This thread seems to go along the same lines as some thoughts I posted under Dynamic Events:
https://forum-en.gw2archive.eu/forum/game/events/Game-design-philosophy/first#post1600139
The subject is contested towns/keeps, not dragons, but the idea is the same – Basically, there is no satisfaction from doing events. Success is either impossible, or trivial, and short-lived either way, with no discernable benefit or detriment for success/failure.
As for “inconveniencing everyone else”, this isn’t so much about forcing people to do events, but to have events be content actually worth doing because there’s a sense of gravity and importance to them. As opposed to how the game currently is, which is treadmilling WvW or Fractals, since nothing else really matters. I mean, why have a ‘world’ at all if that’s the direction we want to go in?
It does seem kind of like a contrived achievement though. Double-click the food item in your bag 25 times? At that point it might as well be 1. Maybe they’re trying to bring the value of food up by creating artificial demand for it to deplete TP reserves?
Sounds like it would be fun. And yeah, it’s a bit tough these days finding a whole group to ‘explore’ dungeons with, i.e. figure it out slowly instead of just tagging along with people speed-running it. It would be nice to have the option of doing dungeons with fewer people, though there are obviously balance issues to be figured out.
I’ve been playing for a month or two (yeah, not that long), and I have a couple of thoughts about dynamic events – I’m curious if anyone else feels the same.
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1) The heavy focus on roaming (dynamic events/hearts for exp, DR, level scaling allowing revisiting lower areas, etc.) keeps people moving around instead of squatting in one room killing the same baddies over and over. Love it.
However, this also means that people never stay in one place longer than a few minutes – you see a big sea of new faces at every event, then after a frenzy of hacking and slashing, they all vanish into thin air to different WP’s without so much as a “that was fun, bye!”. It’s depressingly anti-social, and starts to feel lonely after a while. There just isn’t really any common thread that connects/encourages people to stick together. Am I missing something here?
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2) I’d expected dynamic events to have “lasting consequences”, in order to make players feel more personally invested in their success/failure, and make the world seem more real/alive. However, the reality is that taking a stronghold takes 5-10 minutes, and if you don’t stay there, it’s lost again in 30-60 minutes. This trivializes waypoint contests and makes it just seem completely futile to even bother taking them.
In my mind, “lasting consequences” means that when territory is taken, it is held for at least a couple days, maybe some minor skirmishes/probing attacks from the enemy in the interim that NPC’s/solo players could hold off, then a big zerg-style push from the enemy that causes a world-wide SOS signal and lasts half a day, requiring multiple tactical objectives to be met to successfully defend… e.g. hold the gates, destroy catapults, light distress signals for NPC reinforcements, defeat champions, build defenses, etc…
This would provide plenty of events that players could choose to participate in any day, depending on which maps/areas have major initiatives (offensive or defensive) happening at the moment. This would make the world much more immersive compared to having hundreds of worthless mini-events scattered around the world that mean nothing.
This would also shift the game’s focus away from loot-hoarding chests from dragon events, to actually trying to meet complex objectives in a role-playing environment.
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These are my own thoughts. Comments/counter-thoughts?
For some reason, when our party came near the cave troll, we would randomly get stuck and not be able to move despite not having any conditions on us. We would become unstuck only when the troll cast fear on us.
Ghost eater is totally screwed up. First, sometimes the ascalonians double spawn, which really screws you. Second and more importantly, the boss itself has these issues:
1) Sometimes won’t aggro when in ghost form (seems to happen most often at the moment when it shifts back to ghost form), so you can’t get him to follow you to a trap. Was able to aggro by changing form and using a knockback.
2) At about 5% hp, it stopped setting off traps, so there was no way to kill it.
Never mind… when I restarted the launcher it installed an update and logged in.
Still, is there a schedule of downtime somewhere? Or is it theoretically supposed to be always up?
Code 26:11:5:506
Is this a scheduled maintenance? Doesn’t look like the same error code as in the other long thread. Actually on the topic of scheduled maintenance, is there a schedule posted somewhere?
The actual email addresses aren’t changing. It’s only the website you go to for reading/sending emails that is changing, you’ll log into www.outlook.com with your existing hotmail address.
Even if they wanted to, they would not be able to change the hotmail addresses to outlook, because names like “johnsmith@hotmail.com” would already be taken with the @outlook.com addresses.