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Raid Week Event(Not Rewards)


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This is a suggestion that I give anyone permission to run with, edit, improve, and use as much as they want.

Let's have a Raid Event that lasts for 1-2 weeks, much like the current WvW events. But instead of giving more rewards and exp, this raid event will instead buff all abilities and stats by 10% only while in raids during this event. This would allow current vets and such to have some amazing fun doing some crazy builds and numbers. But more importantly this would encourage a lot of other players who have never stepped into a raid to try their own with the buff helping them with their perception on the difficulty. And I'd be willing to bet quite a lot of these players would stick around and continue to try raids after the event.

Make it something that happens every year. You still get the same rewards, nothing is boosted there, so the economy is safe, but it get's more players invovled and creates and crazy fun event for veteran raiders.

Thoughts?

Edited by SevenBitBrian.8413
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I don't see how. Raids still have a weekly cap on rewards, this doesn't change that. Vets will complete it faster during the event, but does that really matter in the long run over encouraging more players into the gamemode with such an event?

Edited by SevenBitBrian.8413
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23 hours ago, mindcircus.1506 said:

Buffing everyone by 10% absolutely increases their rewards.

It only does that for one group of players - those that usually can't kill some of the bosses during the week, but their attempts come very close to suceess on them. Those that can already kill the bosses won't see their rewards improved. Neither those that are very far from making a kill, because a 10% buff will still not help them.

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What would this even achieve? Where is the ROI on their dev time?

The majority of casual players don't want to do instanced content because the grouping aspect and accountability is the issue, just boosting their stats isn't going to change that.

The reason why living story is separated into "episodes" is probably because they want to attract people that play it as a television show , coming along for the ride with not much challenge. That's why the running stereotype is that openworld players are watching netflix on another screen or doming something else while playing.

Edited by Infusion.7149
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2 hours ago, Astralporing.1957 said:

It only does that for one group of players - those that usually can't kill some of the bosses during the week, but their attempts come very close to suceess on them. Those that can already kill the bosses won't see their rewards improved. Neither those that are very far from making a kill, because a 10% buff will still not help them.

Bigger deeps = faster kill = better gph or whatever "reward per h" we want to talk about = technically increased rewards 😛

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5 hours ago, Astralporing.1957 said:

It's still not increased rewards from raids. At best it might mean more time to farm other content.

If you get same rewards in shorter time, then it means the rewards are increased, not sure what else to tell you here 😄 Whether it's because the content is repeatable and you can farm more stuff over the time or it just takes shorter time to complete so you can do anything else you want (or nothing) doesn't make much of a difference here.

Edited by Sobx.1758
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2 hours ago, Sobx.1758 said:

If you get same rewards in shorter time, then it means the rewards are increased, not sure what else to tell you here 😄 Whether it's because the content is repeatable and you can farm more stuff over the time or it just takes shorter time to complete so you can do anything else you want (or nothing) doesn't make much of a difference here.

If the logic used shows that the rewards for a specific content are increased, when the realisty shows that rewards were not touched, it's not the reality that is wrong, but the logic used.

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19 minutes ago, Astralporing.1957 said:

If the logic used shows that the rewards for a specific content are increased, when the realisty shows that rewards were not touched, it's not the reality that is wrong, but the logic used.

Interesting how you seem to understand the concept of difference between short-term reward acquisition and gph in repeatable content in the thread where you try to compare fractals with dungeons, but here suddenly you miss the point. Or pretend to, not sure. Whatever works for you o/

 

 

Edited by Sobx.1758
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4 minutes ago, Sobx.1758 said:

Interesting how you seem to understand the concept of difference between short-term reward acquisition and gph in repeatable content in the thread where you try compairing fractals with dungeons, but here suddenly you miss the point. Or pretend to, not sure. Whatever works for you o/

 

 

Don't feed the troll.

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4 hours ago, Sobx.1758 said:

Interesting how you seem to understand the concept of difference between short-term reward acquisition and gph in repeatable content in the thread where you try to compare fractals with dungeons, but here suddenly you miss the point. Or pretend to, not sure. Whatever works for you o/

Interesting how you miss the point that the speed of acquisition of rewards and rewards themselves are not the same. You can increase "gps" out of a reward-capped content whatever you like, but it won't change the rewards you can get out of that content at all. All it changes is the speed at which you reach the cap.

 

(also, you might reread that other thread once more, because you seem to completely missed the point i was making then. Again).

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