Continuation from the previous post…
3) All players should have an easy access and be lead into completing the raid content by the game itself, similarly as they’re driven to completing dungeons by in-game mail or f.e. in-game representation of associated rewards at vendors (information about what the raid content is and consists of should be provided to begin with).
No restrictions of having(!) to join a specific community or guild or having to “taxi” into an organized map.
LFG tool support for raid-content.
In line with easy accessibility raiding content should also be scalable difficulty and reward wise. More dedicated players should be rewarded appropriately for completing content in a more difficult or timely manner.
Example: Let’s observe Mai-Trin fractal boss as if it was a raid encounter on a daily reset. Implementation of a daily achievement version of Personal Space achievement would provide an opportunity for more skillful players to gain a better reward for completion of this raid encounter by completing the said daily achievement associated with it.
The scalability of number of players required for the event is of second nature to aforementioned features. A set number of players required is better if it ensures implementation of mentioned features. Similarly bonus rewards for completing the content with a lesser number of players than required is not essential but welcome.
4) Implementation of rewards that require multiple steps to obtain throughout the raid content is welcome (e.g. “scavanger hunts” similar to process of obtaining Mawdrey, Mad King Memoires and Spinal Blades backpieces, Ambrite weapons). Obtaining a piece or a high probability of obtaining a piece required for completion of these rewards should be ensured for each completion of the raid content. Repetitivity of raid content could be ensured by making completion of these “scavanger hunts” be worth-while more than once (e.g. to craft one piece of unique armor skin each time, an ascended weapon, a precursor weapon, any pice of gear or an item that could be useful to have more than one of).
More instant gratification, something for a player to show or have application in other areas of the game after each completion of raid content (gold, laurels, karma, infusions, tokens for obtaining a raid content related gear). These should be scaled in regard to time-investemnt and skill level required in comparison to the existing content in the game.
In re-iteration of the point 3) I would like to add that it is important for players completing the raid content in a more diffucult fashion to have something unique to show off or be rewarded appropriatley, thus driving the players into approaching the raid content in a more difficult manner (making it worth-while).
RNG drops should not be absolutley excluded, for all their advantages.
5) This point speaks for itself. Raid content should be visually engaging each time of completion, feel epic and massive in scale and have strong relevance in lore. Something that truly moves the world of GW2 forward.
Avoidance of boss encounters where the player swings the sword repeaditly at an invisible hitbox (e.g. Tequatl). Bosses and enemies that are less static and more engaging with their surroundings (second phase of GJW is one good example).
Associated Risks
1) Players could feel there is a skill barrier to accessing raid content and deem themselves unskillful to even attempt completing it. Proposal for solution is more encouragment of player skill development and learning of their class trough in-game content, ease of access as detailed in point 2) and encouragement of participation.
2) Seperation of raid content from the open world content and the absence of natural player transition from one to another that comes with it could be seen as a negative side.
3) LFG tool problems such as waiting for a party. Having to meet requirements specified by the party that made a lfg post that may be unrealistic. Similarly, players not complying to requirements specified by the party (such as having appropraite rarity gear).
4) Impacts that volume or nature of some rewards could have on the game economy.
5) Some players may feel excluded from experiencing certain parts of the game lore by not wanting to participate in raid content.
This is just some stuff off the top of my head of things that I had in mind for some time. Sorry, I tried to keep it short but one thing lead to another. Devs or players, feel free to comment or ask any questions. Tyvm
(edited by mindweller.5978)