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Discussion Re Open-world deaths: Player corpses become unrezzable and no longer scale up bosses


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What if player corpses become completely unrubbable and no longer scale up bosses' hps and cc bars after a certain time has passed?

unrubbable because you don't want people to intentionally suicide as a strategy

this could be limited to areas with dynamic scalingcall it decomposition or something

also, the boss' corpse-chest should not disappear if he/she dies while someone wp to respawn

I'm thinking of matriarch fights where 90% have Corpse as their elite spec, the remaining 10% are scratching her to death, and cc is impossible.
like, one of the most ridiculous fights i've been in was when 2 people have to finish her last 15% of hp, with around 25 corpses around. that's just selfish, and selfishness breeds like rabbits

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I think it might be better to make it so that you can only revive the fully dead/defeated if you're not in combat. If you are in combat, you can't do it and the game doesn't try to let you (making it easier to find the ones you CAN help because they're only down).

[Edit] And yes, dead/defeated players supposedly do not scale up bosses. We're not sure how fast it adjusts, but it's supposed to do so.

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Just no. This goes against the spirit of co-operation which is what this game is all about.

If anything, players should be auto-ressed after a certain period of time, which could vary based on their hp before the downing hit, their downed penalty, the number of living players around them, etc. This is assuming they don't have any revive orbs (they wouldn't have to be on that character, they could be in the bank, just as amalgamated gemstones are treated by the funerary weapon npc). The reason why dead players at that event in particular do not wp and run back is because it's a pita to do that and takes ages, by which time the boss is probably dead when they get back.

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@Biff.5312 said:

@"Yargesh.4965" said:According to Anet the dead do not scale up the events.

Does that mean the event de-scales if they start off the event alive but remain lying around once dead? I find that doubtful.

"Event scalingEvents scale both up and down according to the number of players who are currently participating. [3] Events can scale in a number of ways:

Enemy level can be increasedEnemies can gain new abilitiesNew enemy types may appear, including veterans, elites, or even champion versionsEnemy count can be increasedObjective requirements may increaseChampion enemies associated with the event will never increase in level due to scaling; this often results in elite foes that are more dangerous than the champions.

Most events scale for up to 10 players.[4] Group events and large scale events such as the finale for meta events will scale much higher. For example, The Shatterer scales up to 100 players.

Events will scale according to the number of players around. Even a player that is not participating will scale the event up. A player that moves away, either by walking or waypointing, will immediately scale the event down."

From:

https://wiki.guildwars2.com/wiki/Dynamic_event#Event_participation

The wiki does not specifically refer to the dead, just those who leave the event area. So, events do scale down as well as up. At that point, the issue would be whether the game treats those dead for a time as having left the area -- not that events never scale down. It seems unlikely that, by, "...the dead do not scale up events..." ANet would have meant that players dead when the event starts will not scale the event up.

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@Biff.5312 said:I wonder if maybe by 'participating' it means in a state of being 'in combat'. If so, the dead would not contribute, as they are able to wp and therefor presumably not 'in combat'.

Events simply scale based on the number of players within range, regardless of what they're doing or if they're alive. It wasn't always like this. Originally, events scaled based on the number of people that were actively tagging the event. The problem was, a large group could instantly kill a boss before it had a chance to scale, so they simply changed it to factor everyone within the area, which happened during season 1.

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I really hope dead corpses don't scale up events. It's already problematic enough when you get zergs of "spam 1 warriors" as it is to make the situation even more dire.

I know it was ANet's intention to design a game where we'd be glad to bump into more players, but sometimes their lack of contribution to the event really leaves one wondering. :P

Maybe that's why stuff like Istan is trivial with full squads, ANet didn't want "spam 1 warriors" to feel marginalized. <_<

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@Kal Spiro.9745 said:

@"IndigoSundown.5419" said:

Events scale both up and down according to the number of players who are currently participating.Even a player that is not participating will scale the event up.

These are mutually exclusive, so which is it?

The choice of the word "participating" is confusing. The way it sounds, the actual word should be "present." Given past ANet statements, and for the purposes of the thread, present likely means "present and not defeated."

If I were in the mood to edit, the wiki, I'd type, "Players who are present contribute to scaling the event up. If players leave, the event can scale down. It's likely that there are thresholds for both up and down scaling depending on whether the event can be done solo or is a group event (i.e., Shatterer may require larger numbers before scaling will kick in than some random escort in Queensdale)."

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@otto.5684 said:

@Yargesh.4965 said:According to Anet the dead do not scale up the events.

Does that mean the event de-scales if they start off the event alive but remain lying around once dead? I find that doubtful.

As far as I am aware events do not scale down, they only scale up.Parts of the event (like levels of mobs, and all
future
mob spawns) do scale down. Other elements (like already spawned mob quantity, or veterancy of already spawned enemies) obviously don't.
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@Cuks.8241 said:If 90 % of the people died, should you really be able to win the fight? Even if it is open world it is still a group content and if the group failed, well it failed.Most of the encounters have scaling limits. Most fights for example start to scale up only after there's more than 5 players (and consequently do not scale down below 5 players). There are however some encounters that have much higher limits. Obviously, if the number of players still alive drops below such a limit, the encounter is going to get harder and harder with every subsequent player death.

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@Astralporing.1957 said:

@Cuks.8241 said:If 90 % of the people died, should you really be able to win the fight? Even if it is open world it is still a group content and if the group failed, well it failed.Most of the encounters have scaling limits. Most fights for example start to scale up only after there's more than 5 players (and consequently do not scale down below 5 players). There are however some encounters that have much higher limits.
Obviously, if the number of players still alive drops below such a limit, the encounter is going to get harder and harder with every subsequent player death.

As it should. Legendary bosses don’t feel very legendary when 300 people drop their damage on them.

This is going to be unpopular, but There needs to be failure to appreciate success

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@Strider Pj.2193 said:

@Cuks.8241 said:If 90 % of the people died, should you really be able to win the fight? Even if it is open world it is still a group content and if the group failed, well it failed.Most of the encounters have scaling limits. Most fights for example start to scale up only after there's more than 5 players (and consequently do not scale down below 5 players). There are however some encounters that have much higher limits.
Obviously, if the number of players still alive drops below such a limit, the encounter is going to get harder and harder with every subsequent player death.

As it should. Legendary bosses don’t feel very legendary when 300 people drop their damage on them.

This is going to be unpopular, but There needs to be failure to appreciate success

I can already smell a new discussion topic: should event scaling actually be meaningful against zergs?

I bet there are people who like trivializing events with large zergs, but my most fun palawadan raids have been with a sub-15 squad, even if we don't always succeed.

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It would surely add to the difficulty of some boss fights if you could only be rezzed within 1 minute, and could not rejoin the boss fight after one minute or teleporting.

Some bosses could really use such a challenge. In my cases, people just bulk the damage and die because (especially with mounts) the waypoints are around the corner.

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@casualkenny.9817 said:What if player corpses become completely unrubbable and no longer scale up bosses' hps and cc bars after a certain time has passed?

I like the idea, especially the second part (scaling). As for the first part (player corpses unrezzable), that should only be during fights; if the area is quiet, you still should be able to rez.^

^) Helpful for Druids to load up their energy, and also helpful for players who die by accident while on their way to unlock the next nearby waypoint.

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