating and unfun, more about overcoming technical hurdles than actual game play skill. From what I can see on the forums, there are many people who share that opinion.

Having Lion’s Arch shut down because of an event doesn’t sound very fun either. I’m with you about the LS having more permanent effects, but closing off areas, especially major hubs, will cause more harm than good.

Edit: Also I’m struggling to figure out how the content of your post goes with the subject. Having to defend LA from Teq or a zone from 10k mobs would require even more of a zerg than we see now except maybe for WvW zergs.

(edited by rizzo.1079)

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Posted by: CHIPS.6018

CHIPS.6018

The change to the Teq event has already effectively removed Sparkfly and the event itself from the radar of the vast majority of players, there’s no good reason to do that to even more of the world map.

I will counter argue this point. The “real” reason no one do Teq anymore is because there is zero consequence of losing

Well I can’t say the ‘real’ reason no one does Teq(neither can you), but I can say I don’t do it because it’s frustrating and unfun, more about overcoming technical hurdles than actual game play skill. From what I can see on the forums, there are many people who share that opinion.

Having Lion’s Arch shut down because of an event doesn’t sound very fun either. I’m with you about the LS having more permanent effects, but closing off areas, especially major hubs, will cause more harm than good.

You hate Teq because Teq is badly implemented. I actually partly agree with you. The queue, overflow and wait time problem specially was annoying. But you do not hate world events. When world events in the future are better implemented, you will love them. Yes?

Like I said the players can take back Lion’s Arch fairly easily. So don’t worry about that. Its just what potential can happen if the players don’t care. Well, the game would force the players to care. There will be consequences.

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

Player zerg need to be killed imo.

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Posted by: rizzo.1079

rizzo.1079

Yes, Teq was very badly implemented.

I honestly don’t think they can do stuff like that without losing players, plus the dev time that something like that would take would probably not pay for them in the long run.

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Posted by: Stillkin.2859

Stillkin.2859

This:

“Yes, Teq was very badly implemented.
I honestly don’t think they can do stuff like that without losing players, plus the dev time that something like that would take would probably not pay for them in the long run.”

I think they already are. Teq encounter made me very close to leaving this game, never have i seen anything so badly implemented. After 5 days of overflows i gave up, if this is the way they want to go with more bosses i think you are right more players will leave the game.

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Posted by: Traveller.7496

Traveller.7496

All Tequatl update managed to do in the long run was to delete it as a rotating world boss location. Nowadays only dedicated guilds do it, you have no chance of doing it with a random group of people, no matter how good. Give a bit of time and even the guilds get bored of it and no one ever does the encounter again.

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Posted by: PolishSausage.1279

PolishSausage.1279

However when the players fail those events, the players didn’t really die. The players simply failed due to time constraints. And furthermore those defeats doesn’t actually harm the world. Scarlet’s minions retreat anyways when they “win”. Teq retreats anyways when he “win”. That’s not an actual defeat for the players.

Actually, Teq completely wrecks the entire area he spawns at in the event of a fail, and if one of the laser batteries gets destroyed during the encounter, he pretty much wipes everyone, almost guaranteeing failure of the event itself.

Just wanted to help clarify that point.

All Tequatl update managed to do in the long run was to delete it as a rotating world boss location. Nowadays only dedicated guilds do it, you have no chance of doing it with a random group of people, no matter how good. Give a bit of time and even the guilds get bored of it and no one ever does the encounter again.

Teq actually showed just how stupid the majority of the GW2 playerbase really is when you get people that can’t handle basic instructions as “Don’t let the kittening battery get wrecked,” simply because they’re too used to using exploits in dungeons, blindly running through everything, and being able to stand in one place and mashing the 1 key with their face, rather than using any actual form of rational thought.

(edited by PolishSausage.1279)

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Posted by: Katz.5143

Katz.5143

Teq is a “raid” substitute. In other games some people raid only, some raid plus other assorted things, and some people never raid. I’ve been in games where there were some non-instanced raids but most were instanced like the dungeons are here.

Different things appeal to different people. I don’t mind having raid equivalent things but most Teq encounters are deserted on my server now except when this one guild runs it on the weekend.

It’s a kitten conspiracy. Kittens gonna be kittens. All is vain!

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Posted by: rizzo.1079

rizzo.1079

Teq actually showed just how stupid the majority of the GW2 playerbase really is when you get people that can’t handle basic instructions as “Don’t let the kittening battery get wrecked,” simply because they’re too used to using exploits in dungeons, blindly running through everything, and being able to stand in one place and mashing the 1 key with their face, rather than using any actual form of rational thought.

I guess you never did Teq before? Blindly mashing 1 and just standing there would get you killed just as easily back then. Adding a requirement of 80+ people in zones that only handle 150 or so, plus making the whole thing dependent on a small number of people on turrets is a bad idea in an open world event.

Not being able to complete an event because of being pushed into an overflow with 50 other random people is not stupidity on the part of the players.

(edited by rizzo.1079)

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Posted by: Moshari.8570

Moshari.8570

I like your idea, definitely I would love it more if events were more dynamic than simply zerging in one spot and all attacking the same target..but my biggest fear is that ANET will do exactly like you asked and make zones inaccessible if an event fails….

Before you ask something like that, please guest onto a low population server like Borlis Pass and run around. If you make it so that if an event fails, a zone is inaccessible, Borlis Pass will have no zones left. We can barely get enough people to take temples during prime time…if you jump on during the day, you’ll be lucky to find a group of 5 people to do something with…so your events will fail…as pretty much every scarlet event has failed, and as Tequatl is always in a failed state. Heck, even our “zergs” fighting champs rarely get above 20 people.

If you do an event that can close an area, it better be scalable to the amount of people in that zone…so on Borlis, if there are only 5 people in the zone, we fight maybe 40-50 bad guys….not the 10,000 you speak of. My biggest problem with the way Tequatl and even the Karka Queen are right now is that my server rarely if ever even manages to get 50 people together to accomplish them….so sparkfly and now southsun are basically off-limits areas to the rest of us. (I tried with a group of 5 last night to clear the Karka camps…we couldn’t.).

A ton of people left Borlis Pass during the Tequatl event…permanently transferring servers…implementing more things like this will kill the low pop servers entirely and make it even worse for the high-pop servers…you will be in constant overflow since everyone will be there.