Internally for a while we now we have been talking about positive and negative consequences of completion or failure of activities and challenges within the game and more specifically around events. For example Jon Peters one of our Design Leads was putting forward the idea of the above rules/paradigms around TQ. So for example if the players are fail to take down TQ then this would cause a ‘Darkness’ to fall across the zone, perhaps where he would fly around attacking locations and creating new events. A second chance on TQ would therefore be to complete these events and then perhaps rally the NPC forces in the zone to help you take him down. A positive modifier could bring ‘Light’ to the land for example and lower cost on NPC traders, give greater rewards from events and perhaps even create new events. Of course this is all brainstorming but it is the natural evolution of our current platform.
This excites me. I’ve been advocating for sometime now 1 that world bosses need to be on something other than timers and that player actions should contribute to how the ebb and flow of a battle in the zone works, and in turn what causes a world boss to take interest in the players actions and what doesn’t. Ideally, how the battle is going the world over should be done this way if effects could bleed over zones (they at least do for Temple Events and their effect on statues).
I think whenever possible world bosses should be off timers, though I imagine timers will have to play a role in some capacity down the line in the events that lead to their spawning, but generally; it should make sense and be hidden information. For example, players holding a resource too long that an enemy is interested in could be the impetus for a world boss entering the fray because his/her minions are failing at the task. I think The Campaign Against Taidha Covington is a good example of such an event as is Ogre Wars, in particular that there are two fronts to move on (though it’d be nice if both needed to be claimed to start the attack, not just one). These events are hardly done over the other world events though because they require effort to get going, and the other events are on predictable timers, so the player base gravitates to the path of least resistance for their reward; which is to watch Dragon Timers and then hop around the world as a zerg killing the bosses on timers. I can’t tell you how many times I’ve went through the effort to get Ogre Wars going myself, just to have a zerg show up when it finally pops on Dragon Timers to rush in and get the glory. The API is a wonderful tool for farmers, but it has revealed how uninvolved we are in shaping the world and instead shows how much timers dictate the flow of things.
What are some of the problems raised by the development team internally about giving more choice for players in shaping the world? I raised a point earlier about how if given too much control it can cause conflict (e.g., such as being able to prevent the shadow behemoth from summoning by disrupting a necrotic ritual its minions start). Is such control off the table for the team? If so, that’s fine. If not, there’s lots of ideas that could be implemented that make the world and player action more impactful (e.g., making it extremely difficult for centaurs to ever control Gendarran Fields by fortifying and improving the weapons at the various outposts, and disrupting centaur attempt to gather resources for their offensives).
1 – Even in this very thread on Tequatl and the Karka Queen. If you have time see my post here.