Showing Posts For Petrus Petraeus.7368:
Don’t know if this has been mentioned before in this thread, but thinking of content that is uniquely GW2 and could be used in designing raids, the first category of content that came to mind was the Guild Puzzle.
Guild Puzzles require cooperation, timing, jumping skills et cetera. ArenaNet has shown they can make amazing Jumping Puzzles and puzzles of other sorts. What I’d love to see in a raid are encounters that force teams to choose: either they can go toe-to-toe with a boss and bash their way to mobs, or they can split up: 5 people attack the boss and mobs and 5 others have to work their way through (jumping) puzzles with punishing AoE and mobs on their path to get to side objectives that if reached help defeat the boss or even are necessary to defeat the boss.
Imagine a giant robot, each limb of which can be turned off independently of each other by turning off a generator of some sorts. Getting there involves a Not So Secret JP style journey on a timer with at least 5 people required to get there to turn off the generator and fight off mini-bosses at stages in between. If they fail to get there in time, the specific limb get enhanced and can’t be shut off anymore, adding to the power of the boss on the ground. Turning off the generator also requires that a certain health treshold of the boss robot is reached by the fighting team on the ground; if they fail to coordinate this, the boss goes rampant.
It’s just a scenario, I’ve seen many people talk about JPs and SAB to pull ideas for raids, my main reason to post is to draw attention to Guild Puzzles and to provide a scenario in which this type of content design could work out in Raids. Am sure others can think of more insane and more detailed scenarios; eager to read them.
Cheers.
Heck. Think of any co-op platformer.
Think also of Natural Selection 2: imagine above robot fight taking place in some kind of giant Inquisition Lab. Have one player take place in some kind of control room, being able to spot enemies, open and close doors, drop bundles, activate and deactivate traps, deploy structures, direct allied NPCs, but doing all this is limited by the amount of resources the other players provide him/her, by collecting batteries or securing accumulators. At the same time they need their ’operator’s’ help to get intel on certain enemy mobs or manipulate the environment and drop the right bundles in certain ways to progress through the lab (imagine puzzles and insane Orcs Must Die type onslaughts that the players ‘in the field’ can’t beat on their own) – there are several ways forward, but if the resources are spent unwisely the progress of the team will stall and the raid will have to restart. I’d like that.
Fun Fact: We had to tone down the original guild puzzles somewhat due to the nature of them being in the open world. It would be a very frustrating experience if the Painting room puzzle failed because someone performed the wrong emote on purpose.
What do you think of using Guild Puzzles as encounters, but ones that have consequences for failing to coordinate properly?
You could probably guess :p, but I think using (jumping) puzzles to progress through a raid is a great alternative to what is generally done in gaming with running and so-called trash mobs. They test a group in other ways than combat co-ordination and are way more interesting. The only instance of a punishing Guild Puzzle encounter is the last part of Langmar’s Estate where you have to keep the rooms free of poison. There’s so many options though.
Today I played
OS, entered a room, stood on a pressure plate: a ghost popped up, told me that if I’d move stuff would blow up. I moved. Boom. Team wipe! I had to use my other party members to search the room for a switch.
To come back to Langmar’s Estate and the paintings: imagine that the paintings would scream if people failed to do it right, causing fear and confusion on everyone in front of them and at the same time waking a large group of ghosts to fight with annoying cc to prevent a retry of the puzzle. In the meantime the clock keeps ticking. Imagine the first puzzle, with the weapons and the statues, where the statues come alive to fight you when you give them the wrong weapon.
I see rolling flame boulders, rising water levels, spike traps, arrow traps, bombs, mines, waking minions, shaky platforms, forced teleportations back, poisoned rooms, burning floors, blocking of doors and passageways and the passing of time which makes the boss at the end stronger and stronger.
The hard question is, how to make these puzzles sufficiently difficult to not become trivial for a really well co-ordinated, focused, Skypecalling group (contrary to an unruly, joking, costume brawling mob of guildes)? Anyone experience with good examples?
(edited by Petrus Petraeus.7368)
Don’t know if this has been mentioned before in this thread, but thinking of content that is uniquely GW2 and could be used in designing raids, the first category of content that came to mind was the Guild Puzzle.
Guild Puzzles require cooperation, timing, jumping skills et cetera. ArenaNet has shown they can make amazing Jumping Puzzles and puzzles of other sorts. What I’d love to see in a raid are encounters that force teams to choose: either they can go toe-to-toe with a boss and bash their way to mobs, or they can split up: 5 people attack the boss and mobs and 5 others have to work their way through (jumping) puzzles with punishing AoE and mobs on their path to get to side objectives that if reached help defeat the boss or even are necessary to defeat the boss.
Imagine a giant robot, each limb of which can be turned off independently of each other by turning off a generator of some sorts. Getting there involves a Not So Secret JP style journey on a timer with at least 5 people required to get there to turn off the generator and fight off mini-bosses at stages in between. If they fail to get there in time, the specific limb get enhanced and can’t be shut off anymore, adding to the power of the boss on the ground. Turning off the generator also requires that a certain health treshold of the boss robot is reached by the fighting team on the ground; if they fail to coordinate this, the boss goes rampant.
It’s just a scenario, I’ve seen many people talk about JPs and SAB to pull ideas for raids, my main reason to post is to draw attention to Guild Puzzles and to provide a scenario in which this type of content design could work out in Raids. Am sure others can think of more insane and more detailed scenarios; eager to read them.
Cheers.
Heck. Think of any co-op platformer.
Think also of Natural Selection 2: imagine above robot fight taking place in some kind of giant Inquisition Lab. Have one player take place in some kind of control room, being able to spot enemies, open and close doors, drop bundles, activate and deactivate traps, deploy structures, direct allied NPCs, but doing all this is limited by the amount of resources the other players provide him/her, by collecting batteries or securing accumulators. At the same time they need their ’operator’s’ help to get intel on certain enemy mobs or manipulate the environment and drop the right bundles in certain ways to progress through the lab (imagine puzzles and insane Orcs Must Die type onslaughts that the players ‘in the field’ can’t beat on their own) – there are several ways forward, but if the resources are spent unwisely the progress of the team will stall and the raid will have to restart. I’d like that.
(edited by Petrus Petraeus.7368)
Proposal Overview
Guild Store – An extra tab in the Guild Bank where members can buy things donated to the guild for prices set by the guild leadership.
Goal of Proposal
In my guild a lot of veteran players donate dyes, miniatures, backpack skins, rare materials and other fun stuff to the guild for other guildies to pick up. The guild often sells the things at a price lower than the market price, so it’s appealing for members to buy from the guild. The guild then uses the money as prize money in all kinds of PvE and PvP events. As it stands now, dealing with these kind of transaction requires a lot of trust and officer management: we’re a large guild and don’t want the newest members plundering the guild bank so we’ve locked all tabs away for certain ranks, but even then it’s completely up to members to actually donate and for more expensive products often officer involvement is required to get it out of the Guild Bank. Having an extra unlockable tab in the Guild Bank acting as a store would alleviate the need of officers to monitor the Guild Bank and guild transactions.
Proposal Functionality
Using influence and merits, guilds would be able to unlock an extra tab in the Guild Bank, in which only officers/leaders with the appropriate authority can put stuff from other tabs and assign a price to them. Other members would then be able to pick those items after paying the assigned price. Alternatively the guild could unlock a Guild Merchant to which officers/leaders can send stuff directly from the Guild Bank bladiebladiebla…
Associated Risks
This might turn into a trade circuit parallel to the regular economy, thinking of big guilds and multi-guilding. How to tax this, have some sort of goldsink regulation so not everyone leaks away from the TP (which is probably why this wasn’t implemented in the first place)?
I like it too. There are so many book carts in DR, books also in Ebonhawke and the Priory, and in 95% of the cases you can only see the title when interacting with them. I want to read that stuff! Read it, learn lore and their relevance to the place they can be found. Not to mention all the book titles that are mentioned in NPC dialogues, even theatre plays and such.
Would perhaps be a lot of work for the writers, but I would love to see it in-game and it would indeed be a great way to get some material from the website into the game.
For example.
Many hope and think that the Living Story may take us to the Crystal Desert somewhere in the near future. We know that Palawa Joko rules in Elona. Imagine a large zone, which isn’t like all other zones in this game cramped with poi’s and skill points and stuff to the extent that there’s hardly ‘Wilderness’ to be seen, but a desolate desert landscape, where every possible habitation has to be built by players, with real materials, real crafting etc. At the same time they are facing Palawa Joko – in a multi layered event system the players can build a major hub inside that zone – supply needs to be brought in, perhaps not only player’s own crafting mats but also supply similar to WvW stuff: in this new zone camps need to be built and protected, dolyaks escorted et cetera. The city needs to be built and upgraded by player hands and inhabited by NPCs who need to migrate from other areas which involves events of their own etc. Events not only involving fighting mobs but perhaps puzzles and minidungeons when guiding those migrating NPCs through. But when they arrive, the city needs to be ready so they won’t go back again thus setting the foundation of the city back by an hour. Some events need to be completed in a certain order, some need to be completed in rapid succession, some may bypassed and: failure means failure: no continuation of the event chain. All these events stack (with some timegating) so that completing the entire chain of events may take up to 24 hours or something, after which the server effectively gained a new hub.
A hub which isn’t only buildable but also destructible, for during the build and after it Palawa Joko tries to disturb the players. Having built that city can unlock several siege events that scale like Orr does: Champs, Vets etc. One siege can be withstood, but over hours or perhaps days the amount of attacks will increase, strategies applied by Joko will vary and more siege events will pop up in different areas of the map, parts of the town will be destroyed bit by bit, city and camps will be attacked simultaneously, trade caravans will be overrun, waypoints shut off, unless the players manage to stop Joko. But they needn’t only man the wall, they also need to keep the city supplied by maintaining outlying villages, camps et cetera. Grandscale WvWlike content in a PvE environment.
The reward then isn’t only gold, or some big shiny chest such as the dragons drop, but a town. A town with trade connections to Elona. Similar to the Bazaar. If the server has their desert town in a good shape, all players can get unique goods (perhaps new unique mats and recipes used for Elonathemed craftable skins or some other kind of cool stuff) from that town in limited quantities. But when the town is under siege or in fact destroyed, that trade will dry up. This is something players will work for, an event that means something and that hurts if you fail. Cause if the city falls whether by brute force or lack of supply, players will have to start all over again with the events, coördinating their efforts, maybe trying to do the events in a different order or perhaps even building their city in a different order to better withstand Joko in the early stages of the system. And then after a certain period, maybe, when the living story updates are ready, players can really found that city for good, defeat Palawa Joko, and move on into Elona. I mean, why not?
Please share your thoughts on events and your ideas on how to make them better, or what new events or zones may/could/should be added. Also note that my suggestions are just my wild thoughts. Thanks for reading.
Dynamic Events sound great on paper, but overall I feel they’ve been implemented rather poorly, for several reasons:
- They are very static. They happen in the world, but they always happen in the same way with the same results.
- They are very linear. Event chains are always straightforward: do this event to unlock the next.
- They rely too much on timers. Too many events are timed instead of triggered.
- They don’t have impact. They don’t bring real change to their surroundings, apart from the temporary movement of NPCs and maybe a few tents or buildings that can be destroyed.
- They trivialize story. The more interesting events repeat themselves as well, even though they are more story driven and as I feel it not much fun after a first run.
- They are too singled out. Most zones have way too many different things going on, only in the higher level zones the events get more of a unified theme.
This is all fine in low level areas and don’t get me wrong, I loved events while leveling, and events have some merit: they are a great way to bring people together to do something awesome and have a lot of potential for coördinated guild play. But as it stands, most events have no replay value and imo part of making events more interesting is giving players more of a hand in how the game works and how the story progresses, not only the Living Story, but also the local story of a zone through dynamic events that can actually lead to sustainable if not permanent change. Dynamic events need to change for that reason, at least in that particular zone
- They should be player driven. Sure, make them gated to some extent, but make pre-events and follow-up events rely more on the succes of players doing those events.
- They should be complex. No more linearity. Give players several ways to get to the end, events that effect other events rather than just their follow-ups.
- They should be hard. Failure should mean failure, and perhaps even the incarnation of events where you need to struggle to not fall back in even older states of the zone, as if the enemy wants to take advantage of your failure.
- They should require coordination. Certain points in the event chain (or rather: event web) should be designed so that certain events have to be completed simultaneously or in rapid succession: give guilds something to do.
- They should involve various types of content. So that when you for example have some sort of an escort or scouting mission, you actually need one or more players to finish a jp to trigger a leaver to open a gate et cetera.
- They should have impact. When you have events that resemble a warlike conflict, give us destruction, but also give us ways to build upon victory with tangible profits, not just gold from champ boxes, but something cool and sustainable.
So instead of giving guilds single Guild Challenges to work on and large group PvE players with their commanders and squads more Orr , I’d rather give Tyria a new zone with one, clear theme, one clear goal. If you’re not working towards that goal, then there’s nothing for you there. If you’re working towards that goal, then there’s a real sense of achievement to be had.
I know all this is realized in the current zones to some extent, but I feel as if there’s a lot more potential in events and that the limit of epicness has not yet been reached.
Personally I was hoping for some sort of ability to customize skins through crafting, but as it stands now I don’t think that will ever be implemented. When it comes to unique skins and crafting excitement, I’m hoping that the lift to 500 and the time gated crafting of ascended gear there will give crafters some interesting stuff to do, if reaching 500 will prove hard enough so that non-crafters won’t get there in a day. And I do think some crafting skins are unique, though most of them aren’t very special.
I like most of these suggestions.
- Siege, JPs and infiltration: I’ve read about ideas to make things like OS a real asset to WvW by for example make three Obsidian Sanctums and instead of letting them lead to merely a chest, let each of them lead to one of the EB keeps – have the entrance be situated at another place. This would make for some very interesting new tactics. This idea needs a lot of thought, but I’d like to keep it short here.
Oooooh the tears we’d hear if we could JP into people’s fortifications… I’d prefer if they kept it as 1 JP and had it lead to the top of Stonemist, but with something to stop portals going straight to the top. At the moment, the fighting in there is very petty.
Like I said, this idea needs a lot of thought, but if you for example have the entrances to the JP’s at maybe a small new fort, or perhaps seperate them, then if you know that one server controls the entrance to the JP that leads to your keep, you can very easily defend that JP (with traps etc.). Besides, the portal that leads to OS now is situated between the inner and outer fortifications of the keeps, so it would still require siege to get to the Keep Lord. But it’s just an idea and I’m not a WvW die-hard, partly because I find the gameplay quite repetitive and blobby – maybe I should give this it’s own thread to redirect discussion away from this thread.
I agree with all of these, even though I find some less important than others. Let me add my own suggestions, many of which probably have been suggested before:
COMMUNICATION
- Search tool on the forums still doesn’t work as intended – seems to me that I only get results that have been posted very recently, certainly not all of them.
WORLD vs. WORLD
- Siege, JPs and infiltration: I’ve read about ideas to make things like OS a real asset to WvW by for example make three Obsidian Sanctums and instead of letting them lead to merely a chest, let each of them lead to one of the EB keeps – have the entrance be situated at another place. This would make for some very interesting new tactics. This idea needs a lot of thought, but I’d like to keep it short here.
SPVP
- Guide system – the meta of sPvP differs in a lot of ways from the PvE meta, and I’d love to have some sort of a guide system (thinking of Dota 2) where high ranked players can contribute their builds and thoughts for newcomers to read and test them in-game.
- Casual non e-sports game mode – just to lure people into the Mists and have some fun. Death Match, King of the Hill?
PLAYER INTERACTION
- Guild tab improvements: I’m not a guild leader, but I know many people have been requesting this, things like being able to see when people last logged on, overall better management, maybe an in-game calendar to plan events? Guild leaders please add
. - Parties and mini-games: I’d love to play minigames just with my friends and guildies, but there’s no way to do that apart from trying to sync. Please make some infrastructure to make this happen, even if it doesn’t give rewards or ap.
- Guild missions expansion: Guild missions are cool, but many people are asking for missions that cater more towards either very small guilds or very large guilds – what I myself think that is lacking is a large group guild puzzle, perhaps one that splits up so you have more paths and bigger rewards if you complete more paths at the same time? PS Many find it very frustrating that only officers can activate the missions in the guild tab, but that any member can activate the actual flag on the spot, which leads to a lot of frustration.
SHORT TERM EXPANSIONS
- Implement some sort of a log: I’m increasingly impressed by the Living Story and starting to see what you can do with it, the latest updates have gotten better and better, but please rethink the way you tell the story: via the website, in-game mail, heralds: it’s very hard to follow and very overwhelming for new and returning players. Some synoptic log in the heroes’ panel for new and old Living Story updates would help alot!
There are of course things that I’d like to see revisited but which are already there to make them more epic, but for real additions, this what I was thinking of. That being said, I love this game ANet! Keep up the great work
Cheers.
(edited by Petrus Petraeus.7368)
Still doesn’t work. Just to try it out a little I tried searching ‘House’ and ‘Housing’ in the Suggestions forums, knowing that there are many threads and post concerning this topic, and I seem to either receive no results or very recent posts, wherefore I think that the system for some reason only gives results from the page your watching instead of the entire forums, or only results that were posted the same day or something similar.
I agree, I love Sanctum Sprint. And if it really has to go away (for a while?) at least make some of the mini games that are permanent in the game accessible for parties and guilds and the likes. Keg Brawl is not that bad (Sanctum Sprint beats all) but it’s only really fun if I can play it with guildies and friends.
Well apart from balancing these large meta events and reconsidering the time versus reward frame, I do think that events like the Karka Queen one could be a cool way moving forward. To me, meta events aren’t really what I expected them to be before launch. They are very linear and hardly require any coördination and they’re mostly based on timers and a some blocking events, but hardly anything that really requires guilds to do different events at the same time or in a certain succession of some sorts to get to something really cool. The event system itself has a huge potential and could really bring something to the table for large coördinated group content in the open world, and even though the Karka Queen needs a thorough look and though not all meta events need to nor even should be this way, I do hope that ANet considers adding more complex, guild effort requiring but also more rewarding meta events in future zones.
3 blueprints aren’t much. Now funnel the whole EB zerg through mesmer portals and you are looking at a quick way to get a lot of siege for your server.
Never thought about that xD
Well then that’s something I guess. Although going to OS means leaving EB. But still that’s only part of the issue at hand. I still like my plan though, no one has given me any arguments that really change my mind.
What do you use to get those towers, keeps and castles? What do you get for completing the jumping puzzle?
If the 3 blueprints the JP provides each run (per day) then that’s quite a small contribution to WvW: I don’t know anyone who runs OS for that reason. Especially now they’re tradeable.
Btw I’d like to have a response to my plans as a whole rather than attempts to show that parts of my story are incomplete or wrong: why do you think OS should stay as it is or why do you think it should change. Replies like this don’t help me along in understanding your point of view.
It does have to do with WvW. Its world vs world PvP, a PvP zone. Its rewards are aimed for WvW, giving badges and siege.
The people who ask for the OS to be restyled to a PvPless zone dont seem to understand this isnt the same as asking for an AC nerf. You are asking ANet to take away one of the already limited PvP zones from the PvP players and giving it to the PvE players.
How would you respond if WvW players constantly flooded the dungeon forum asking for a dungeon to be restyled as aPvP zone, denying you PvE play in that dungeon.
Yes, you can PvP in there and get WvW achievements, but that’s it. It’s completely separated in everything else, even mapwise, and it’s hardly related to what WvW’s mainly about: taking over camps, towers, keeps and castles from other servers and hold them to get points. I’m suggesting to restyle OS to give it an actual function in sieging and the likes rather than just being a PvP JP which only very few people actually like: hardcore WvWers don’t go there cause there’s hardly anything to be had, and people who like JP’s would rather not go there for fear of trolls. People who like to PvP in a JP go there, which I find hard to understand as most people you’ll encounter are not after PvP. You may find that dumb for some reason, tell them to get out of a PvP area or man up, but truth is imo that OS is somewhere halfway WvW and PvE and more often a source of frustration than a source of joy. I hope that OS can be reintegrated more thoroughly in WvW again to make it a real asset for that gametype and that achievements which generally are sought after by PvEers can get an equally challenging, PvE alternative to OS.
Problem is though that this JP has nothing to do with WvW anymore. People go there for two reasons: to just do the JP for one or another achievement, or to grief. Completing it does nothing for WvW – you get some blueprints and some badges, yes, but you’re essentially outside of the WvW maps, the JP does not contribute to the actual stuff in WvW: it’s not a structure that can/needs to be hold ánd: there are achievements to be had there that are generally appealing to PvE players.
Imo this JP has potential in WvW, but the way it is now, it would be better off in a PvE area. Personally however I’d like it to get another destination. Why not rearrange the portals there so you can actually use the jumping puzzles to infiltrate enemy keeps? It would be so that good JPers can finish it and in the end choose a certain path – an extension of some sorts of the existing JP – to get to the portal of another server and inflitrate their EB keep, so they can open the first gate to that keep from the inside out. It would give sieging a lot more dynamic, make the JP a real asset to WvW and it just sounds really cool.
There are of course risks to this and it will require some redesigning of the JP and where the portals are so that people can get an actual interesting fight down there and so that if you control the portal you can’t just steam roll everyone inside the enemies’ keep through mesmer portals. Also, the portals should be outside of the inner gate of the keep so infiltrators can’t go straight for the keep lord.
I don’t know. Maybe it’s a really bad idea XD I’ll let the hardcore WvWers decide. But I thought it’d be really cool.
The main reasons for PvEers to not invest a lot of time into PvP are as far as I can tell:
1. The PvPmeta and the PvEmeta are too disconnected. This is essentially not a PvP problem but rather a PvE problem, as, though the professions are imo generally well designed, ANet can make a lot of improvements when in comes to mobs, AI and the likes, see also topics like this one:
https://forum-en.gw2archive.eu/forum/game/suggestions/On-PvE-Design-Adapting-to-a-new-paradigm/
and
https://forum-en.gw2archive.eu/forum/game/suggestions/Fix-the-Guild-Wars-2-Un-Holy-Trinity/
2. The current game mode is excellent for team play but not so much for hot join: several capture points require team effort and when people come and go and don’t know what they’re doing hot join becomes just a random killfest. I feel ANet should therefore release more casual game modes to lure people into the Mists, such as King of the Hill and Death Match (with dedicated maps) – id est for hot join, not necessarily for competitive play.
3. PvP is daunting: the PvPmeta is hard to learn and the tools available in game and on the internet are lacking. The PvPcommunity may want to step in and try to get something up and running such as a PvXwiki which was thé source for the GW1 meta. ANet could improve as well by allowing things like dueling, the saving of builds and by implementing some sort of a guide system, e.g. a Tome of Knowledge in the Mists where high ranked PvP players can share their builds for newbies to look into and experiment with (those newbies can rate the guides to make sure trollguides can be filtered out).
4. There is nothing to be gained in PvP for PvEplayers, which imo should not be a problem: PvP is about having fun and it’s for several reasons a good thing that it’s separated from PvE, but this does restrain hardcore PvEers from investing a lot of time into PvP. Sharing skins throughout PvE and PvP would be a bad idea unless those skins are completely different from one another which would be a lot of work for ANet to implement. Maybe they could think of a more prominent way rather than a few titles to show off your PvP prestige in PvE areas and vice versa. Maybe in game Leaderbords which show off high ranked PvPers in LA?
5. There is nothing to be gained in PvP for Guilds (which again may not be a good reason for people not to play, but it still deters people from investing a lot of time into PVP). Influence can be invested in WvW things, you can claim keeps in WvW and get a lot of people in WvW etc. to have a lot of fun. GW1 had GvG and also Alliance points which were reasons for Guilds to invest in PvP. The return of GvG would be a good thing, perhaps combined with something like ‘Guild Glory’ to invest and Guild Leaderbords – I’m not sure on this, just some not so well thought out suggestions, but I thought I’d put them out there anyway. Edit: Maybe tie it in with Guild Halls? o.O O.o
So these are my thoughts, interested what you guys think of them.
(edited by Petrus Petraeus.7368)
I do like the idea, though it’ll be very hard to implement and I agree with the critical notes mentioned by The Lost Witch and fear for loss of content if this is to be implemented and for new people or more casual players who find themselves caught up in a war that shuts them out of certain hubs etc. The basic principle has been done before on a small scale for example in Kryta where certain outposts switch from Centaurs to Seraph constantly, but to revamp entire Tyria for this… For that reason I feel that if this is to be implemented, then in areas not yet available that are completely designed for this idea, so that players who do not like it don’t suffer from it. Maybe if the Far Shiverpeaks are opened up or the Crystal Desert, ideas like this could be implemented.
On a more general note, I really feel that the limits of the event system are not even scratched. This idea of course reminds me of Factions, but also to some extent of Southsun with the new meta event.
Making meta events more complex, with more event chains, more coördination required and big finales would really draw out guilds to do more open world PvE. Guild Challenges are great, but implementing similar challenging events in the surrounding area via event chains of all sizes which take place all across the map, or as suggested even all across Tyria, and which require real coördination, timing and guild activity, would make PvE at level 80 so much more interesting.
I agree as well. Part of the problem is that I feel that Guild Puzzles are designed for groups from like 6 to max. 20 people, but when you’re in a large guild like I am (with sometimes 50, 60, 70 people doing missions at the same time), the greatest challenge there is is figuring out what the officers are saying and making sure no one touches any buttons unknowingly and gets left behind at some point.
I really hope ANet is considering a Guild Puzzle designed for larger groups, e.g. have a puzzle where once inside you can take different paths, all with different puzzles, that get back to each other near the end. If you’re a small guild and only have enough people for one path, you’ll do that one and get a reward – and next time you can take another path, so you’ll effectively gain four guild puzzles. Larger guilds can dispatch groups into all paths at the same time and if they’re all finished succesfully will receive a greater reward. Or something like that.
It would be more fun for larger groups and makes controlling those larger groups for officers and stuff way more manageable.
GW2 needs no Down Scalign System. WHat GW2 needs is a correct and very good functionating intelligent dynamic Up Scaling System, that isn’t based on Map Levels, but instead on participating Character Levels.
Means exatly this:
Current System = Map Level is say 50, Lvl 80 Chara gets downscaled to 50, lvl 40 Character has to level up first, to be able to survive there = GRIND
My System = Map Level is 50, lvl 80 character gets not downscaled, Enemies and other Players in near of that Lvl80 player get upscaled to Lvl 80 temporarely.
That way there are no 1Hit Kills, that way there is no Grind for too low leveled characters, that wan’t to help their friends, but can’t because their level is too low for the map
I think there does need to be some sort of scaling related to maps. This way low level players can get high level friends and do Orr runs, but when the friend disconnects they get slaughtered? Not sure how they would implement that.
I do think that the downscaling system needs some love: it’s very inaccurate. In some areas I’ll get downscaled to approx. 3-4 levels above the average mobs and I can solo group events and champions, which kills the fun for me and for the low level people I happen to play with. At other moments (though these are less common) I’ll get downscaled so that the average nearby mob is a level or two stronger than I am. I do not know if these variations are on purpose to please those who do like to oneshot mobs in low level areas, but I feel in its current state the downscaling often does not achieve what it’s supposed to achieve.