tinythinker wrote: »This came up at PC launch, but as higher level zones became less populated and it became common to see only one to three people hitting that stuff, it kind of lost steam.
I think more and faster spawning would be good if FPS didn't drop into the toilet, and maybe having more "dread" versions/bigger things spawning would be good. Also, how about non-mob initiated AOE like bombs being lobbed from Colharbor? The number/frequency could also be based on the number of players, with fun combinations of patterns/effects.
But in any case yeah, the anomalies in Crag and the dolmens is base-game Alliance zones really get rapidly swarmed and can last less than a minute. By scaling the difficulty, these places work whether players numbers are high or low as the game develops and hype starts and fades in cycles.
The access to the high zones problem was solved by One Tamriel.tinythinker wrote: »This came up at PC launch, but as higher level zones became less populated and it became common to see only one to three people hitting that stuff, it kind of lost steam.
I think more and faster spawning would be good if FPS didn't drop into the toilet, and maybe having more "dread" versions/bigger things spawning would be good. Also, how about non-mob initiated AOE like bombs being lobbed from Colharbor? The number/frequency could also be based on the number of players, with fun combinations of patterns/effects.
But in any case yeah, the anomalies in Crag and the dolmens is base-game Alliance zones really get rapidly swarmed and can last less than a minute. By scaling the difficulty, these places work whether players numbers are high or low as the game develops and hype starts and fades in cycles.
The access to high level zones problem was solved by One Tamriel. This is why I think that now it is a good moment to consider it.
How bout we keep it as it is and after I get all the stuff I want. Then you can make it complicated, since I have to farm for multiple hours I would rather just get it done. I am not doing this part of the game... for fun or a challange.
That. It used to be that if you heard one spawning you often had a chance to get there from quite a distance away, and more often than not it was just you and maybe one or two other players tackling it, but now by the time you've heard it it's too late.tinythinker wrote: »it's about not having things over so quick that only people who camp the sites and throw out large AOEs can participate. Right now you have to stay right next to a site because if it takes you more than 30 seconds to get back the event might be over before you get a chance to do anything if there are 15+ people there.
I have a feeling they do (although more by accident than design) -- I ran through three or four instances of the same one in a rapid succession before I got bored, and it seemed to be "take down the Dolem, kill the nearby world boss, then head back to the Dolem and sort through the loot you just grabbed"; there couldn't have been more than a minute or two before it respawned so I suspect if all the Dolems in a zone are being camped they'll cycle round a lot quicker than before.The events themselves could also respawn more quickly if they are lots of players waiting.
When there are world bosses in a game, they will always be too easy for a zerg. This goes for any game, unless the boss has extremely difficult aoe mechanics, which would cause it to be impossible for everyone but the most hardcore groups.
tinythinker wrote: »Right now you have to stay right next to a site because if it takes you more than 30 seconds to get back the event might be over before you get a chance to do anything if there are 15+ people there.
If it scales at an appropriate rate in difficulty based on player number people can still effectively grind the sites and even have rewards scale as well. I also think there should be more to do (more/faster spawning fishing holes, etc) near the sites to give farmers something to do between events. The events themselves could also respawn more quickly if they are lots of players waiting.
The scaling then is to make it better for everyone who wants to participate, whatever their reason.
For ex. you don't even have time to cast a spell in a dolmen fight before the last boss is killed
For ex. you don't even have time to cast a spell in a dolmen fight before the last boss is killed
That's a bit of an exaggeration. I've intentionally waited a few seconds and still gotten my minimum damage in. It changed this patch.
"In order to get loot and XP credit for killing a mob, you now only need to deal 3% of its maximum health instead of the previous 10%."
On an 80k dolmen boss, that's 2400 damage. Up to 33 people can get credit on it if everybody uses a little bit of restraint and trades their ultimates for light attacks. You don't need to cast anything.
The problem here is the fact that the dolmens are done really fast. If you are not are in the proximity with a super fast horse, you are missing the event because it is done before you arrive.
Though not perfectly, Guild Wars 2 has been scaling events based on player participation for over four years.
I'm pretty sure ZOS can figure out how to do this.
The problem here is the fact that the dolmens are done really fast. If you are not are in the proximity with a super fast horse, you are missing the event because it is done before you arrive.
Just pick one and stay at it. They respawn in exactly 5 minutes. You can read a book in meantime
I think the problem will die down, now everyone is camping them for gear in 3 months time no one will be and completing a dolmen will go back to being tough and lots of standing around.
The problem here is the fact that the dolmens are done really fast. If you are not are in the proximity with a super fast horse, you are missing the event because it is done before you arrive.
Just pick one and stay at it. They respawn in exactly 5 minutes. You can read a book in meantime
Well, maybe for some players camping a location is an acceptable workaround solution to the problem of content that is too easy that is finished in no time, but it doesn't in fact addressing the issue. Others may find the camping boring and may want to do something else meanwhile and also be able to reach an event that is announced by the game.
I guess that this depends on the play style and personal preferences.