Just hoping to drive the point home is all.
Not retiring layers is a huge mistake, this was one of the best changes you actually made. The game felt populated. I’m frustrated at you blizzard for removing something good you actually did and the playerbase for not seeing why this is bad.
Here is what is going to happen: Ashenvale will die in a week because it will be too unpopulated during offpeak hours and it will snowball. People won’t notice bots as much anymore because they will be hidden. The world WILL feel dead outside of like 5-8pm. No one is smart enough to even understand any of this to care though. At least it was fun while it lasted.
- During this lead-up, there is a counter that runs behind the scenes and adds up how many PvP and PvE kills occur in the zone.
I would imagine the vast majority of people in zone do not understand that this is the case.
There is nothing in game advertising that this is the way it works, or what mobs (PVE wise) contribute to it.
If this was widely known you would be seeing the raid groups that form endlessly killing mobs to make the event start faster.
- With a hotfix tonight we are increasing the number of kills that are needed for each layer that exists to move the overall realm percentage up.
This seems to be an exceedingly odd choice.
You already should have metrics that state that at least 50% of the people involved in the battles join once it approaches high numbers and then idle until it starts.
The time to start the battle then got delayed by the resetting progress causing it to take even longer to start.
You might want players to more actively engage in this event by pvping / killing mobs but that is not a reflection of reality. You will see more people idling particularly as people complete their process / questing / etc.
And not conveying this information in game / to your players is a bit of an oversight. Quests / map locations / rewards could all contribute to getting people out in the world and not just stacked in 3-4 raid groups at each boss location - while also making the way that the progress works make sense. Shift some of the rep reward to killing mobs or players during the lead up phase.
Or just leave it the same and tell the players - in game - that there are ways to speed it up and make them feel like they are actually contributing.
The next major issue involves the ramp-up period percentage counter suddenly dropping from a high percentage to a low one. The cause for this is simple; the progress tracker represents an aggregate of progress across every participating layer. This means that when you finish a battle and start making progress and other layers also finish their battles (or new layers spin up), they all join the “pool” of layers contributing to the total percentage progress.
There seems to be a focus on layers finishing the battle here. And while I don’t have metrics to back it up, it seemed to be the opposite that was true. When a layer (or several) got close, advertisements would go out regarding progress and you would see a mass influx of people - at which point presumably new layers would be added.
While there were multiple active events running when they got close - it feels unlikely that all the kills occurred without it being mentioned in ingame chat whatsoever - and multiple times (3+ progress resets before an active event).
This is what the “make it take longer to spawn” thing is aimed at.
The event blows up if Layer A finishes the event and fills up the % while Layer B is still going. By making this scenario functionally impossible to occur it avoids the error. The cost of course is the decreased opportunity to engage this event.
Huh? You can literally mouse over those ui elements and it is explained.
You never had a point.
Drive home the idea maybe you’re just baiting reactions
The game shouldn’t feel populated at 2 AM.
No wonder it felt like bots made up 25% of the server population - this dynamic layering meant that all of the bots normally spread across 10 layers would get squished into a handful of layers during less populated hours that should normally feel quiet and allow you to complete quests without the hustle and bustle of traffic at peak times.
My point is that if you want exalted, you’re gonna have to go grind it in wsg because that’s the only way you’re going to get it. At which point I could only presume that you’re be complaining that there is no reason to do wsg anymore and that if they have a bg there should be a reason to do it.
I feel like the changes to layering from this are more negative than positive. I was playing at 10PM server which is past peak but far from really late and the world felt barren.
It feels like a really odd decision to make such a large and detrimental change to the world in service of a feature that is clearly being de-emphasized by the development team (as evidenced by the substantially increased event cooldowns).
OR - Give players a 30 minute debuff so they can’t earn the rep by layer jumping? Jeezus is it really that hard to figure out?
Fly hacking bots? Thousands of bot swarms everywhere? Ban gold buyers?
cough
You realize those factors equally affect both factions, right?
Great fix however now the battles take too long too start. I believe the only solution is to give more reputation.
I think this is already a thing. I invited some guildmates to join my raid on a different layer after they had just killed the enemy boss on their layer. They zoned in on top of my raid and helped us kill the boss but received no rep at all for it.
I get that it was happening too much and causing various issues but as someone who is logged on mostly during the night… it’s been almost 6 hours since the last battle now, which I missed ofc… And still no new battle, heck sitting at 67% after so long still.
The wpvp here seems a lot less active now too, almost as if it is killing the zone now. Yeah it is there but back when we had constant games right as they would end a lot of people would be running around fighting just off the adrenaline of the last match wanting to get the next one started.
Sure it had a lot of PVE elements but it was still PVP in many ways. Constantly wiping the other raids and racing against them, or running into them between the mini bosses.
What if you gave a reputation award to all members within a certain area of a mini raid boss of their own faction every time it killed a number of opposing faction members or every time it reset after getting to a certain health point? Encourage people to defend more.
How about placing them slightly differently or forcing us to kill them in certain orders so we would be forced to run into each other, and each team could plan a heavy defense knowing the other side had to kill one specific boss next etc.
I know I am missing out on a lot of the technical side of this but this really doesn’t feel as good anymore.
Layering continues to be broken.
Killed last subboss - reset to 2/3 up. Final boss is immune and there are no sub-bosses alive.
Now stuck with 60 minute timer + the 3+ hours to do it again.
Uhh so does this event just not going to happen at night anymore? It’s been over 4 hours and we are still only 69% … This legit kills the event
The PvP event as a whole is pretty disappointing and ends very quickly. I thought we’d be doing battles alongside npcs in the huge warsong lumber yard and stuff like that and it’d be a long escalating war but it’s just another race to see who gets to nodes quicker and its over in less than 10 minutes.
I personally think it’s worse now there is way less world pvp and it takes too long. I think the minority were getting phased out not the majority.
“This is really annoying blizzard! I keep getting phased during the event!”
“Okay, we hear you guys loud and clear”
-Blizzard removes the event