“As a boy I spent much time in these lands. Look at them now.”
If you don’t get it you havn’t played enough GW!
If you don’t get it you havn’t played enough GW!
So I don’t know if this has been suggested yet because there are waaaay too many suggestions for me to read but here’s my summary.
Problems:
1. Loot is weak.
2. Doesn’t really get anything for new players (which I think is what it was for)
3. Encourages ‘tagging’ and running.
Possible solution: For the most part I don’t think this is a bad concept and I think a ‘fairly’ simple solution is simply to add a ‘loot’ phase to the end of the event (kinda like SW).
In general you could leave the event as is with the blooms per stack etc. At the end of the 30 mins people get rewarded for their service. But at that point some big baddy arrives with a bunch of little helpers and the mobs drop loot and xp etc. This would amp up the loot and the big baddy could have a chance to drop something rare.
I think to further the community aspect and teamwork you could attach a timer to the map to kill big baddy based off the total amount of events the map has completed. This way if the map moves in a big zerg they will finish fewer events —> have less time in loot phase. This also encourages more people to show up for full event and not just at end for loot phase…because if nobody does the event then the timer will be too short to get good loot.
Finally, there needs to be some purchasable reward for the new players. Something that u can use 5 or 10 blooms to get for almost no money that would give something useful for a low lvl player. (I don’t know – low tier crafting or something, maybe rare under lvl30 gear bag or even account bound dyes of some sort…something).
Anywho, that’s my two cents. I’ll just finish with although I’m not a big fan of the event, at least your willing to experiment with different ways of running events. Which I’ll give you props for.
SirT
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