It enables the zerg, that’s the point of it. The question you should ask is why the devs want the zerg.
Not sure which starting areas you went through, generally the Human areas have a higher pop. And some DE’s will need some interaction or waiting on your part once your in the area where they happen.
They had to do a bit of instituting the familiar with their own ideas I guess. When I came here from WoW, it took me awhile to get into the GW2 mindset. The Hearts, and pois, and DE’s are all really meant to be done naturally, instead of the more common road map that previous mmos have done. In WoW, for example, it behooves you to make yourself a little mental road map of a zone, think of the best way to hit all the most rewarding quests, and then move on to the next zone and let the place die in the dust behind you. It took quite a bit of effort to “unlearn” the habits I had ingrained in myself from those types of games. What I found that helped me was to make one toon for power leveling, and make another one for relaxing. Try it, it may help.
The respawn rates, I think, are meant to be a tutorial of sorts for hyper awareness of your surroundings. Once you start doing Dungeons you will see how having an increased spatial awareness pays off. I remember telling some friends that it was an “always on” kind of game, referring to the constant combat.
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If you are talking pve end game such as is found in other mmos, there is no raiding, or large content waiting at the end. No big open world bosses in the end zones, besides the Temples, which are ok, but less than epic in scope. This isn’t a game to invest hours upon hours into everyday, but rather a relaxing evening. If WoW is Chocolate cake with sprinkles, then this is like warm home made cookies with a tall glass of milk. Both are good, but different experiences.
This game is not about the end of the road though at all. The philosophy here is the game IS the journey itself. Exploring, doing jump puzzles, revisiting old areas, discovering NPC interaction. There is a huge vibrant world here that you can really only see if you slow down and stop thinking of leveling. Let the levels come by themselves, and just do what you would want to do if you were actually stuck in a fantasy world. Well unless you want to take over and become an Evil Overlord that is.
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If you are talking structured pvp…like arenas from wow or pseudo battle grounds, there is no journey, it’s a totally different game. You just play with a pre leveled 80 and use whatever gear you want. If you are talking about WVW, then……yeah the journey is worth it, but you can level much more quickly within WvW itself, and just buy your gear. WvW still has a long way to go imo though because the game breaks down to mostly just zerging from one point to the next, and small team tactics are over shadowed by the mess that happens when you have a couple hundred people going head to head. Can still be fun though, especially if you are in a good guild and on the right server, but that’s a lot of ifs.
The thing is, the systems don’t reward much else. Mob tethering means I can run with impunity through areas pretty much (a few you can’t for long as they are tight and mobs are densely packed, but not many). The insane respawn rate coupled with the very low XP reward from killing mobs and pretty ordinary drops outside of quest rewards means there’s little impetus to fight my way anywhere I don’t have to.
Don’t get me wrong, it’s a visually beautiful game for the most part, but all the systems direct you toward moving through areas ASAP, and so the impact of the visuals is minimized and undermined because the “life” of the areas is trivialized. It’s all very well to say “you don’t have to do that”, but if that’s the path of greatest reward it’s the way the gameplay leans. Leveling and increasing in power and gaining access to better items is a core part of the gameplay. The systems around that are fighting against it, from what I can see…
You may want to rethink GW2 then, because I can see a future post in about a month that goes along the lines of “There is no end game, bored, etc etc.”
If they just put it in the gem store then the posts would be “OMGWTF, anet wants everyone to use the gem store, why aren’t these skins available from just playing!!!” It wouldn’t matter if you logged in and they were mailed to you, someone would complain.
Step back, take a breath, and chose not to do those things. There is no race to max level here, because at the end of it, there’s still just what you see in front of you. Take a break from thinking about hitting end game, and just game.
@Nachtz
“Should of” kinda sounds like “Should av”
“Av” being what happens to Have when said with some accents.Not correct. Pretty simple evolution of regional speech.
regional speech, yes.
As far as I know, we are not talking here, we are typing. I am not a native English speaker, yet I hate seeing a language being destroyed. “Should of” has 0 meaning, period.
You wouldn’t happen to be German would you?
If people don’t buy product X, then eventually they stop selling product X. They are still selling product X, so someone is buying product X. Then probably coming to the forums and crying about it.
What does the term “our age” mean?
Also, not saying that Guild Wars 2 isn’t a great game, or hasn’t sold well. But in the end, the numbers don’t matter, the community does.
Uh, ok. shrugs Anyway here is some more food for thought for the numbers people out there, because it seems it matters.
Lord of the Rings Online
April 2007 – Lord of the Rings Online becomes the best selling PC game of the year
December 2007 – Lord of the Rings Online dwindles but holds steady at 300,000 subscriptions
September 2010 – Lord of the Rings Online becomes free to play
http://westkarana.com/index.php/2007/12/22/is-lord-of-the-rings-online-a-failure/
Age of Conan
June 2008 – Age of Conan sells over 1 million copies
February 2009 – Age of Conan drops below 100,000 subscriptions
May 2011 – Age of Conan becomes free to play
http://www.shacknews.com/article/57362/funcom-loses-23m-age-of
Warhammer Online
October 2008 – Warhammer reaches 750,000 players in less than a month
January 2009 – Warhammer’s subscriptions dwindle to 300,000
November 2009 – Warhammer launches its “Endless Free Trial”
http://www.maximumpc.com/article/news/warhammer_online_slips_300000_subscribers_layoffs_rumored
Aion
September 2009 – Aion becomes the best selling PC game of the year, with 1 million units sold on its western release
Now – Aion has 3.5 million subscribers in Asia but faces dwindling numbers in the Western World which has never reached even 1/3 as many subscribers as Asia
http://www.gamespot.com/news/aion-preorders-near-400000-6228635
http://en.wikipedia.org/wiki/Aion:_The_Tower_of_Eternity
Rift
March 2011 – Rift launches, sells just over 1 million copies
August 2011 – Rift opens free week in what was rumoured to be an attempt to boost dwindling subscriptions
Now – Trion has suspiciously never stated actual subscription numbers, but instead chose to “boast” that they took (a measily) 600k subscribers of WoW’s then 12 million
http://news.mmosite.com/content/2011-06-08/rift_has_cost_50m_sold_1m_units_and_taken_6000000_players
_from_wow.kittenml
The three million number sold to make this or swtor the fastest selling mmo of all time title is a little misleading. If you google a bit you can find info on various WoW add ons that sold 3 million in a single day. Given, the expansions were not the original, but if you are just throwing numbers and making erroneous statements it would pay to do some research. The sales for GW2 are never the less impressive and I hope it continues to do well.
Good stuff. Cheers!
Sure but those are expansions. We didn’t say the fast expansion. A WoW expansion is bulding on an already existing game. You can’t say WoW came out, and then sold the expansion faster than a new release. What you could do is when Guild Wars 2 comes out with an expansion, compare that to a WoW expansion…but a WoW expansion is still WoW and WoW sold a certain amount of copies in the first four to five months after launch.
Guild Wars 2 sold more in the same time period.
As I stated, it was an expansion. But does it matter? What do you want the numbers to mean to you? It can be interpreted in any way you see fit, for example did those 3 million copies sold of the expansion include new players? Players returning? Data is open to interpretation in many ways, and PR always spins it favorably for their company. And in the end it doesn’t matter. Enjoy the game, play the game, help others to enjoy the game by word of mouth and by being social in the world.
The numbers don’t really matter.
The three million number sold to make this or swtor the fastest selling mmo of all time title is a little misleading. If you google a bit you can find info on various WoW add ons that sold 3 million in a single day. Given, the expansions were not the original, but if you are just throwing numbers and making erroneous statements it would pay to do some research. The sales for GW2 are never the less impressive and I hope it continues to do well.
Each dragon moves up in difficulty, that’s a given from the zones they are in and who they were originally targeted for. Which is all fine and good when the game was young and there was a significantly larger amount of newer and level appropriate players. The game has aged and so has the player base. We now see a significant portion of the players who have been in game for more than a few months, and the things that were ohhh and ahhhh then are turning to blah and blech now. Not trying to say there isn’t fun and wonder to be had, but once you’ve blasted a building model with the same predictable mechanics for a couple months, you can start doing them by muscle memory without any real thought put into your actions. Just adding more area denial aoe to the mix doesn’t change the basics of the fight, and you need to give players a place to stand, otherwise you are greeted with the range>melee argument that seems to plague this game.
Edited because it wouldn’t fit in earlier post.
The same mechanics are in play regardless of if there are 10 or 100 people there. It all breaks down to showing up, attacking a foot (why even make the bosses so large if all I ever attack or see 75 percent of the time is a foot) avoiding aoe, use heal ability, repeat. The dragon fights were boring, listless affairs after about the fifth time of completing them, and the main reason people completed them even before the enhanced loot chests was for a chance at an exotic or precursor. The loot is what has always drawn people to these fights after you have seen them a number of times.
The fact that Balth gets bugged doesn’t invalidate putting a meta chain in any event that is described as a world or area boss. That just speaks to the dev teams needing to polish their mechanics. The meta chains are really fun (when they work), and can bring a map populace together, which are good ideas in themselves. Frozen Maw is just a Shaman, why doesn’t he move? Why doesn’t he attack individuals? Because it’s easier just to throw aoe’s around and have the illusion of a fight than an actual combat mechanic that is challenging, but not overwhelming? It would help any fight to have mechanics to help keep players mobile and engaged rather than just as stationary auto attack and healing turrets that only move when they’re in a red circle.
As far as mechanics to break up large groups, you can have attacks that stack intensity when you are in proximity to other players. Or a debuff that hits other players that are around the affected player that does high damage, causing people to spread out and not bunch up. Targeting dead players with mines, or rezzers with a debuff to not be able to rez again in a certain period of time. These mechanics would control zergs naturally and effectively, without the need to just add in arbitrary zone denial.
Victory should be assured as long as it is challenging and fun, the goal shouldn’t be to punish players, but to challenge them and help them learn the mechanics of the game in general and certain encounters in particular. Learning to dodge, use fields and combos effectively, when to rez players and when not to, and the intricacies of builds other than full power and precision zerks.
There is much that can be done to preserve the wonder and fun of GW2 as long as it doesn’t just fall into a routine zone denial aoes, and punishing players.
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lol People’s answers to making the boss fights better isn’t improving the boss, it’s just “add more aoe”. The upcoming changes won’t affect the dragons being “loot pinatas” either. Easy, predictable fights on a timer will still draw the farmers. Make the bosses actual mob models that move and target individuals, instead of building models. Remove the predictability of the fights, make teamwork necessary regardless of group size, and for the love of god get rid of timers and introduce a meta chain to the event not unlike Balthazar to make people cooperate to get to the kitten event in the first place. And spread the meta event across the entire zone so the place isn’t just a lobby to get a free chest.
I’m just waiting for the twink topic to come up at some point in time.
I love how everyone just assumes guesting was to blame for the overflows. Zero proof of it, Zero acknowledgement from any dev on the significance of it, I don’t think I have even seen an anecdote of someone seeing this mass of guesters come into a zone. Just a bunch of hyperbole. Gots to loves the internets.
Because it’s not easy like the Dragons, where you just show up and auto attack till a chest is handed to you. And they’re not on a timer.
Bought two Penetrating Krytan weapons, sigiled them with of the nights, they did not become soulbound, but could not sell them on tp. Would suggest that natural dropped weapons of this type are rare since the ability to tp made ones is bugged.
Killcanon guess you dont wvw much then?
Once a day for about an hour of my play time. Gotta get badges somewhere.Try right clicking the ground when you turn instead of players or mobs. Works fine for me. And “agree” with Ruprect, tab targeting needs help.
I like the OP’s idea. There are a number of events that I can think of which are “always on”. The Blood Witkittenessex Hills comes to mind. I’ve been playing since last October and I think of all the times I’ve been by there, there has been once that I saw people fighting that one. Don’t know if it’s too hard or to little reward, just something I see when I’m headed through there once in a while. Though it could be a spawn timer issue as well. Not sure, but I think many people see events in different zones that never seem to get completed.
The idea of the opposite of diminishing returns is great, but it would need a good implementation in order to minimize people screaming in map kitten"NO! Don’t do that event yet!!"
The Krait Witch is an excellent example, as are any group events in an area with a dragon. May as well log out than to expect players will do any other truly difficult group event when the dragons are there to just whack on and get a chest.
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I use the mouse to turn and I have no idea of the problem you have.
Dragon is only easy because of the mass influx of people… trying killing a dragon with a party of 5 then come back to us with that same comment.
Killed dragons before the update with the chest bit. Was still easy. Stand by foot, auto attack, use heal skill, move out of aoe. Rinse repeat for five to ten minutes. Could be run on a script. The Claw is the only one that is moderately engaging, and only because you can’t automatically “sweep the leg”, still breaks down to doing the exact same thing, over and over again. It takes no special thought or input on the player side.The Dragons are mind numbingly dull. And this new update won’t change them being farmed.
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Sigh. When this option is selected and you have targeted something, the only way to deselect that something is either to right click another valid target or left click the environment. Right clicking the environment will not deselect the target. If you are constantly right clicking targets, it’s a play style thing.
Reward should scale with effort involved. Dragons are some of the easiest encounters in the game, but give out some of the best rewards. Same with most of the other Boss events. Mega Destroyer is actually kind of difficult, but didn’t get the chest buff. Champions throughout the game are more difficult than the Dragons, but zero reward or negligible rewards.The reward scheme needs to be redone for a full player base. Exploration and other activities can be rewarding in their own rights, but there will always be a portion of players who enjoy being rewarded for effort spent for fighting the baddies. Combat is just as large a part in rpg’s as exploration.
Promote skill target in options will fix it. Dunno why people don’t look in options.
Because people are doing the timed dragons, expect it more rather than less till they remove timers.
Obviously it was a lot easier to code a daily chest, but another way to cut down on the excessive number of rares coming into the market would be to make the pre-event chains much longer, and have them scale to the number of players properly as well so that there was a real possibility of the pre-events failing (like the balthazar and arah chains).
This would have the side effect of nerfing the ability to track boss spawns via the timer (notice how the temple timers are almost always outdated) so there would be fewer people camping bosses and thus less problems with overflows.
Taking it a step further they could tie the chest to pre-event participation, so you could only get a chest from the boss if you participated in the pre-events.
VERY smart idea and I wish more people as intelligent as you are were designing games (hope you are). I read comments like this and truly appreciate their wisdom.
Yeah, in other words get rid of the timers. Not like this hasn’t been said already. Every time someone brings it up, the whine starts.
Jaguar is useless? From stealth all attacks are crits…You sure you play a Ranger? Plus the ranged pets don’t have to “path to target”. I play a warrior, ele, and ranger all max level, and I find my pets to be very useful in any number of situations, with their skills able to cover weaknesses I may have in my build or things I may only need as a one off. I would say this is a l2p thing, but I’m sure someone will cover that.
Oh ok, so my cat can crit when it’s stealthed, too bad the pathing issues will cause him to hit the target like once.
And you’re saying I should be restricted to ranged pets just to be able to play good? Ranged pets projectiles get stopped by other enemies/clones/pets/summons 90% of the time anyways because their hits don’t penetrate enemies as ours do (only when specced). Still not a fix to this issue.
I am not saying you should or should not do anything, just setting some things you incorrectly stated straight. Be happy, be unhappy, rage, make daisy chains. All the same to me.
Yeah, I was sleep deprived and fussy. Thank you for the good info.
OTOH, here’s the wiki page where I got some of my bad info:
http://www.guildwars2-crafting.com/farming-guides/soft-wood-farming-guide/
That’s an unofficial guide site….nothing to do with the gw2 wiki at all.
Jaguar is useless? From stealth all attacks are crits…You sure you play a Ranger? Plus the ranged pets don’t have to “path to target”. I play a warrior, ele, and ranger all max level, and I find my pets to be very useful in any number of situations, with their skills able to cover weaknesses I may have in my build or things I may only need as a one off. I would say this is a l2p thing, but I’m sure someone will cover that.
Doesn’t solve any problems, but allows them to put a band aid on the overflow issue. Btw, an effective way to protest this change would be to camp the spawn zones to still create overflow. Just a way to protest.
and annoy people who are not “guests” and can not participate in the event of their own server … you’re as smart as those who complain of this measure …
The “measure” doesn’t solve the reason why the event chest trains formed in the first place or why they were so easy to abuse. There is a distinct lack of reward for effort involved in open world pve, so people gravitated to the easiest, most profitable avenue to be rewarded. Increasing drops on Champs and the harder veterans would have helped to fix the underlying issue. People will still farm these events, they will still be dead easy, and there will still be some, if not as much, overflow. Until they fix the reward for effort issue, people will just gravitate to the next easiest way to accrue rares.
ROFL. Randomizing timer is an AWFUL idea. The whole point of guaranteeing 1 rare in the chest was to increase its popularity since hardly anyone was doing them. Putting them on a RNG timer is basically a reverse of what they wanted to accomplished in the previous patch. I can without a doubt tell you right now if they put it on a RNG timer, no one will visit those events. Who in their right minds would camp the area for hours for 1-2 rares when they can just farm cursed shores and get 5x the loot in the same amount of time.
Believe it or not, these events were done everyday before the patch put the rares in the chest, as were Maw, Behemoth, and the other local events. The increase in world boss chest loot was not to increase traffic to these bosses, but an overall attempt to increase the quality of drops across the game. The issue isn’t with chest being a decent loot option, but with the tendency of players only doing the event chest train and it’s affect on overflow.
Ummm, I’m pretty sure part of the reason was to increase the traffic to these bosses. I know what it was like before the patch since I was part of the people doing these events. The reason I’m saying this is because if they wanted to increase quality of drops across the game, all they had to do was put a passive MF buff on every character. I am pretty sure this is not hard to do at all and would make more sense than adding a guaranteed rare in a chest for specific events.
Hate to do this to ya ….but…
https://forum-en.gw2archive.eu/forum/info/news/Upcoming-mega-boss-chest-change/first#post1656442
I’ve already read it before I even posted. I have nothing against it. I am just against RNG timers since it serves no purpose but making the event completely pointless since you don’t even know when it spawns. Also, his statement agrees with what I have already stated. I said the previous patch was to 1) increase traffic and 2) increase drops (above I said part of the reason was to increase traffic, not the whole reason). I was sure it was not ONLY #2 because they could have easily just put a passive MF buff. It was a combination of #1 and #2. It looks like they still want traffic to these bosses, it’s just that this traffic was more than expected since their servers could not handle the load. Also, they want to minimize the amount of rares since people are abusing guesting with their additional characters and creating more rares than anticipated.
There is absolutely zero proof this has anything to do with guesting. There is zero mention of increasing traffic to world bosses in the post. All mentions of increasing loot previous to Feb patch was about effort not corresponding to reward. There has always been plenty of traffic to world bosses (Temple events…not so much)
Anet needs to make the spawn timer truly random.
BAM, problems solved.
Oh yea, thats a great idea…we already have to stand around waiting for spawn windows…now you want everyone to stand around for hours just waiting for a 2 minute fight.
There is already a pathetically long waiting time for “endgame events”, and you want to make it even longer…."better to remain silent and be thought a fool…etc etc ".
Maybe take some of your own advice and stop waiting around.. only fool I see here is the one wanting to camp the events in the first place.
Do something else instead… you choose to stand around waiting for ages no one forces you to… that way the events will likely last longer than 30 seconds and you will have more chance of getting to it when it spawns.Good plan genius….so what do we do for ectos ? wander the countryside looking for a friendly ecto salesman ?
The game already has an extremely weak end game, these events are one of the few things keeping most lvl 80’s busy and in the game.
Try thinking before posting.
Well you could do what some other people do…..kill stuff anywhere, do temple events in orr, dungeons. I don’t personally run a bunch of dungeons, but from just running around in Orr and in lower areas I normally clear 3 to 4 rares a day plus a ton of other drops including crafting mats, blues, and greens. Plus I’m actually out in the world, helping people and being a part of the community. Granted it’s not the 40 plus rares I could get from just farming the chest events, but I find it more rewarding regardless. before you say it, I am for more loot on champs and vets and in event chests.
Doesn’t solve any problems, but allows them to put a band aid on the overflow issue. Btw, an effective way to protest this change would be to camp the spawn zones to still create overflow. Just a way to protest.
ROFL. Randomizing timer is an AWFUL idea. The whole point of guaranteeing 1 rare in the chest was to increase its popularity since hardly anyone was doing them. Putting them on a RNG timer is basically a reverse of what they wanted to accomplished in the previous patch. I can without a doubt tell you right now if they put it on a RNG timer, no one will visit those events. Who in their right minds would camp the area for hours for 1-2 rares when they can just farm cursed shores and get 5x the loot in the same amount of time.
Believe it or not, these events were done everyday before the patch put the rares in the chest, as were Maw, Behemoth, and the other local events. The increase in world boss chest loot was not to increase traffic to these bosses, but an overall attempt to increase the quality of drops across the game. The issue isn’t with chest being a decent loot option, but with the tendency of players only doing the event chest train and it’s affect on overflow.
Ummm, I’m pretty sure part of the reason was to increase the traffic to these bosses. I know what it was like before the patch since I was part of the people doing these events. The reason I’m saying this is because if they wanted to increase quality of drops across the game, all they had to do was put a passive MF buff on every character. I am pretty sure this is not hard to do at all and would make more sense than adding a guaranteed rare in a chest for specific events.
Hate to do this to ya ….but…
https://forum-en.gw2archive.eu/forum/info/news/Upcoming-mega-boss-chest-change/first#post1656442
Anywho…the solution, as per usual, is yet another knee jerk reaction. Starting to think they may need to hire someone with some actual mmo experience.
(edited by killcannon.2576)
ROFL. Randomizing timer is an AWFUL idea. The whole point of guaranteeing 1 rare in the chest was to increase its popularity since hardly anyone was doing them. Putting them on a RNG timer is basically a reverse of what they wanted to accomplished in the previous patch. I can without a doubt tell you right now if they put it on a RNG timer, no one will visit those events. Who in their right minds would camp the area for hours for 1-2 rares when they can just farm cursed shores and get 5x the loot in the same amount of time.
Believe it or not, these events were done everyday before the patch put the rares in the chest, as were Maw, Behemoth, and the other local events. The increase in world boss chest loot was not to increase traffic to these bosses, but an overall attempt to increase the quality of drops across the game. The issue isn’t with chest being a decent loot option, but with the tendency of players only doing the event chest train and it’s affect on overflow.
Anet needs to make the spawn timer truly random.
BAM, problems solved.
Yeah since everyone will be camping it all the time, overflow will happen for everyone, great idea!
Seriously, you don’t see how making it random would be a gigantic problem? “Oh Jormag(haha puttin the screws to you pedants) is going to spawn SOMETIME today? Guess I’ll be camping Frostgorge for hours and hours…not fun but the best way to make money.”
Except that won’t happen exactly for the reason you said. It won’t be fun, but on top of hat not profitable any more. People are not going to camp something that they will not profit from.
Randomizing is the only solution to solve the overflow problem.
The Dragon events should be treated as special yet currently it is nothing but a throw away event.
Ok so they won’t profit from it, won’t camp it and then it’ll never get done? Why bother having the event if nobody will do it then? What if I actually have fun fighting the dragons and like doing it every day for that factor rather than just the phat lootz? Because I do enjoy doing the dragons every day beyond the loot and WILL camp Frostgorge because I have fun doing the fight even if the camping is boring.
I mean, how does this actually make things BETTER rather than just more annoying?
While you may enjoy the fights, the current state of the game didn’t come from some sudden epiphany from the player base who discovered the joy of dragons. It comes from guaranteed rare drops that can be effectively farmed at proscribed times. While I agree that the state of reward vs effort needs revamping, just having people porting from one chest event to the next is not an effective answer.
With the current state of the chest event train, there has been more disruption to open world pve than was ever done by the introduction of fractals, or any other content addition. By adding in random spawn locations and random event times, or by adding a substantial quest event chain before the spawning of any world event boss, some of these challenges currently facing open world pve could be addressed. I don’t believe anyone wants to take away the wonder of fighting a huge dragon, but the current state of these events just being a factory for drops is not good for the game environment as a whole.
Most champion level and some veteran encounters in the game are currently more challenging than any of the world boss events, yet the rewards for these encounters are disappointing at best. By adding in relevant rewards for effort in all champions and veteran level mobs, some of the disparity in the open world population could be alleviated or balanced entirely. Everyone, in all portions of the game, should be rewarded, instead of penalized, for time spent doing whatever it is they do. The dragons, with how they are currently set up, do not do these things and upset the world balance overall.
It was only a matter of time before those who are trolls and/or against all of this guesting for your daily rare(s) took action. I’m just surprised that it’s not as worse as it could be given that the timer website has little security with its timers.
I don’t see the problem is really with guesting, just that a majority of the open world pve player base is now on the chest event train because it’s the easiest solution to getting rares. Guaranteed rare drops are a powerful lure to the player base.
It is well past time for DR to be removed from the game, although I believe that even if they do remove it, there will still be people who think they have it or have been somehow cursed by the nebulous rng entities. Anecdotal evidence…go figure.
I am in favor of randomizing the timers, but doing so presents some issues that would need to be resolved at the same time. If the events were random, you still need to have a way for people to know when they are actually happening, otherwise the 4 or 5 people lucky enough to be there when it started would be selecting waypoints with armor repair services in no time. In order to keep this from happening, you need some way in which people can communicate outside their current zone, such as a world/server-chat channel. Alternatively there would need to be some sort of event announcement channel that people could choose to have display in chat or not.
Considering one of the problems this game has is actually getting people out into more and/or different zones and that putting an event announcement is actually the same exact thing as a timer, this would actually make it worse. The dragons (or building models with wings) are some of the easiest encounters in the game (besides Claw, he can be sorta hard without enough people), a five to ten person team is more than enough to take them down. The same goes for Behemoth, the Worm, and Maw.
The magic of these encounters has been dead and gone for quite awhile, boiling down to just showing up to get a chest, and then bugging out to the next chest event. While I am not one of those people who advocate removing rewards from doing these encounters, the way they are currently set up could be game breaking as more and more people get into the rotation of the chest event runs.
Edit: As far as a world chat channel, it’s a good idea and has been needed for quite awhile now, and not just for world boss announcements.
(edited by killcannon.2576)
Glad to see people are getting behind the idea of randomizing the event times. As far as the dragon timer website and people misrepresenting the complete times… I say good for them, hack the planet and all that.
Or better yet, just have them removed from FotM and included as token rewards from all dungeons, past time to remove this restriction.
Remove timers and randomize location. problem solved.
Agree with all of the above. Where’s the actual story bit, even a wall of text would be ok at this point.
I really wish people would quit calling GW1 a MMO. A cooperative rpg with a lobby isn’t a MMO.