Showing Posts Upvoted By rstripn.8697:
I like the schedule system as a concept, but feel there’s some room for improvement. Firstly, make it visible in the game.
Secondly, run two schedules side-by-side, each triggering simultaneously every 15 minutes. This speeds things up, and gives players a choice of which boss to run.
Schedule A contains the 8 high-level world bosses. Each boss runs every two hours, at the same time within the hour. (e.g. Fire Shaman runs at 1:30, 3:30, 5:30, &c.)
Schedule B contains the 4 low-level bosses and the 3 legendary bosses. It runs through all 4 low-level bosses, does one of the legendaries, goes through the low-levels again in the same order, hits the next legendary, and so on. Each low-level comes up every hour and 15 minutes, and each legendary appears once every 3 hours and 45 minutes.
While Schedule A cycles fully every 2 hours, Schedule B takes 15 hours. This means that it takes 5 days for everything to wrap back around to happening at the same time of day, giving players with limited play time a more varied experience.
I don’t mind the new timers for the regular bosses. But the new timers for Karka, Triple Trouble and Teq are absurd. The times as they are now are absolutely punishing. If you fail even once (which is likely if you’re not in a group that does them all the time) you can’t try until the next day, in most cases. Because while they do run 3 times a day, I would venture to say a large portion of your fan base have jobs/school/whatever. If you want them done less often, for whatever reason, just have them happen once every 3 hours on permanent rotation.
Wurm: Midnight, 3am, 6am, 9am, Noon, 3pm, 6pm, 9pm… repeat.
Teq: 1am, 4am, 7am, 10am, 1pm, 4pm, 7pm, 10pm… repeat.
Karka: 2am, 5am, 8am, 11am, 2pm, 6pm, 8pm, 11pm repeat.
It’s not as often, and for most people who work 8 hour days or go to school, they’d still only get 2 MAYBE 3 shots a day if they wanna stay up crazy late. And even with this, they’re still limited to the reward they receive per day.
Please rework these timers.
(edited by adubb.2453)
I really hate this change. I said as much back when it was announced, and I tested it out tonight to give it a try, and this is what my life in game will be, because the schedule never changes. I can only play from 11pm-1am EST or so, occasionally picking up the 10-11 and 1-2 blocks a little, but not usually. This means I’ll NEVER get to do the Karka event again, since it ONLY happens at 9pm, when I NEVER play. Yay Arenanet. Also, since the megaserver isn’t fully implemented, one of the few events that does happen during my play period, the Triple Wurm, was completely 100% empty on my server when I attempted it. Not a single soul around. Not one. I don’t think it’s soloable. Much more fun not doing the Triple Wurm than successfully doing the Karka Queen. :|
I get that the old methods would no longer work with the megaserver, and I do think that the megaserver in general was a great idea, but there need to be several changes:
1. There need to be at least three separate schedules cycling, once the megaserver is fully implemented, at least. Every hour on the hour you should be able to do at least two, if not three of the following: Karka Queen, Claw, Shatterer, Triple Wurm, Teq, Megadestroyer. It should be up to the player to choose which one he wants to attend, but within any given two hour period he should be able to attend any one of them at least once. There should be no events that are permanently outside of any window.
If you like, the events could be set up so that there is one “permanent” cycle, basically the current one that will always be the same to allow for easier planning, and then one “rotating cycle,” that is offset so that it shifts by an hour or so each day, causing events on that cycle to only be available every other day or so.
2. The schedule DEFINITELY needs to be available in-game. No option otherwise. People need to be able to track which events are coming up, as well as while events are active in other parts of the world. It’s nonsense that I have to keep the scheduling page open when playing the game.
The world boss scheduling should never have been implemented until both the Megaservers were fully implemented (to ensure healthy populations), and the in-game schedule app was working. I like a lot of the other changes in the feature patch, but this one was nowhere near ready for prime time, and is going to seriously harm my interest in playing the game until it’s resolved.
you spend complaining about it on the forums, you’d be
done by now.”
Ok, so now my feedback:
At first I’d like to say, 99.9% of this release is AWESOME. But the remaining 0.1% is the Big World Boss Spawn Timer which is more than a HUGE mistake to my mind. Let me explain why (I’m a German player on Riverside Server)
1: It’s a slap in the face for all players who have to maintain a family or work shifts. We have more than handful of players only in my guild who are now not able to do any Tequatl or Triple Trouble Encounters because they work late shifts (1pm to approx 9 or 10pm) or have to look after their kids, so they don’t login before 8 or 9pm. Getting up to do the event 5am after a late shift can’t be the alternative….
2: Why putting a timer on the Karka Queen exept for a cooldown? At least on Riverside it is a well established tradition to kill her after the Tequatl encounter with all the players moving to Southsun Cove. Why are you taking away this opportunity? It was time efficient and a lot of fun seeing the community organizing itself this way…
3: Making Events activatable by guilds who can afford it WILL have a bad influence as it will empower ‘Mass-Guilds’ to make their own rules and control Event times on the server. It’s already foreseeable as it is a similiar situation to the big WvW-guilds. It will be like: What? You are not using OUR Teamspeak? You do not use OUR Skill or Weapon Sets…well then…you will not be allowed to participate.
4: You already have to be in the correct overflows (or Megaservers in the future) way beforehand for the big Events. (More than an hour especially on weekends) ‘Correct’ means you’re on a map where organization and people who use TS are present. This mostly applies to our home-map (Riverside) and MAYBE one overflow on weekends (happens rarely). What do you think will happen when 90% of the people will only be able to do the 8pm Tequatl encounter? Ridiculous….
5: 7-10pm is the most important time frame for our guild as most people are logged in and we’d like to use that time for fractals, dungeons, guild events etc. Instead, we will now be standing in public districts waiting for huge bosses anonymously, instead of playing together. Ok sure, we can still do that, but then we miss the actually well designed events… Tequatl, Worm etc. were always great to do when not enough people were there to play any instanced content, which is in the afternoon, later evening or before lunch (remember the shift workers). That’s impossible now.
These are probably the most important issues I am seeing….
So please, please, PLEASE rethink that concept…
Feedback from an international casual large guild:
Guild World Events
Item: World Event Consumable Cost
Current Cost : 20 merits/10K Influence
Background Detail:
We used to run a daily Tequatl/Karka kill for EU individuals on a NA server. We was happy to provide organisation and train any new people on what to do.
The new world boss timers are not suitable for many individuals who actively work (Average age of gamers are now 30+ in my country).
We are a large international casual guild (300+) with a 100% reputation requirement (not part of any TTS group) which would not field 60+ guild members for any individuals kill (as we are a 24×7 guild).
It was calculated the average casual player was online for about 1-3 hrs/day as per that timezones prime time (30-60 online per hour in a 500 man guild).
We run all the guild missions twice a week – and gain (70 merits or so weekly as these are limited to how many you can earn). Not everyone is interested in guild missions – as it is very repetitive after a few months.
The current implementation:
The cost to schedule the world bosses (TEQ, Karka).
This would require: 50 merits,20K influence and 2 days of build que to build.
Issue:
This limits our ability to organise a kill to once/week during the week- as a maximum number of merits can be build. The influence cost is also too high /length of time to perform the build.
We regularly have all PvE Buffs active – for our members and would not be able to sustain even 2 boss activations / week.
Side-Effects:
1) Potentially forces international guilds – to be very specific time focused (breaks community).
Smaller guilds will break up as a result – these are needed alongside big guilds.
2) excessively high Influence and Merit costs – make this unfeasible to que and build. (20K influence is a lot – for two buffs). Many 100% rep PvE Guilds – will struggle with this cost on influence alone.
3) Event Failure: If the event fails- Due to the high cost there will be a lot of anger. Tequatl currently has two major bugs (Lazer does not do +10% dmg after battery phase, TEQ will disappear if too much dmg is done between battery phases). This will increase pressure for the event to be done properly – and limit ‘fun’ even when it fails due to high activation cost.
4) Learning the event: Due to the highly restricted time spawning it will make learning this event even more difficult for new players or other mega bosses if they are introduced.
The triple headed wurm is not even attempted by many NA Servers – as it is guild locked out and there is no open to non-guild (TTS) event for EU / SEA Players on NA servers.
5) Voice communication: The only good thing is that we can ensure players can communicate during the fight and setup correctly before activation.
6) Pug Event Trolling: it only takes a few individuals to help a hard event fail . This can be used maliciously against guilds/players trying to organise these events for the benefit of others.
Proposal:
1: Make this inline with current guild events.
Proposed cost : 2 merits/1000 influence initial build (8 hr built time).
Why 2 merits?
Most guilds who are capable of running this content – would like to run: TEQ,wurm, Karka on a daily basis. International guilds need the ability to run across the 3 timezones they cover – at different time periods.
Total cost for guild (Day- one spawn): 6 merits/day (3k influence).
Weekly cost (M-Fri): 30 merits (15k influence).
- this cost is still high but at least allows guilds to schedule events for it’s members (if they have a 500 man guild which does all guild missions).
Or:
2- Increase a guilds ability to earn more influence and merits.
- The current caps do not allow guilds to regularly schedule this content for its members.
Just to elaborate on what others have said: the “mega-bosses” are pretty much inaccessible to working Irish, UK and (I believe) Portuguese players during the week. For us the “mega-boss” times fall at 2:00, 3:00, 4:00, 11:30, 12:30, 13:30, 17:00, 18:00 and 19:00 (that’s local time, not CET).
As a working man who (like most workers now, I’d imagine) commutes the only real option there is 19:00 and even that is a stretch. This seems like it might push away a lot of working players.
A fairer way (fairer for everyone, not just people who can consistently make the current times) to do this would be to have more spawn windows that “rotate” and change from day to day.
A given boss needs to spawn every 5 hours or that each boss spawns 4 times per day at predictable, but different, times from day to day. So with this system the spawns for every boss will be one hour later the next day so if a boss spawns at 5 pm today it will spawn at 6 pm the day after and 7 pm the day after that. Every 6 days it will “reset” back to the original time. For example, the 5-9pm 5-hour spawn windows would look like this:
Boss1 Boss2 Boss3 "Free"
Day 1 5 pm 6 pm 7 pm 8 pm 9 pm
Day 2 6 pm 7 pm 8 pm 9 pm 5 pm
Day 3 7 pm 8 pm 9 pm 5 pm 6 pm
Day 4 8 pm 9 pm 5 pm 6 pm 7 pm
Day 5 9 pm 5 pm 6 pm 7 pm 8 pm
Day 6 5 pm 6 pm 7 pm 8 pm 9 pm
Note: in this system the bosses spawn every 5 hours from these times. So when Boss 1 spawns at 5 pm it will later spawn at 10 pm, 3 am, 8 am, 1 pm, 6 pm and so on.
As there are three bosses (at the moment, this also gives a couple of free slots for future bosses) and 5 “slots” in this system 2 hours out of every 5 there will be no mega bosses spawning, which leaves about 8 or so hours a day without any mega-bosses spawning, in the current system there are 15 hours when no mega-bosses spawn.
Edit: oh and the other, “smaller” bosses should continue to spawn while the mega-bosses do, preferably with a similar rotating timetable so that you’re not facing the same bosses at the same time of day constantly. Not everyone will want to or be able to do these fights so providing people with alternatives is not a bad idea.
(edited by Pifil.5193)
This schedule is restricting player access to content that they’ve previously been always able to do based on their time zone and when they’re actually available to log in (i.e. not commuting, getting to bed at a decent time, etc.). Not only that, but it now requires a much larger amount of time to attend most of these in a day.
I don’t understand why you can’t have multiple bosses spawn at a time slot and allow players to choose which of the spawned set to attend. Something like having all low level bosses spawn at 15 past, mediums at 30 past, high levels at 45 past, and the mega-organized on the hours. That way at least a player who can’t be on for say, Fire elemental can decide to do that on a day since they haven’t killed it in a while.
I also don’t get why you felt the need to change Tequatl and Tri Wurm’s schedules at all. Why can’t the “mega-organized” events have their own separate schedule? It’s not like the world boss zerg was ever disrupted by those events. At the very least please add some more spawns than three times a day for these. Not everyone is capable of playing during your chosen prime time.