tsaescishoeshiner wrote: »The main obstacle to soloing them/doing them with small groups are the big adds that the ghosts summon. This is exponentially harder with too few people. The worse you do, the harder and harder it gets.
Compare this to dragons, which are hard to solo, but don't have a mechanic that punishes you as much because it builds in difficulty the worse you do.
One potential fix would be to adjust the rate or amount of ghost spawns based on the amount of players. Or, adjust how many ghosts are required to summon an add based on the amount of players.
spartaxoxo wrote: »I agree with Harrowstorms and Dragons, but geysers already adjust to the number of players I believe. I think that they spawn more add phases if there are others and they are more likely (but not guaranteed) to spawn a generic boss instead of a named boss, but I'm not 100% certain on that one.
spartaxoxo wrote: »I agree with Harrowstorms and Dragons, but geysers already adjust to the number of players I believe. I think that they spawn more add phases if there are others and they are more likely (but not guaranteed) to spawn a generic boss instead of a named boss, but I'm not 100% certain on that one.
Necrotech_Master wrote: »spartaxoxo wrote: »I agree with Harrowstorms and Dragons, but geysers already adjust to the number of players I believe. I think that they spawn more add phases if there are others and they are more likely (but not guaranteed) to spawn a generic boss instead of a named boss, but I'm not 100% certain on that one.
you can get the full named boss even while solo, it does depend on how many adds you kill though
Necrotech_Master wrote: »spartaxoxo wrote: »I agree with Harrowstorms and Dragons, but geysers already adjust to the number of players I believe. I think that they spawn more add phases if there are others and they are more likely (but not guaranteed) to spawn a generic boss instead of a named boss, but I'm not 100% certain on that one.
you can get the full named boss even while solo, it does depend on how many adds you kill though
I think all world bosses and this type of event should require a group and never soloable. It should require bringing players together to complete.
I think all world bosses and this type of event should require a group and never soloable. It should require bringing players together to complete.
I think all world bosses and this type of event should require a group and never soloable. It should require bringing players together to complete.
What they should do is stop zapping me 5 times when I am trying to collect "loot" after defeating the boss
RisenEclipse wrote: »I think all world bosses and this type of event should require a group and never soloable. It should require bringing players together to complete.
Again, although good in theory, poor in actual reality. As it requires players to consistently be doing those bosses or have enough interest to generate groups for them consistently. Which is not the case. If there were consistent groups going for them, or enough interest after they are no longer new and shiny, then this wouldn't be an issue. But that's not what's happening right now. So your suggestion isn't helpful or realistic in the slightest. All that is happening is newer players doing these content have a significantly more difficult time doing them, then those that did them when the zone was flooded on release. This could be eased by simply giving way better drop rewards, or doing something to encourage consistent activity in these zones years after they were released. Which is why posts like these have been made to reduce the difficulty of these world events once the chapter is old news, and there isn't enough people in the zones doing these activities to support the higher difficulty of the bosses.
I think all world bosses and this type of event should require a group and never soloable. It should require bringing players together to complete.
RisenEclipse wrote: »I think all world bosses and this type of event should require a group and never soloable. It should require bringing players together to complete.
Again, although good in theory, poor in actual reality. As it requires players to consistently be doing those bosses or have enough interest to generate groups for them consistently. Which is not the case. If there were consistent groups going for them, or enough interest after they are no longer new and shiny, then this wouldn't be an issue. But that's not what's happening right now. So your suggestion isn't helpful or realistic in the slightest. All that is happening is newer players doing these content have a significantly more difficult time doing them, then those that did them when the zone was flooded on release. This could be eased by simply giving way better drop rewards, or doing something to encourage consistent activity in these zones years after they were released. Which is why posts like these have been made to reduce the difficulty of these world events once the chapter is old news, and there isn't enough people in the zones doing these activities to support the higher difficulty of the bosses.
It works great in theory and practice. It does not require people to be consistently killing the boss as it merely requires a player to be part of a guild with players who are actually active in that guild. Then just call out or set up an event with the guild to do WBs and world events. I have seen it work amazingly well doing it both ways. I have also seen this repeated in previous games I played where WBs require groups.
Dynamic scaling makes the world events that have it too easy and there is, and will always be, a cap to the dynamic scaling making it pretty much pointless. It is meaningless to solo a dolmen and it would be sad for the game to see the newer zone world events trivialized in the same manner.
I hope that never occurs. A few weeks ago, I was very pleased with myself, have successfully soloed my first world boss (cue the usual fist punch, "hey yeah!", etc.). I'd like to retain that option.I think all world bosses and this type of event should require a group and never soloable. It should require bringing players together to complete.
Dolmens are a bad example, as they're base content that was tuned to fewer players back in the day. They're easy to be solo'd thanks to how 1T worked and they never got any kind of update. World events in other expansions have been made harder, and I don't see how dynamic difficulty would make them trivial. If done right the content gets harder with more people but less difficult while still being a challenge with fewer. It would make it so smaller groups or solo players could actually clear the content after it gets to a certain age that people aren't doing it.RisenEclipse wrote: »I think all world bosses and this type of event should require a group and never soloable. It should require bringing players together to complete.
Again, although good in theory, poor in actual reality. As it requires players to consistently be doing those bosses or have enough interest to generate groups for them consistently. Which is not the case. If there were consistent groups going for them, or enough interest after they are no longer new and shiny, then this wouldn't be an issue. But that's not what's happening right now. So your suggestion isn't helpful or realistic in the slightest. All that is happening is newer players doing these content have a significantly more difficult time doing them, then those that did them when the zone was flooded on release. This could be eased by simply giving way better drop rewards, or doing something to encourage consistent activity in these zones years after they were released. Which is why posts like these have been made to reduce the difficulty of these world events once the chapter is old news, and there isn't enough people in the zones doing these activities to support the higher difficulty of the bosses.
It works great in theory and practice. It does not require people to be consistently killing the boss as it merely requires a player to be part of a guild with players who are actually active in that guild. Then just call out or set up an event with the guild to do WBs and world events. I have seen it work amazingly well doing it both ways. I have also seen this repeated in previous games I played where WBs require groups.
Dynamic scaling makes the world events that have it too easy and there is, and will always be, a cap to the dynamic scaling making it pretty much pointless. It is meaningless to solo a dolmen and it would be sad for the game to see the newer zone world events trivialized in the same manner.
...normal World Events shouldn't require the same manpower as an end-game HM trial boss. It's just not sustainable once the content is older and less populated.
RisenEclipse wrote: »RisenEclipse wrote: »I think all world bosses and this type of event should require a group and never soloable. It should require bringing players together to complete.
Again, although good in theory, poor in actual reality. As it requires players to consistently be doing those bosses or have enough interest to generate groups for them consistently. Which is not the case. If there were consistent groups going for them, or enough interest after they are no longer new and shiny, then this wouldn't be an issue. But that's not what's happening right now. So your suggestion isn't helpful or realistic in the slightest. All that is happening is newer players doing these content have a significantly more difficult time doing them, then those that did them when the zone was flooded on release. This could be eased by simply giving way better drop rewards, or doing something to encourage consistent activity in these zones years after they were released. Which is why posts like these have been made to reduce the difficulty of these world events once the chapter is old news, and there isn't enough people in the zones doing these activities to support the higher difficulty of the bosses.
It works great in theory and practice. It does not require people to be consistently killing the boss as it merely requires a player to be part of a guild with players who are actually active in that guild. Then just call out or set up an event with the guild to do WBs and world events. I have seen it work amazingly well doing it both ways. I have also seen this repeated in previous games I played where WBs require groups.
Dynamic scaling makes the world events that have it too easy and there is, and will always be, a cap to the dynamic scaling making it pretty much pointless. It is meaningless to solo a dolmen and it would be sad for the game to see the newer zone world events trivialized in the same manner.
So basically you are saying that it should be a requirement for any player to do anything in the basic OVERWORLD, is to be a part of a guild? That guilds need to be a mandatory requirement to do basic content because zones are dead and don't generate the people needed to do that content on their own? Do you not see the problem with that? You do understand that not everyone wants to be apart of a guild, and that saying you must join guilds due to issues with even getting pugs to form for basic zone content sounds really wrong. Because that is precisely what you're suggesting. I should not have to join a guild JUST to kill dragons in Elsweyr. I should not have to join a guild to complete the Western Skyrim map. The content itself should generate its own population to complete the content, as it was designed to. But it's not. So when something doesn't work as intended it needs to be adjusted to work. HS and dragons do not have the interest generated enough to have stable groups completing them. I had more people joining me for regular dolmens (not talking about Alikr) then I do for HS. So yeah, despite what you're saying, I still say that the overland events should be adjusted so it's difficulty can depend on how many people are actually doing them.