(edited by Ghaste.2419)
Showing Posts For Ghaste.2419:
You should do something to divide the blob as much as possible without penalize it. you simply have to add more stuff to do for them so they will have to split. Here some ideas that could help the WvW experience and divide the Zerg
Add PVE element
Boss like the sandstorm giant… that give something ( reward track bonus for 15 minute for the server, or some point but wait, don’t give it right away. Let’s say you kill a boss it drop something on the ground and you need to click it and run back to your home starting point ( No tp allowed) and Why Giant, because there is not enough in the game and they are nice to fight and can destroy a zombie blob.
More event that need people to run back to get bonus more you divide the blob.
Dynamite at border spawn point
The dynamite can be brought if (add requirement of your choice). The dynamite can explode a wall one shot, 2 shot if fully upgrade maybe… You cannot use any skill while transporting it. If you are kill with it, it explode and do enough damage to kill any ally and only ally. (no good with a lot of people to protect it) So it help to take stuff near your border spawn point but it’s really hard to go in enemy territory with it.
Return of the orb
The orb was a great idea but not how it was working, but now with the reward track it could really work. The orb should despawn every hours and give a reward track bonus for each keep that have it. People will want to defend more. When you have the orb you are like a beacon in the map. A big source of light so enemy can see you miles aways.
Be the Dolyak
You can take some upgrading supply at a camp and go to a tower, keep or castle with it. While transporting you cannot run or attack. it’s too heavy.
Add some bounty like the guild mission.
Call them traitor or spy. When you capture a traitor, he give some wvw token or he can be use to sabotage there respective keep or tower…
Escort
You can escort a npc to a tower or keep and that npc will help to defend with the keeper. Maybe it can help night capping.
The 3 heads boss
Like the wurm, you need to kill the boss in the same time but there is a head in every Keep. It only spwan in the keep and when you have the 3 keep.
or
The hidden Dungeon
When you have the 3 keep you have acces to a hidden small dungeon. That dungeon there is a sleeping wywern and you can kill it for loot and chest it you kill it under 20 minutes. If the map is EB it give you a secret acces under the castle so you can invade the castle from inside.
Blasting Arrow cart or arrow
that is specially designed to kill faster blob. It slow every enemy without cap and every time it touch someone it make a blast small aoe.
Ice arrow cart or arrow slow peoples and give chill on explosion. Maybe it could only be acquired with wvw mastery.
Dont’ die!
For each 15 minute you are alive you get 2% more HP and Toughness up to 10%.
Help low pop and imbalanced realm
Buff HP and toughness for realms behind in scoring by 25 000 point.it give the opportunity to the losing realm to get better at playing Wvw to and get back in the game.
Why not buffing DPS? because nobody like to be one shot by a buffed realm… It’s not fun…
Daily reward and weekly reward for participation.
All those thing could give new aspect to the WvW, creating more small skirmish fight, ganking some people trying to kill a giant or escorting, so helping to get a healthy WVW and solve some problem in the imbalance by dividing the zerg and giving the losing team a chance to come back in the game.
That it for now.
PS: sorry for my english isn’t my first language.
Hi All,
Just wanted to let you know i am super busy today and will be posting over the weekend. I am very much enjoying the discussion especially around Dynamic Event usage and failure. Thanks for your patience and continued discussion.
Chris
Hi Chris,
Dynamic Event
I remember the dynamic event of the first Halloween. The meta Event : Knocking On The Door. That was brillant. If you can keep doing this kind of Meta event for LW release, that would be awesome. It’s start with a investigator, followed by an escort, other stuff and finish by opening a gate to another world. Did I say brillant? It was spectacular. That those kind of thing I’m still waiting to see again. Some great Meta event. In ToN there are event or really really short meta event. I don’t find it as fun as a big meta event and it feel more as a grind.
Failure
Dynamic event are dynamic, they scale with people. With a great meta event where people need to split in different way you split the zerg and it become less easy and people need to play together to avoid failure. Let’s say ther is 4 power source that need to be protect and if one fail the meta event don’t happen, you need to start over again at the start of the meta. That the kind of failure I would love to see.
Permanent LW
Just a short idea. I was writing before about season(6 to 10 episode/LW) Let say that if in every season(4 to 6 month) you add a new map. During that season you add meta event or any LW related stuff in that map. At the end of the Season, all that you have build can stay in that map. It’s still a LW cause we are expending Tyria , people who come back have new map, people who love those event can still do them…
So at the end of one year, GW2 could have expand of 2 or 3 new maps with full of new achivement and meta event! HOW HUGE THAT SOUND! Every other MMO should tremble just by that! Southsun Cove was a great idea and the Karka Queen meta event was a blast, I would have love being able to do it again and again, not a one time event. (I know there was problems with that LW but the idea was still a great one and you know already what didn’t work in that LW). It’s been a year since you add a new map, with everything you learn during this year, you are ready to make the magic happen and get it right! In fact, ToN could have been in a new map and it would be more stunning!
Players choose the next expedition
And just to make it even more CRAZY. Let say that we can choose wich map we want to expand as players by voting. There are 2 expeditions in Lion Arch but they need found so they can make it happen. One for the Crystal Desert and the other for the Magumma Jungle. People have 2 week or one month to vote for the NEXT Expedition/Season like the election we did this spring/summer. That would be Epic and remember for years!
Thanks for reading!
(edited by Ghaste.2419)
So a fun question to ask to help direct the conversation a bit: What aspects of your favorite television shows would you think would be cool to see reflected in a game medium?
To a large degree, the things we want to accomplish with living world overlap in a lot of ways with what a television series does. Or another example of our goals: if you bought your favorite RPG and the story was constantly expanded or continued, for free on a regular basis.
I’m not saying we’re doing all of these things above, those are simply the goals we have to help make Gw2 unique and something innovative in the genre through a dynamic living world we envisioned 7 odd years ago.
I personally think we have a lot of work to do to get to the point we’re succeeding on these goals, but with every step along the way we’re learning an incredible amount. Some fantastic ideas and comments in this thread, and many of them match our own feelings on living world and what would make it successful as well. Many of these ideas are things you’ve all been suggesting for months (or longer) and will be reflected in future releases. Remember what you see today we started work on 4-5 months ago (or longer), so the lag time to adjust to feedback and what we learned isn’t going to be instant, it’ll come in waves of evolutions with each round of feedback and discussion.
Hi Colin, thanks for taking time to hear us.
I love what you are trying to do. Here what I like about TVShow:
Short Season
In a season there several episode with a main focus and a end with a start of a new intrigue for the second season. I would love to see GW2 season of 8 to 12 episodes. So there a villain in the fisrt season. The hero overcome the villain project and a new villain arise or something completly different happen.
Replay
I love that when I miss a episode or a season, I can purchase the season at my store or netflix and watch it when I have time on my tv.
Evolution
The protagonist usally get some new skill, reputation and friends when the serie evolve. While challenge get harder and harder, he get better.
What I love about LW right now
Dungeon achivement, new dungeon, new ennemies, new armor. Some story, flame and frost, ToN.
What I would love to see in LW
New Map achivements, new event that don’t need to be LW related but with achivement, Same looking solo story of ToN but groupable. More character based plot. I want to be the story, not following NPC story.
More living in the living story
Here the thing, I want to be more involed in the story. I love the fact that sometime a npc come near me and ask me for help. It don’t feel it in LW right now. You have build a marvellous system of dynamic event but in LW thing just spawn somewhere and you have to go there, swing your sword and wipe all foes and then a new thing spwan somewhere else so you go there, swing your sword again and wipe all the foes again and again until your achivement is done. I would love to see something more evolving like the Balthazar chain events. It start somewhere and then split, and finally come to a place where we all go and destroy the evil for a period of time. If you look back at the Balthazar chain, it a pure marvellous ansomeness new gen dynamic event. If LW was like that… and you have some achivement for the way you chose so you need to do it more than one time and of course it can fail and you have to try it again. I would love it!
More grouped instanced stuff
Like the atherblades pirate that were stealing the tresure in the Sanctum LW. I love those short instanced stuff that you can do with a small group of friend. Would be nice if we could have one in every LW. Like in ToN small place where you need to defend something, or kill a boss. Those short thing make LW better!
What I will love to see every LW season
at the end of a season :
A New permanent donjon
at the start of a season:
A New Permanent short instanced group stuff
A bunch of new Permanent dynamic event.
Some Related LW events
Some Related LW enemies
Some Related LW Weapons, armors, skills.
Related LW Achivements
Thanks for your time.
I love it.
It was maybe a little bit too easy, but I love it. It feel just right. It was a great introduction to the living story. The animation at the end was great too. Remember me of GW1. I was really nostalic when I finish it and ready for anything.
Nothing is perfect of course, but it was kitten good. In fact the only thing i would love is some interaction of my character in the short ending animation.
Something like:
Kasmeer : We will need some help for this. Are you up for a new challenge commander?
And we see our character moving forward looking at the tower and drawing is weapon or something.
I know that adding speech to hero need a huge amount of sound files. But we don’t need to hear the hero talk everytime. Just the fact he’s here and stand we know that he’s ready, too feel more as the hero who save the world you know.
Anyway, keep going this way! I love it!
I love this addon since the patchwork!
One guild can’t organize, servers are full and people who don’t know what to do. People should be disconnected after 10 mins if they are inactive. People stay online for 8 hours to get into their main server?
So please increase overflow size or fix so people who are afk for 10 mins get kicked because there are too many afkers when the fight starts and they aren’t kicked for inactivity.
/translated?
Hahaha, you made my day. Well translated!
Low pop server cannot do it and have to guest on high pop server who get mad because they cannot play on their server to beat him and are throw in overflow for hours of wainting and frustrating while a low portion of people was able to kill him with a huge composition of guild in a public TS and are already saying that they don’t thing they will do it for a long time…
just saying…
I understand your point but a lot of server don’t have other choice. They are on low pop server and they cannot have to man power to kill it with the time require. They have to go somewhere else if they want to really try this fight.
There already a lot of fix that people are proposing, just hope anet catch some and implement them when the big hype go down or before people get too mad.
Servers are beating him in ten minutes. I’m missing the flaw.
Timer are static, don’t scale, encourage zerg (overflow), and don’t work on low server vs high pop server. It’s a flaw. GW2 is for everyone not only for high pop server, they try make people xfer from high to low but timer is doing the oposite.
I think the timer is a flaw as well…Every dungeon and fractal can eventually be defeated with enough time put in and enough revive orbs/repair canisters. Was this really intended to be harder than either of those two? 15 minutes of pouring everything you have into an event w/ nothing to show for it but broken armor and several silver spent mapping is annoying
Also with this, due to the timer, having the closest WP contested sucks because you spend a great portion of your time running back from a far WP.Timers are a necessary evil because the game mechanics allow you to res people in combat. Without the timer, this fight would be trivial on the first go. I see literally no other way to make this fight challenging without them, except maybe having Teq regen health fast enough to compensate.
There is better mechanic that timer. Timer are static, don’t scale, encourage zerg and don’t work on low server vs high pop server. For Tequalt, you can make that if a turret is destroy he regen, you can do that fingers give him regend, you can make that every kill he does make him stronger and give him regen, you can make that if you fail the battery he regen, you make a kill counter if that kill counter fail he regen. There is so many option that can scale, work for all server or overflow, still give challenge, are less frustrating and work better than timer.
Dynamic failure
You need to do something to kill a boss but if you don’t the boss regen is life or get stronger. This add challenge for everyone not just high pop server. It can scale too. You can put something people need to defend or keep and if they fail, the boss regen. You need to repair fast or retake the zone. it add dynamic, it can be scaleable so low pop server and high pop can play the same challenging content and don’t need a zerg to complete the event.
Example : The lost headman. A cursed undead who los is head. Players need to dps him and after a while he lose his head, player need to take his head and run away from him and put is head in a holy water. during this time he’s easier to do damage and try to get his head back. You need to protect the holy water source too from corruption( undead trying to go there and die in the water. If you fail, he just reset and laugh… You need to clease the water… This fight need coordiation, can be done in high pop or low pop and it can scale.
Example2 : Tequalt, if he destroy a turret he get regen, if the mega lazer is destroy he get regen… No timer but still a huge challenge.
Boss kill a player and get stronger aka bloodlust
The easiest way to make a boss challenging without timers. Everytime a boss kill a player he got stronger, he got regen and more armor for a time, this buff is stackable so if he kill a lot of player he can go on a rampage. you need to wait until is rage get down and try it again a bit later. This make fight challenging don’t promote zerg, can be made in low pop or high pop server.
Example: The shatterer with a new power, static wave that need to be dodge, if not you lose a lot of life, you are stun and can die. If you die he got stronger, and stronger. If 10 people die, the next wave is a wipe! Challenging yes, doable yes event for low pop server or overflows
For Tequalt and other world boss, remove the timer and add another kind of failure as I post here and the fight stay challenging but can be done by low pop server and don’t require a huge zerg.
(edited by Ghaste.2419)
I am actually pretty happy about the time limit. The thing is: the event needs a fail condition, like someone said above. And if you didn’t set a time limit, people would fight for hours and hours without knowing that they could never win – and that’s just terrible for everyone. It’s much better to set a limit so you can go ahead and fail and try again next time.
Whether or not the time limit is too low is another question. Maybe for this event it is: 30 minutes might be better. On the other hand, in all the times I’ve played the event, I’ve never seen Tequatl take more than 15% damage (85% remaining). The majority of the time, it’s less than 5%. So an extra 15 minutes is just going to waste 15 more minutes of your time and gold from rezzing. It won’t make a difference.
Also: for everyone quitting, apparently you get rewarded based on whether or not you get him below 75/50/25% health, like the Scarlet event. So if you quit early you’re just walking away from rewards. Personally I’ve not seen people walk away early yet since we all need the daily for the wings, and all you have to do is be there. But now that many people are getting their wings, they may just start to leave.
I understand but you don’t need a timer to make a fail condition. I post something here
You can add others kind of condition failure like the batterie in tequalt fight. If you fail he regain strengh or if all turret are destroy he regen faster. Something taht overflow or lowpop can overcome with less people and don’t need a zerg.
Or you can add a bloodlust buff that give him more armor, regen and power. So if a lot of people die, you need to wait for is bloodlust to fade and retry after. It make the Fight harder but not impossible for low pop or overflow.
Timer are a weak mechanic for challenge. You can have better thing that will made the fight challenging and for everybody not just high pop servers.
Timer add challenge but don’t work for everything.
Low population server or people who don’t play on prime time have more than just a challenge, it become impossible for them. Before the timer patch, you could play in a low population server and kill those boss. It was already a challenge, but on high pop server those boss become zerg fest. Adding timer was made so high pop server get more challenge but it add overflows, zerg and made it impossible for low pop or frustrating for people in overflow. So it was to give challenge and solve a problems for some server but it create problems for other servers. A lot of people who love GW2 and playing in small group now have less possibility with the timer patch.
Timer encourage Zerg.
You have now a time limit to kill boss, so instead of trying it for yourself and a couple of friend you now need to get a lot of people to do more damage and kill the boss fast. So Zerg are becoming more popular than before and it’s now what you need to kill some boss. It remove the small group play.
Timer don’t scale.
When you were fighting a boss, the adds scale and become stronger when more people join or if people leave but timer don’t scale. They are not a dynamic mechanic but a static one.
Timer didn’t add someting new
High pop server still kill with a huge zerg world boss, but low pop server or player not in prime time now have to wait for more people to complete them. It lose the challenge thos boss was for low pop server add didn’t really add something for high pop who still kill them in zerg.
Suggestions
You can add difficulty without a Timer.
You can reset the boss if certain objectif fail and you need to start the boss again. That way the boss is more dynamic, it let low pop server have more chance to vanquis the boss and can be scale for the high pop server.
Boss counter kill aka bloodlust
Everytime a boss kill someone he got bloodlust, a buff(stackable) that give him more armor and damage and health regen for some time. So you want to mindless zerg him and die, fine, he got stronger and can wipe everyone, you need to wait for he’s bloodlust to go down and try again. Imagine how epic fight can become, some fight could take HOURS before getting a boss down. Your failure as a player make the boss stronger… Epic.
What you think about timer, or do you have suggestion so every server can have more challenging fight?
I can see the new time limits as both a positive and a negative.
In the positive hemisphere, I can see how a time limit will increase the difficulty on the bosses, in which case one can argue that it makes the battle a bit more climactic and enjoyable. It offers that chaotic “Rush, go, quickly, into the fight!” which, as a person who likes strategy, tactics and a battle plan, no matter how ill prepared it may be, I don’t much care for the chaos, but will honestly admit it can be a lot of fun in certain situations. I think fighting a huge creature like The Shatterer or Claw of Jormag is very interesting and fun as it was without the time restraint, but I accept that as my own opinion.
I can also see how a time limit may bring in more players to partake in the battle because if they don’t, they will lose out on the rewards entirely. This could bring in many players, rapidly, and everyone will try harder to beat the boss and bring the even to a successful conclusion.
But, like all positive things, the negative attracts one way or another. My very first concern is what happens when the event triggers on a low population server or with a minimal number of players? One can argue that the event won’t take three hours while a single person tries to fight a boss (Personal experience with my first ever fight against the Claw of Jormag, I wanted him dead!) which, I very much agree, is annoying because nobody shows up. But, I also think the event was glorious when players finally showed up and he went down.
Another problem, one that I have already witnessed firsthand. When the time limit is at half, and the boss is still at 75% health, people leave. They just up and leave. While part of me wants to turn big, green and destroy things, another part understands entirely; why bother fighting when the event is bound or likely to fail? People show up, see the timer and boss health, then leave without even taking a swipe at him, because they can safely assume the event will fail. No decent rewards, no feeling of satisfaction, not even a poorly written thank you card for the attempt when it does fail. So I leave the area, disgusted and disheartened at whatever developers thought this a good idea, with damaged armor, and a grudge against this, in my opinion, flaw of the game. It makes me not want to partake, but rather avoid these events altogether, unless the probability of winning is considerable. A bad, bad, bad way for even a couple players to view these awesome events.
Another note I like to point out is that my internet is somewhat bad (I even have game-client ports opened). Living out in the middle of nowhere, my internet is laughable during the daytime and great during night. This is, of course, not GW2’s error, but the fact remains, when I get into a big event where the goal is to attract a lot of players here is what happens:
At daytime, the game freezes up, any attempt to contribute is met with my character standing there lagging to the point where the game boots me, then places me into an overflow where things are much less exciting. Well, I am perturbed.
At Nightime, the game runs fantastic, the boss is screaming, things are as fun as they get, yet it’s me with five other players fighting at 237% effectiveness per player, and the clock counts down, event failed, have a good night. Well, I am perturbed. Again. Another personal note, when players are defeated in a timed event and stay dead when they could respawn and return in fifteen seconds, yet beg for revival and it takes thirty seconds and halting the offensive power of several players, the whole situation collapses on itself. It doesn’t become hard; it becomes impossible.In conclusion, I want the game to be fun for myself and other players and I do not see boss time limits furthering that end. I’m fully aware that this post is of my own opinions and observations which may not accurately portray the majority of the players. I keep an open mind and my views are subject to change or a complete 180* turn with valid points and reasonable discussion. This is not a flaw, it is how I learn and maintain an understanding. So if someone has a problem with that, well, that’s unfortunate, because I’m not going anywhere soon.
Wow, this is a beautifull and sexy text that resume the whole Timer problems!
Added a new one, find on different topic.
Should there be a timer? No. The cost for death is good enough for this boss encounter.
I believe Anet is on the right track here. Tequatl is not perfect, but hey its an online game and there are things called patches.
If you remove timer from this fight. Nobody will complaint and everybody will try this fight until success and stay there hours if needed… That not the case right now. That why people complaint.
(edited by Ghaste.2419)
As the fight is right now, I just cannot see it still be done in one month.
Like other hardcore stuff that have been done in the past : South shore, Karka Queen, even Arah path 4.
Everytime a see people who like this fight they want better reward for it, like in every other MMO but GW2 it’s not like other MMO.
So for you Dbgamer, the fight just need better reward and it will be fine?
I have some questions:
- How many time you think this fight will be done/day in one month?
- Do you think 6 turret is a strong open world raid mechanic?
- Do timer is a strong mechanic for challenge?
- How many people should be able to complete the event?
- How many people should be required to kill it?
- If the reward don’t get better, you will keep doing it?
- Do you thing there could be improvement to this fight or it’s perfectly fine?
- Do this fight is a strong feature to bring more people to GW2?
- After you hav done it 20 times or more, will you still do it again and again?
- If less people come to this fight and you don’t have the number you mention earlier, will you still try to kill it?
- What’s your server name?
(edited by Ghaste.2419)
I hope Anet will learn from this.
The zone lvl is irrelevant as you scaled down and end game content is rightfully not contained to max lvl zones. That would not be right for GW2 at all.
I understand the fact that you are scaled down but it’s not irrevelant because new players who are in the zone cannot be a part of this fight. If you watch closely how the system work, you are scaled down so you don’t one shoot everything and still have some challenge in low level zone. Level zone are here for one purpose learning curve. Scaling being able to play with friend.
Should it be Teq? Yes.
- his revamp is being bundled ito the current living story and will be explained later
- this is a test case for other bosses. The current ones needed a reva,p and at least 1-2 needed to be challenging
- no reason to suggest new dragons wont be like this or balanced somewhere between teq and old bosses. The longevity of this encounter will dictate that no doubtRemember, this should have existed at the beginning. Face rolling bosses are fine to have in the game…but not every boss should be that way
I get you point, so for you Tequalt should be a face rolling boss. All right.
I understand both side, peoples who want a nerf and people who want harder content.
The thing is normaly we should have both.
Tequatl isn’t in the right place to be a end game boss. It’s the second dragon players encounter in a lvl 55 zones. We can have end game Epic Hard Fight, but should be in another zone, a end game zone. The fact that Tequalt is no more a pinata is great, the fact that he become the hardess fight in the game isn’t. The learning curve is to fast for that zone and the number of people require is to high. Map boss should be doable by people with the level requirement of the map he’s in.
Take the same boss, give him another name and put him in a end game zone and it would be fine. Add a new dragon for end game, a new dragon that need coordination and world effort, but don’t use content was there years ago to play with low level friend and make them so hard that they cannot participate. Shatterer first dragon, Tequalt second dragon, Claw of Jormag third dragon, “Put a name here” fourth dragon. More dragons come more harder they are, in a progressive way like anything else.
Do you think that The BIG HARD Content of GW2 should be in a lvl 55 zone, on a boss that already exist or on a new dragon in a new zone?
I love how if anyone says Teq is too hard, there are automatic assumptions made by the Gods of Gaming on this forum:
1) you want things handed to you
2) you want to just press 111111
3) you are a crybaby
4) you don’t know how to do the simplest things in this gameNo I assure you, Greatest Gamers to Ever Live, we know how to play, and we know how to play quite well. We simply don’t feel the need to try and convince people how great we are by insisting this entire game has been soooooo easy up until this point, and that only if the entire rest of the game was this hard would it be worth our time.
No see, we possess this thing called “reasonableness”. We want challenging content. We just don’t want it mixed in with content that should be playable by everyone at any time.
I mean if it was a new dragon maybe the Greatest Gamers to Ever Live would have right to say that… but they remove the first Dragon players encounters and change it so people with the level requirement of the zone cannot even have a chance against him.
Tequatl is a WORLD BOSS, and thanks to Anet, he’s finally living up to that title of “World Boss”
Teq is a world boss where 6 can screw up 100 organized people and force them to waste their time standing still for yet another 1 hour just to stay in the regular map. Tequatl is a world boss where randoms come in, curse at your TS, die and stay there just to upscale it for you. What a great world boss design!
If you want your easy boss farm where you only press “11111111” and a few minutes later you get your loot, please just leave or kitten.
Where do you see people asking for that? They’re asking for 1. Either for it to be organized guild’s raid content in a closed instance where randoms could not upscale 2. Or to get more turrets so that trolls could make it fail less 3. Make it so that the people could be booted off the turrets by commanders 4. Nerf his health by 50% so not just a few select servers could beat him 5. Make sure that average level 65 player in the zone would be able to participate instead of being seen like a burden gimper because we need more DPS.
Its been 1 day and you’re already giving up and crying about it “OMG its too hard” “Its impossible!!! Nerf it ANET”
First days is when the content is most done. Wait a week or two until Teq is left empty.
That resume everything!
makes this one of the best free content additions to the game.
I agree with the OP except for this part. This is not an addition to the game. The devs altered a more casual encounter to be more difficult. This removes content for some players while adding content for others. Its a zero sum patch (depending on whether or not more people gain than lose).
So true!
Also they can link the nearby events to the tequatl fight—- for example if you stop the krait from stealing supply, you get a faster recharge time for mega laser, if you clear Chokevine Gorge from risen control, The Warden will come and help defending the turrets – which provide more ways to support and boost dps.
Good one too. I will add it!
I think the timer is a flaw as well…Every dungeon and fractal can eventually be defeated with enough time put in and enough revive orbs/repair canisters. Was this really intended to be harder than either of those two? 15 minutes of pouring everything you have into an event w/ nothing to show for it but broken armor and several silver spent mapping is annoying
Also with this, due to the timer, having the closest WP contested sucks because you spend a great portion of your time running back from a far WP.
Timer always as been a poor mechanic in every MMO. I don’t know why they are so popular right now.
Read my post at this link, so I don’t have to retype or paste it here.
https://forum-en.gw2archive.eu/forum/livingworld/tequatl/The-Please-DON-T-nerf-topic/page/2#post2865154
i’m with you on this, you find the same flaw as I did. I’m trying to make a positive post and give some solution so this fight will be a game seller one and not something people will pass in a few week. I think it just need some turning to become better.
For the other fight Anet need to avoid mechanic fight like turret! I tought they learn from Zhaitan but they didn’t.
Don’t disagree with your points – perhaps Teq would have been better in an instance with raid groups, but that would require an entirely new mechanic.
I still do see a TON of people saying “please nerf” which indicates people don’t like how hard it is.
If one server can do it, so can the rest.
They were on TS with 6 trusted peoples on the turret. In 2 week people will just don’t do it anymore. The fight is cool, don’t need to nerf the wave, the damage, the health, just some mechanic not working on a public field.
I don’t think people have a problem with how challenging it is. But a problem with if 2-3 idiots get on a turret it is a fail. We can’t control who gets them first. Then it is even worse in over flow.
Or if people drag champs onto the turrets trying to get the controller killed so that they can have a chance to use it…
I don’t think it’s a solution but more a proof of the flaw.
Besides turret, place some weapon cache like in the Claw of the Jormag fight. Each weapon contains 1 of the turret skill. We can sacrifice some dps to do the supporting role by picking up the corresponding weapon .
Great one!
Having played the event (and failed) and read a number of the comments on here, I have some comments and summaries of my own.
Overall I am for the buffs to the Meta bosses. What I loved about the Scarlet Invasions was that it took coordination and there were a number of times were we won with less than a minute remaining on the timer (and in a couple cases, less than 10sec!) It made it exciting. However, I believe there are a couple major problems with this Tequatl Event.1. Although the Scarlet Invasion took a decent amount of coordination and there was a 50/50 chance you would lose if too many folks went off on their own farming expeditions, win or not, you came out of the event loaded, thanks to all the champs that spawned as a result of event scaling.
a. As far as this new Tequatl event goes – there is little incentive to actually play it monetarily. Mobs do not have drops, failure has no reward, and the end chest (if you make it there by some miracle) is wimpy. There’s a number of special items you could get, but their drop rate is low. So all in all, this boss chest is very difficult to reach and then punks you by giving you mediocre rewards.
b. A wise man once asked, “Is the juice worth the squeeze?” and I say for this event, “No.”2. It sounds like those who have successfully beaten this did so through precise coordination. I do not use TS and map chat quickly suppresses you thinking you are spamming when you are only trying to coordinate.
a. Will most servers achieve the kind of coordination required to win? I doubt it. Again, while I thought the zerging of the bosses before was too simple, this is a tip on the scale too far in the other direction. You should not need 50+ people all talking on TS together to win, and if you try to accomplish your coordination in-game, map chat suppresses you.
b. Secondly, there are only a limited (6?) number of cannons on the field that by all accounts are vital to the successful completion of the event. Get all of these manned/camped by noobs/idiots who can’t keep the scale stacks down and can’t wipe out the poison, and you’re screwed…and are these individuals likely to give up their seat? Probably not.Again, I’m for the harder bosses…they were anything but an epic encounter before, but Tequatl is overkill. Most people will deem the frustration too high and the reward too low and pass on it for more fun and rewarding content.
Totaly what I think! you are right on the spot!
Do you have some suggestion to fix it?
you can maybe add it here
I agree Timers are bad for the game.
It’s the fact that you cannot crit or the fact that it need the support of the 6 turrets?
Cause right now, if the 6 peoples on the turret are afk or whatever and don’t remove the scale, he will become invincible and even if you crit it won’t matter…
If the Turret part was just better made I think it would be fine. I post some solution here
(edited by Ghaste.2419)
I totaly agree with you. Do you have some fix that could be add?
I started a post for this here
(edited by Ghaste.2419)
Alternatively, if what we are striving for is realism, after 15 mins there could be a hard enrage mechanism:
1 – Tequatl does some über-attack that kills all players currently in Sparkfly Fen.
2 – This zone-wide wipe triggers a worldwide debuff on all players: “Tequatl succeeded in taking over Sparkfly Fen and destroyed all life within. Morale on Tyria is low.” (everybody in every zone gets -5% debuff to dmg)Now that might be motivation enough to defeat him when he rises. :-)
I’ve been Debuffed! Lets go Kill taquito!
Zoning into Sparkfly Fen
You have been moved to overflow…..
Or the 6 peoples on the turret are afk or using auto attack…
Yea the entire event hinges on whether or not you get pugs, afks, griefers, or competent players on the turrets….and there is so little margin for error with them too…
it’s the flaw of the fight. When the whole fight is one 6 peoples shoulders… it don’t work. And turret fight… I don’t know, it’s really “fun”? I don’t think so.
Hello,
the fight is really better than before. Before it was a zerg that could auto attack and defeat him, now we have to move and is a lot more “fun”, however, in its current state it will not remain popular for a long time and will be forgotten .
The problem is Phase 1: turrets.
This phase requires too much coordination of 6 people on the turrets and can derail an entire server. This is the weakness of this phase and it’s not “fun” or at least could be more “fun” (turret and dragon… not “fun”, I’m looking at you Zhaitan!).
Here are some solutions:
1 – Automate turrets and players must defend and repair if not Tequalt will create his wall and becomes invincible.
So players must always protected turrets and DPS the boss. The victory thus depends on the group and not 6 people.
2 – Make the turrets stronger so a single turret can do the work of six. So one good player could manage the fight.
The buffs last longer and are larger and pressing 2 prevent the bone wall.
3 – Kill fingers removes protection Tequalt and he lose some life.
In this way some will attack Tequalt and others will destroy the fingers.
4 – Remove the turrets and make the fingers removes protection from Tequalt.
This is not my best solution because it removes some of the fight completely, but the turrets are the weak link in this fight.
If some have others ideas post them there!
5- Besides turret, place some weapon cache like in the Claw of the Jormag fight. Each weapon contains 1 of the turret skill. We can sacrifice some dps to do the supporting role by picking up the corresponding weapon .
6- uncontest the wp. this will cause waves of dead players returning to the fight and thus balance the 1 hit kills happening all over the place, as well as make up for the “no ones going to rez you” situation. heavy armor without speed boosts make getting from the next closest wp take so much time that it can only be done a few times before the event is over.
8- link the nearby events to the tequatl fight — for example if you stop the krait from stealing supply, you get a faster recharge time for mega laser, if you clear Chokevine Gorge from risen control, The Warden will come and help defending the turrets – which provide more ways to support and boost dps.
(A lot of topic talk about it)
9 – Add more time or remove timer.
So low pop who don’t have the man power can have more time to do it.
Thank you and have a nice day.
(edited by Ghaste.2419)
I would love to see that armor implemented in another place than only in PVP. Maybe a WvW Skin or something. I think it’s the only armor that is PVP unique.
http://argos-soft.net/GW2ArmorGallery/index.php?weight=1&race=3&color=0&sex=1&armorSet=voodooi
Thank you.
Revamp of Orr Temples
Temple of Orr are a part of Guild wars 2 end game. Those Temples should be something fun to do and something people will want to do a lot. Some change are needed to make that happen. Some temples are less fun than others.
Some change that could be made to make them more appealing.
Reward
Players want rewards. If the rewards aren’t great we won’t do it and we will do somthing else that give better rewards. Melandru (before change) and Grenth have the best finish event where undred of servant rush the temple and we have to protect something or someone for some time. Those monsters was more rewarding than the chest. There was a lot of crafting material, and item to sell. Even if we have done those temples it was still rewarding to do it again. Every others temple should have that kind of ending event. So we will want to do those temple again and again. And more people we have more monsters we got so we will want to do those event with a lot of players.
Fun
Players want to have fun playing the game. Escorting a group of NPC with a moral bar isn’t fun, because guildwars 2 is a action oriented game. We can play the game the way we want to play it and we don’t always have the support to keep the moral up from those NPC. But a NPC with health bar that we can revive is more fun. We know that we probably won’t be able to support him and he may die, but we will be able to revive him and keep going. That approach is better for players than the moral one. The best example is balthasar and melandru, we have to escort them to the temple. But the Melandru group is funnier and more appealing for the player than the moral escort of Balthasar.
Server pride
Players want server pride. Temple can give that. Now we know on which are open with some API website. But you (arenanet) can do somthing better. There is a timer on Balthasar priest, we have to kill him in that amount of time. Imagine if there was a place where we can see how fast a server kill a Temple priest and those server was ranked. So you put a timer on every Priest. We have to kill him in that amount of time and the best time is saved somewhere. So we can see which server was the fastest to beat the Priest and try to beat that record.
Difficulty
Players want hard stuff to do. We love boss fight, it should be the hardest part of the event. Grenth have a moral bar that should be remove and a timer (server pride) should be put instead. Remember moral bar is not fun. Timer are trilling, finishing something before at the last second, or comparing with last time, trying to do it faster… Timer for Temple Priest will be really nice.
Failing
Player want failing…. wait not really but still. If we succeed everytime those event will become boring. The scaling of those event is really important. One shotting instat death boss isn’t fun, but one shotting boss for some attack is ok. If we die and we are in the wounded state it’s ok we can still have some hope. But when we drop from 80% hp to instat death witout any wounded state isn’t fun at all.
Positive not Negative effect
Player want positive effect. When a Temple is contested you have negative effect on is shrine. Those should be change to positive effect when shire aren’t constested. So we will have the impression we are doing something right for the old gods and they are still listening. It’s more appealing to do something to have bonus instead of doing something to remove negative effect.
The change that could be made.
- Every Temple Priest have a timer.
- Every ending Temple event have a rush event with undred mobs.
- Remove Moral Bar and replace them for a health bar.
- Add a API timer for Priest death
- Take time to inspect Priest Boss Mechanic and scaling.
- Positive effect over negative effect
Thanks for reading.
(edited by Ghaste.2419)
Like i said above i love this idea its great, but on the other hand i can also understand what ScribeTheMad just said about it a bit of a grind to do all the dungeons.
Perhaps something along the lines of your characters personal story could reward a some sort of gift at the end? because that part of the game hasn’t been implemented into the creation of a legendary yet as it? I can just imagine people saying now “well that would be too easy” only because they are looking at its current value not the value at the start of game. We as players have made them as valuable as they are now. but at-least with the storyline it will have meaning.
To receive a gift at the completion of a characters story along with ANY 3 dungeon gift in forge would craft a precursor and the choice of precursor would be determined by the combination and choice of the dungeon gifts you used?
Recipe: Dungeon gift – Dungeon gift – Dungeon gift – Personal Story gift = Precursor
Personal story gift is a great idea too. Any 3 dungeon is to easy, I have to say I can do it in a few hours. There are 3 dungeons path that take less than 20 minutes to do. Some take more than one hour, the average of every dungeon fastest path is like 1 hours. instead of needing 1000 tokens they can choose 500 tokens of every dungeon. hardcore gamer will make it in one week, it will be less grinding. That not bad, I was just saying that even if anet choose 1000 tokens I will find it a great improvement instead of the current situation.
Thank you for sharing your ideas and I hope like you it can give some ideas to Anet.
“What it does, get out the random of the equation, make people run all dungeon and play every aspect of the game (For Karma and skill point).”
Um, you seem to be forgetting that the precurser is just a small part of the Legendary, the rest of the recipe for it does what you describe there just fine (except the “every dungeon” part).
You already use 1m+ karma, 200+ skill points, 250 of every (or at least most) T6 mat, a massive amount of Ecto, a lot of shards, and the gift from at least one dungeon.
So people saying dungeons should be included in the recipe seem to have missed that they already are, you simply don’t have to grind all of them, which is good.You basically want to turn the precurser into a mini Legendary.
But the thing is, the precurser is like the cherry on the sundae or the garnish next to the burger. A footnote in the long tale of a Legendary.
The rest of the Legendary is already going to take me a year to a year and a half to complete, because I’m working on it while I play the game instead of burning myself out doing nothing but grinding for it, I neither need nor want the completion moved another six to twelve months further away.
I’m happy to see RNG removed from the equation, don’t get me wrong, but I’m not excited to trade it for another mind numbing grind.
If they ever get their Scavenger Hunt idea off the ground I’d even be fine with precursers attained that way being account bound, so they aren’t farmable, you just do the one for the legendary you want.
I was at the same point as you before the only thing missing was the precursor, it’s hard to understand when you are not at that point. After putting thousand rare in the MF and killed legion of dragon, champion and opening hundred of chest. Now, I’m playing the TP, rising price of thing that should not cost that much and grinding gold for the precursor. The price for precursor are outragous, it make people like me play less the game and more the economy. A thousand of people and myself are playing the TP to get the precursor or the lodestone. We are making the inflation. I hate the fact I have to do that… I want something better, something to be proud of.
The precusor is the core of a lot of legendary. Everything else cost me 300G and the precursor is 700G. I will get the gold from eveyone pocket by cheating with the TP.
Precursor hunt will take months to make. I think we need another option while waiting. Something to be proud of. I would love to say, I did every dungeon of the game multiple time instead of I take the money of thousand of people by cheating price on the TP.
Mini legendary, maybe but it’s better than random! anything is better than random!
this is just another option without random, while waiting for a epicness thing. I just think this idea of dungeon and recipe could help the game. It will take time, won’t be easy to farm, give another option to the precursor. You will still be able to gamble if you want or buy it. And you still have everything else to do for making your legendary.
“Finish it with crafting mats to make it more like a weapon”
That’s what the precurser does in the recipe for the legendary, that’s all it’s for!
yes, that why i’m putting that recipe. It make people use crafting and it’s simple to make the right recipe for the right precursor. The precusor is a weapon, it need something like a weapon crafting recipe not just shard or gift. This way you are making your precusor, your legendary! “not gambling it”
Or they could add something else than just cosmetic armor so people will want to do the others dungeons. No need to buff or nerf anything. Just improve the dungeon reward system.
They could add lodestone to the vendor or the sugesstion i did for Precursor
it will make people do others dungeon a lot more, people are doing COF for money making. A lot of them to buy precursor or lodestone.
I see your point for people who have allready all that stuff, but the only thing it can do it make them able to make precursor. I don’t think they will be able to make thousand of them. If they have all that stuff, they did play the game a lot, it should be a reward for those people like “thanks for playing”.
I think better drop rate would be awesome too. It will help to lower the price of precursor. The only thing i don’t like is that it will still be random. More people are making money, some are using that to create *Market manipulation community and they are making real money from it. *
The quest thing or the precusor hunt will take months to create. It would be nice but take so much time before happening.
The fractal lvl 40+ with more drop chance is another great and easy to implimant idea. I like it too. I think it can help to stop this madness.
My idea is just to put a no random option to player that will take time of course, but at the end will be rewarding and give a alternative. Player will see their progression and can be more pround of it than gambling or playing the TP.
For time consuming, average dungeon run take 1 hour. It would take 17 days with a 8 hours a day hardcore team doing each dungeon. For others who can play 4 hours a day, it would take a month and a half or more for one gift of precursor (not counting Karma and skill point)
Resumé of what I think could solve the problem :
- Better drop rate for precursor in general
- Better drop rate for precursor in fractal high level (Need progression with agony and stuff)
- a no-random way with dungeon token (Going really well with the remake of every dungeon)
(edited by Ghaste.2419)
ya, it would have been a lot better if they done it like this. But they didn’t go for it. Now if they want to implement something like this it will take a lot of work. Voicing, animation and all the programming. I think they can do something a little bit less epic but faster to give to the legenday some proudness for the people who make them. I won’t be proud when I will buy Dusk. I have played the TP. Nothing i’m proud of really… more boring than anything else.
I think the word they used," legendaries" it’s not the word they should have use for it! as I understand, they want to see people who got legendaries as master of GW2… as legend and it look like more, this guys have a lot of money, was lucky, or play the TP well than a legend!
I really don’t like how getting a precursor is so random. I’m trying to get Dusk too, I have use the MF too many time witout great result. it’s more about luck than skill or anything else. I’m just keeping my money now to buy it!
The legendaries are supposed to (sic);
- “show off your accomplishments and symbolise all of the things that you’ve been doing” (Lead Designer Isiah Cartwright – in this video) and,
- “show everyone that you are a true master of Guild Wars 2” (quoted from here).
The random of precusor just doesn’t show any of this. It just another money sink. I thing something could be done to improve it. Make it more rewarding at the end than random or buying it from TP.
I did a sugesstion here
I think it would be a fabulous way to get a precursor and it touch every PVE aspect of the game. If you like it, tell it so dev can see it or add you ideas or comments.
Sounds too easy for me.
At least if we’re talking precursors not being account bound.
Can you elaborate more plz?
you find it more easy than random, or trough the MF, or buying it from TP, too easy because it don’t need enough token, karma, obsidian shard, or gold?
How fast do you think it take to get 1000 tokens of every dungeon, 200 skills point, 250 obsidian shard?
Just want to know your idea so we can balance thing out a bit or do you have another idea?
I understand Runiir. I will show you a post. And here the resume:
The legendaries are supposed to (sic);
“show off your accomplishments and symbolise all of the things that you’ve been doing” (Lead Designer Isiah Cartwright – in this video) and,
“show everyone that you are a true master of Guild Wars 2” (quoted from here).
So for the Dev pov it for showing that you have master GW2. They didn’t make it so they have history behind them. What is’t working it that random don’t show that you have master anything of GW2