Mad about Dynamic events being too easy? Read this to know how to make them harder
Posted by: Replect.3407
Posted by: Replect.3407
It is really interesting how some try to take away the attention of 95 percent of all events, by naming a few single events that are probably not easy (with a lot of players)…
Certainly there have to be a fair amount of events that are beatable by everyone no matter how much or few players are contributing, but all the topics here complaining about events do have valid points!
Yeah, the game actually tells you something like: “You help to rezz people, you heal them? You jerk!”
The presentation is well done, but the challenge and mechanics are not really that fun… So, yeah, like with kind of all events with too many players around, they are no-brainers most of the time!
The dragons are looking badkitten but they are fighting like a child…
I’m wondering that the biggest issue with DE currently seems to be the rewarding mechanic in your (ArenaNets) opinion.
I think the main issue is the balancing and how every event transforms into a zerg fest with many players… At least from a fun perspective, not a reward perspective this seems to be the main issue!
I love the game you have greated, don’t miss that part(!), but there are a lot of things (some smaller, some bigger) that I don’t think are working well currently. One thing is the difficulty of the game with big player groups…
When I fought the Shatterer I didn’t get any reward at all, but that wasn’t the horrible thing for me, I wasn’t that much concerned about that, it was actually the fact that I stood at his foot for about 10-15 minutes, spamming my skills 1 and 2 of my warrior greatsword as far as the lag let me do it, not moving, not dodging, and still getting exactly 0 damage, like likely the other 20 melees near me… It was an absolutely no-brainer and I was actually bored. That wasn’t what I expacted this experience to be…
That was just one example, but I actually could talk about 95 percent of all events I’ve done till 80 right now when there are a lot of players around and would come to the same conclusion!
So, sure, improving the reward system is a good thing, hopefully counting supportive play more in those, but I think the scaling/difficulty balance should have a higher priority!
And frOst.2198 pretty much explained what I mean with difficulty… It’s not just having encounters that hit hard and has a lot of health, it’s about challenging and interesting fights that feel different, not always the same with just a different skin.
But as said, currently both isn’t quite present, at least not with many players around!
But that is just my opinion, so…
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Experienced that as well with my warrrior, not that often, but it happened….
It’s no client side thing, an no matter what causes it (I think it’s by purpose for improved performance)… It’s a serious thing and should be worked on!
This is an absolute no-go!
in Suggestions
Posted by: Replect.3407
I think some kind of donation bin would be a great idea, but who would actually be allowed to spend the resources in the bin?
Well, I think every ally on the map should be able to put something in the donation bin…
in Suggestions
Posted by: Replect.3407
Well, I’m not really sure if removing the costs would be a good thing for the balance.
As long as the supply costs are still part of the upgrade, it could probably work and players would probably realize how important supply actually is!
But I don’t want to decide if that would work, all I know is that the way the upgrade payments are currently working, aren’t giving that feeling of working together and makes it harder for players without constant money income to help out with those upgrades…
@Slamz
Well, the fact that all these bases are taken over in these short time periods or more a problem of players still don’t understanding that this zerg running in circles won’t work to hold what they have taken. They try to get anything, running around the map, but nobody cares about what they just have taken…
This will hopefully change with the longer match periods and such things, if not, those servers are gonna be fall in the ranking!
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An additional topic concerning this problem… And one more time I’ve to agree!
It’s totally annoying and just be worked on by the developers!
in Suggestions
Posted by: Replect.3407
But is that the right way, forcing players to play in big focused WvW guilds, just to fix/handle that problem/thing with these upgrades?
I already agreed in other threads concerning this and I really hope to see some response from ArenaNet on this!
This is a serious issue and the wrong way to handle performance improvements.
This is one of 3 concerns that are really annoying within the game (especially in WvW) for me at the moment:
We seem to have two problems here:
I have to agree that the way how this position is earned isn’t quite reasonable and should be earned by activities related to WvW, not by money what doesn’t proofs anything about the knowledge of that person concerning WvW!
If the above is really all what this Commander position brings to the table, it’s kind of a joke. I certainly would want to see my squad members on the map with an additional colour, I want to have a list of my members and informations like supply status in the squad… Whatever informations would help the Commander to coordinate a big group of players!
And a similar group function should be existing for the open PvE world, but that is another thing!
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in WvW
Posted by: Replect.3407
Yeah, I didn’t say that this just happens in bigger fights or so (at least it shouldn’t sound like that), just that I experienced it only in WvW so far!
in WvW
Posted by: Replect.3407
I’m wondering why there isn’t not much response here, that is a serious issue.
I mean, not being able to use skills at certain times…
in Suggestions
Posted by: Replect.3407
And what if you won’t have that constant necessary money to pay for upgrades, but you actually want to help? There are many lvl 80 players complaining about being almost broke all the time or even someone without being lvl 80 probably wants to help with upgrades…
What if you make experiences with people saying they are collecting money for upgrades, you send them some and they don’t use it for the upgrade they said?
In general, should I trust every single foreign guy, give him probably a lot of my money, without having the control about what he is doing with it?
in Suggestions
Posted by: Replect.3407
Hi,
shouldn’t there be a way to upgrade WvW camps/towers/keeps without the necessity to have ONE player paying all the money/karma!
There should be a kind of money/karma bank for each base upgrade.
Example:
- Upgrading a keep with a waypoint does cost 75 silver and 500 karma
Currently there is ONE player that has to pay 75 silver and 500 karma.
Only way to not bear the costs alone is to make people send you some money by mail. And you likely will agree, this is a question of confidence, what isn’t that easy if it’s a foreign person for someone!
Now imagine there is a bank for this waypoint upgrade!
Player 1 is able to suffer 20 silver, so he puts that in this upgrade bank!
Player 2 is able to suffer 5 silver and 300 karma, so he puts that in this upgrade bank that now carries 25 silver and 300 karma!
To make the example not longer than necessary, let’s say Player 3 feels good today and pays the rest of 50 silver and 200 karma!
Right after he did that, the upgrade is going to get built, obviously as far as supply is existing!
Certainly nobody should be able to take the money out of that upgrade bank (or just the money you put in by yourself, as long as it isn’t in production!), probably there is a better word than bank, but this isn’t the point here!
I think it will be more of a team effort that way and players will be willing to pay for those upgrades more than they are probably be willing to pay at the moment!
That’s it, Thanks for listening,
Rep
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This!
It’s really annoying and kind of a game flaw if you want to help allies or want to fight enemies, but you can’t, just because of the fact you you don’t even see them!
No matter if in WvW or PvE, I experienced such things quite often.
I remember for example one case in PvE in a boss event in the starting zone of the Sylvarie… I saw the boss on the mini-map, but not in the world. I saw arrows and fireballs flying at his position, but that was all…
Couldn’t participate in it because of that. And as said, that was just an example…
Getting killed by players in WvW that you didn’t see or just too late because of such systems isn’t better at all! That’s a no-go!
Yeah, not showing players/NPCs at all is a game flaw if it happens by purpose and should be fixed!
Had these kind of things within PvE and WvW. It’s really annoying if you can’t fight encounters or can’t help allies because you don’t see them (or actually don’t even know that they are there)!
I was actually thinking they need to add a “bleed-out” option the other day, when a pretty elite team we were facing was deliberately keeping us in downed state. While obviously within the rules, it’s just not fun sitting on the ground throwing rocks for that long.
Eh, that is part of the tactic.. Choose to let him bleed-out, but take the risk of that he gets revived or when he is downed at the capture point, keeps blocking the point!
Or just remove it and make everyone happy.
Eh, what? I and certainly more people wouldn’t be happy! Your opinion isn’t the one of everyone in the world…
At topic: I don’t really like what is suggested here!
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Please, no!
Down state provides an additional layer to the match… A downed player can get back in the game fast if he uses his skill 2 wisely and with team members who are taking care of him! And the opposing team has to think about if it is worth it finishing him while probably taking a lot of damage or probably just try to let him bleed out with the risk that he gets revived and keeps blocking a capture point in case he is downed in the capture circle!
I can just repeat myself, please, no! Keep it in the game!
More detailed? This:
I disagree – downed state should be in sPvP. The main benefits are:
Increases the strategy needed to defeat the opponent/help saving an ally – you need to cooperate with your team to do this.
It removes the possibility of cheap deaths and glass cannon spam on one target. There will not be a need for any support build if you can instantly kill people in few second with a burst build, since as you may have noticed, no healers in this game to outheal the dps done to you.
Downed players are still useful for team, since they can keep blocking a point from being overtaken by enemy team, dpsing and CCing enemy players, etc.So overall in my opinion, downed state is useful not only to create a more team-based game, but also to balance characters.
P.S. I haven’t had any problems killing mesmers – wait for him to dissapear, the first one that appears is the clone, second one is the mesmer, so finish him : )
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Good communication is as important to a war effort as weaponry, tactics, and manpower.
If your intra-guild communication is so bad that your guild officers—the ones you trusted enough to give the ability to claim a site—are not aware that you have claimed the central castle in the game then how can they be possibly be doing an effective job of defending it?
I have to agree here, you set the people you want to be able to claim the points, you should be talking to your leaders on what points you have and what you want to move onto. There is nothing wrong with the system, just the players. If you are having issues I would say to talk to your members, find the weak link and cut it.
So this game should just offer usability stuff for harcore-guilds?
Probably you have a casual guild, don’t even hearing something from your guild members for a couple of days… These are informations that aren’t that difficult to show and doesn’t hurt a hardcore-guild at all, but all the other guilds when they don’t get that information out of the game!
There are obivously not very strong messages within that NPC communication.
If you try to claim something that you already claimed, you get the message that it was already claimed by another guild!
Sometimes I’m currently not able to claim something at all, even when I should be able to, but that is probably just a bug. Or there is a reason for it that the game don’t explain well or actually don’t explain at all!
Apart from the fact that I’m often not able to claim something at all when I should be able to, this concerns me as well!
I’m wondering about that as well… There should be a way to exit WvW the same easy way like to exit sPvP!
Whatever the best solution is, I really hope ArenaNet is looking into that!
Some feedback from one of them would be quite nice and welcome!
Posted by: Replect.3407
Really no-one cares about what is wrong with that elite? Hmpf…
Experienced it again within the fight against the dragon “Jormag”!
All the mobs he spawned were showing me their death animation when they appeared on my screen again and again…
in WvW
Posted by: Replect.3407
Hi,
if important: I’m on Desolation (EU)
I’m really enjoying WvW most of the time, until the following thing(s) start to kick in!
I (and I have heart of others) have quite often the problem that some skills don’t trigger when I activate them in WvW. I see the skill icon flashing for a second, but nothing happens, no matter how long I wait after that. It isn’t the same like with lags, because with those you see how the skill icon keeps flashing until it finally triggers… Only help here is to spam the skill and after ~5-10 activations it will hopefully trigger!
Together with serious lags more often then I want to experience them, this activation bug is destroying the hole combat (for me at least) when it’s present, where your reaction time is kind of important, isn’t it?
To die because of lag or skills that just don’t want to trigger is absolutely nerve-racking!
Thanks for listening,
Rep
This is a serious issue/exploit/bug/whatever that should be taken care of!
So if I use my arrow cart and see it taking something like ~336 damage secondly each time I fire it into the zerg, that means someone down there uses retaliation?
I was always wondering why the hell my arrow cart is going down without seeing that someone actually attacks it…
This definitely should get fixed/changed!
Improve event scaling
Most of the events are getting no-brainers with too many players around.
That means, being in those events, you are actually have to be happy to get damage of the encounter(s) with that many players around!
I’ve been in boss fights (even in big ones like against the Shatterer) without taking any damage at all! Not because I was playing well, I wasn’t dodging or moving around, nor using defensive skills… For example, I stood at the foot of the Shatterer for 15 minutes until it died without doing anything than spamming my 1 and 2 skills of my warrior greatsword, taking no damage at all!
So, it’s not about having a big challenge all the time, but events with a lot of players are just zerg fests without any tactic involved, not at all!
Yeah, they are probably still fun for a few times (well, my experience with the Shatterer wasn’t fun, I was shocked!), but that won’t last for long!
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[WvW] System to have more control/overlook about the current supply status with the allies around you and in general
It’s a mess to shout out for allies who hopefully have some supply in the bag!
And I’m not sure if that is too much, but it would probably helpful to have a supply counter on the map for each base, so you know which base could need some help to get some supply in it or which camp does have supply for you to take it…
Let us link [WvW] sentries/camps/towers/keeps or [General] even open space in the chat!)
If you are talking about specific locations or probably just a area without specific description, it could be helpful to be able to link coordinates on the map!
And I know you can link points of interests in [WvW] which are at almost(!) all bases, but you can’t do that without having them discovered! And depending on the zoom level, it is hard to get the point of interest in the stressfull battle, sometimes it is overlayed by the base icon!
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[Weapon sets] for more user-friendly weapon changes when being out of combat
Probably specific weapon set slots for each weapon combination that you could place your weapons in and make those selectable like you select your utility skills out of combat.
Additional to that, if we would have those specific weapon sets, it would be great if the weapons wouldn’t take any place in the inventory as long as they are placed in those slots. It can really be annoying if you have to carry all possible weapons in your inventory all the time, especially as a warrior!
So, with both of this, you would have a much more clean inventory and more usability!
Disable weapon/armor changes in sPvP (at least in tournaments)
Seeing players using swiftness or other boons between fights from a weapon they equip (not swap) for just 1 second with the help of the inventory, and putting it back in the inventory right after that (while still having the boon) is really tedious!
If that starts to get common, you are forced to carry akittenlot of equipment with you to stay competitive, just to be prepared for every scenario or to have every little possible advantage with you…
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[Trait] descriptions need to be improved
Example:
Warrior major trait Shouts heal
So, the only thing you know is that it is going to heal if you use one of your shouts.
Well, how much is it going to heal with your current stats? Who is it going to heal? Just you, your allies or both? if it is going to heal your allies, in what range?
There are a lot of traits which are kind of imprecise like this example and these traits throw up a lot of questions how they are actually going to effect my build if I select them.
You should see all these informations, like you are able to tell at least most of what is going to happen with weapon, heal, utility or elite skills!
Additional to that it would be nice to see what major trait is in what tier (Adept, Master, Grandmaster). Sure, if you look into it more detailed you can see something like, every trait from VI to X(?) is Master… But that isn’t really user-friendly and makes it more difficult to make a choice about how many points you want to spend in a line!
But this is certainly just a minor issue… Different to the first thing about traits!
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apparently its an element of the engine, to improve performance and lag
as seen here http://www.youtube.com/watch?v=V_0eNMdjYho
I think it is by purpose as well, but that is definitely the wrong way…
Not showing characters at all is a game flaw if it isn’t just bug…
If I want to help allies or fight some enemies, but can’t because I don’t even see them… That is a no go! I experienced that in WvW as well as in PvE… Even within some boss fights where I saw the boss on the mini map, but not on the screen!
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Load more characters on screen and/or load characters faster. This is fairly uncommon but can be devastating in WvW. Getting chased/killed by an invisible hate train of invaders is a bit frustrating.
This!
It’s really annoying and kind of a game flaw if you want to help allies or want to fight enemies, but you can’t, just because of the fact you you don’t even see them!
No matter if in WvW or PvE, I experienced such things quite often.
I remember for example one case in PvE in a boss event in the starting zone of the Sylvarie… I saw the boss on the mini-map, but not in the world. I saw arrows and fireballs flying at his position, but that was all…
Couldn’t participate in it because of that. And as said, that was just an example…
Yeah, but if the arrow cart is meant to take damage with each shot, you probably would watch out if it is really necessary to fire it right now… But this is another discussion…
We still don’t know why especially the arrow cart seems to take damage without getting hit by something, disappearing after 20-30 shots without any visible reason, at least I’ve experienced this several times now…
I meant if it is normal that the arrow cart takes damage over time or probably with every shot, so that you have to make sure that you don’t spam it without thinking…
Anyway, it isn’t understandable how it is at the moment, no matter if it is a bug or intended!!
…
That doesn’t sound like what we are talking about here, and to be honest I don’t see the problem with 50 centaurs attacking at once… With so many players, most events are just no-brainers, so if 50 centaurs are necessary to handle the difficulty at least a bit, I’m fine with it… It’s a big attack and I think that’s ok than…
The general re-spawning rate with mobs in the world (not event mobs), this can really get in your way…
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Well, they don’t disappear for me if I understood you… They keep lying dead on the ground until I move away. If I come back, I see them dying again…
I can confirm this… I started a thread because of that as well! Here:
I can confirm this!
Additional to that this banner doesn’t revive fallen allies with too low down state HP, different to what the description is saying… More inside here!
Posted by: Replect.3407
Hi,
different to what the description of that elite skill [Battle Standard] is saying, this banner doesn’t revive downed allies at any give time. It just revives downed allies if their down state HP isn’t too low. I’ve seen that if your down state HP is very low and someone places the banner, your down state HP will increase a lot, but it won’t revive you.
Either the description or the behavior isn’t working properly!
In the dungeon we have done yesterday, it was very confusing and annoying when you waste your banner because of that.
Additional to that comes this bug
Thanks,
Rep
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The problem is if too many players occure in those events… You have to be kind of lucky to get the attention and any damage from those event mobs/bosses!
Too many players around = Most events are no-brainers
Clearly this doesn’t apply to level-capped players, but have you considered targeting content at a higher level than your character? I prefer difficult content, so personally I tend to look for content that’s 2 levels higher than my own.
Because events are such kind of no-brainers, I even played in lvl 47 events with being lvl 38 myself without any real problems. And I’m certainly not a hard-core gamer, there just have been anothe players around, so that I actually had to be lucky to get the attention and any damage of those event mobs/bosses!
Event scaling is a mess when there are a lot of players around.
I was part of the fight against the Shatterer for 1 time and I was shocked… Apart from the extreme lag, I just stood at his food the hole 10-15 minutes with 20-30 other melee players hitting his foot, not moving at all, no dodging, nothing then spamming my 1 and 2 skill of the warrior greatsword… I took exactly 0 damage in that hole fight! It was ridiculous!
In general, events with too many players feel like that… I’m not bored yet, but they aren’t easy, they are no-brainers and won’t be fun for long with that difficulty level!
Fix it, please!
Event scaling is a mess when there are a lot of players around.
I was part of the fight against the Shatterer as well for 1 time and I was shocked… Apart from the lag, I just stood at his food the hole 10-15 minutes with 20-30 other melee players hitting his foot, not moving at all, no dodging, nothing then spamming my 1 and 2 skill of the warrior greatsword… I took exactly 0 damage in that hole fight! It was ridiculous!
In general, events with too many players feel like that… You have actually to be really lucky to get some damage at all in most events! I’m not bored yet, but they aren’t easy, they are actually no-brainers and won’t be fun for long with that difficulty level!
Fix it, please!
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Nobody else experiencing that here sometimes? Or is it just my subject title that doesn’t catch the necessary interest? :-/
So we don’t know now if that is a bug or intended?
Posted by: Replect.3407
Well, then I hope ArenaNet is aware of that issue. I mean, even if it is just caused by lags, I hope ArenaNet is makings sure that lags won’t take place anymore sooner or later. If they increase capacity without being able to make sure that there is no lag, something is wrong!
Anyway, I hope that bug gets fixed…
Hi,
sometimes there is this weird bug, when I move around in an area and mobs appear on my screen which actually already died, but I don’t see them just lying dead on the ground, instead the dying animation plays before that again… I can move away from them, come back and the same happens again… If this bug started to happen in a certain area, I have the feeling I can do this over and over again to see those mobs dying for me.
My most recent experience with that was in Sparkfly Fen… A friend told me that the Tequatl the Sunless event was there and I hadn’t been in that zone before, so I arrived in that area when it was already over.
A few minutes later I was kind of confused because I heart that sound Tequatl is doing when he dies while I was exploring near that area… I heart it 2 times, but the 3rd time I saw in the distance how Tequatl himself played his dying animation for me… While running around in that zone I saw/heart him dying for me about 8-9 times from the distance in a timeframe of 20-25 minutes!
It was kind of funny in that Tequatl example, but it really can be annoying if such things starts to happen over and over again with 15-20 mobs from those waves some events through at you…
Someone elxe experienced such things?
Thanks,
Rep
I’m concerned with that since beta, at least when exploring on my own in caves and such things… Really annoying then…!
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