DEs and the OW-How 2 Fix

DEs and the OW-How 2 Fix

in Suggestions

Posted by: Deified.7520

Deified.7520

Hello,

Now I thought I’d put out a little suggestion on the forums to offer some ideas on how to get players back into the world.

First we need to give maps more unique in terms of rewards. There are two ways I thought up of that this can happen.

1. Make tokens that drop in each map and these can be turned in to a vendor for specific weapon and armor skins. Much like dungeons. Each event and champion can award tokens once per reset. The amount awarded depends on their difficulty.

2. Make specific weapons and armor skins that have a chance to drop per area. Group events up into Easy-Hard-Hardcore type of groups. Easy has a X percent, Hard has a higher percent, and hardcore event higher.

Finally another big thing is that players have no commitment to maps. They don’t feel like the maps and what happens in them is important. There are a few ways we can do this.

1. Guild Castles/Villages/Strucutres. In each map there would be 2-3 structures that guilds would automatically claim depending on their influence. Now you would of course introduce a influence drain to help reduce AFK guilds, but I loved the AB system with guilds and towns in Gw1. Now one way you could do things is offer unique buffs/rewards/important things to endgame players in these structures and access to these things depends on the stability of the region that their structure is in. Higher stability? More rewards. For each event that fails or goes unfinished for X amount of time, the stability of the region starts to deplete. These areas would also offer unique rewards for leveling players and none guild players in the area to take advantage of. This is by far my favorite idea and I think would be amazing to include in the game some how. I think the higher level the zone is, the mroe influence required to gain a structure in, but the better the rewards. So these 500 person guilds with tons of influence would be situated in Orr where the large amount of gear players are needed the most.

2. Introduce more meta event bosses and tie many events in the entire zone to this fight with the boss while increasing the rewards for it. For example tequatl. Very hard boss fight, can drop some pretty boss gear. Make it so events all over the region are tied to it some how. The hylek town, the pact, etc. You do these events and it will make your fight with tequatl easier in some way. Not just flat out reducing her HP, but perhaps giving NPCs, good environmental weapons, siege, etc.

What will these suggestions produce?
New events will be done more since guilds need to do them to help keep the stability of the region up. Leveling players wont be as bored since they’ll be interacting with other players more often. Guilds feel more important. Rewards are better and endgame would feel more vibrant. The world will feel more alive. Events will feel more important. The wiki would expand more since players will need information on these events and fights. A huge chunk of the game that obviously received a lot of attention detail wise will finally receive a much needed a deserved population increase.

DEs and the OW-How 2 Fix

in Suggestions

Posted by: Erich.1783

Erich.1783

I also dislike seeing the open world empty, so I think these ideas are wonderful. While I understand why people spend most of their PvE time in either low level or high level areas, I think some reasons to get more people in the mid level areas would help the game overall. Perhaps making it more efficient to turn mid tier mats into higher tier, although still at a rate that you should be able to gather the higher tier ones faster by direct drops, but in such a way that it is not more expensive to transmute them to a higher level.

DEs and the OW-How 2 Fix

in Suggestions

Posted by: Deified.7520

Deified.7520

I also dislike seeing the open world empty, so I think these ideas are wonderful. While I understand why people spend most of their PvE time in either low level or high level areas, I think some reasons to get more people in the mid level areas would help the game overall. Perhaps making it more efficient to turn mid tier mats into higher tier, although still at a rate that you should be able to gather the higher tier ones faster by direct drops, but in such a way that it is not more expensive to transmute them to a higher level.

I’d go for everything. There are so many levels that add sooo mucchhh character to the game. They have amazing themes, npc interactions , and detail. I was discussing these suggestion above to some people in map chat the other day and they also liked them and would love to see more people in the open world.

DEs and the OW-How 2 Fix

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Posted by: Aidan.4602

Aidan.4602

ArenaNet, please, listen to these suggestions. They would make the game just awesome.

Aidan Vilesight, a Charr engineer – Desolation

DEs and the OW-How 2 Fix

in Suggestions

Posted by: sendaf.8375

sendaf.8375

I really like your guild village/castle idea. These kinds of camps already exist all over the map!

The scarlet invasions did a great job at stimulating living world play. It worked because it focused all players into a single map for about 1 hour, and it gave players a good reason to go to that map.

This idea can be extended to any map. A zone is randomly chosen from the living world. Players receive a message of something like “The citizens of Tyria need help in _________ please lend them a hand” a 45 minute event then starts in that zone (sound familiar?) events that already exist in that zone will give better rewards (more money/karma) The 45 minute event counts each event completed on that map. If the players on that map manage to complete a certain number of events then they all are rewarded with a bonus chest or something.

think this would work?