From a design perspective I don’t understand this fix.
If all layers are triggered to start at the exact same time and the event is 60 minutes long why aren’t you just preventing any new events from starting on layers for 60 minutes?
We’ve gone from a guaranteed 12-20 events every single day to what? 3?
Seriously, rereading this against the tweets they were making earlier this week it’s coming across as the same exact problem Starfield has.
Emil Pagliarulo bragging about never having a design document, then when it’s clear to everyone who plays it that the game had no direction, they get super defensive and then super apologetic.
You didn’t have a plan. You didn’t have a design document. And the inevitable outcome shows it.
It’s really disappointing that a supposed pvp event ends with a PvE “slant”. I’m hoping the rest don’t follow this same structure. It’s like if MC ended in a battleground where two sides have to fight for the final reward. Pve players wouldn’t want that, why would pvp players want this? This zerg fest around ashenvale is boring and feels shoehorned in to accommodate pve players while pvp players are stuck joining a raid and stopping their pvp time. I’m hoping to see more originality in design going forward with hopefully more focus on pvp and not pve.
Because the reward, what we are playing for, is mostly given out for participating in pve, not pvp. But otherwise, I do spend my time pvping until the event triggers and then I have to stop unless I don’t want rep… It’s a bad design, sorry if that offends you
i really do not understand why the progress thing is needed at all, start the event every hour and a half
60 minute timer for the event, then minimum 30 minute cooldown before the next event, probably more like 1hr to 1hr 15min at the rate the events have been finishing at least on lone wolf.
Right, standing around the pve bosses, where no pvp happens is my issue, not sure how you aren’t getting that. It’s not pvp, it doesn’t accommodate pvp play, in a pvp event, it’s a bad design.
Yeah, tried that, not exactly effective when only a hand full of people look to defend and get stomped into the ground and get minimal rep as the reward. It’s not pvp, it’s being farmed for honor by opposing faction
So I get that we are talking about layering being an issue. How about we talk about how the big events and wars are creating massive lag just like retail. The excuse in retail for this was a ton of different spell mechanics and number calculations causing the servers to not be able to handle the load. I find that hard to believe on classic. So is there any work to get the servers to be able to handle a larger population in a zone to have more fun battles? It is awesome when you see a huge group of ally and horde start to clash only for the game to turn into a 5 minute turn based combat scenario. Maybe if the servers were updated to handle a larger population the layering issue would not be as big a deal.
Having a PTR for things like this Battle seems like a great idea in the future, but please do not throw the baby out with the bathwater and expose all the rune/discoveries on future phases with a PTR. The launch of SoD was the most fun WoW experience I’ve had in sometime, and I am hoping each phase recreates that well.
I know there were a few buggy discoveries that were unfortunate, but it was still a great experience working with people in discords and on general chat trying to solve the little riddles to get runes.
I think the majority appreciate the skipping a PTR and making a beta in progress, as I am sure you have probably experienced yourself it’s simply feedback on a very unfun, time wasted, experience. The vast majority of players appreciate everything going on in SoD, aside from those pesky Azeroth crates
This would absolutely be solved by just making HKs give rep. You kill players to fill the bar and get %, and then when the event starts PvE Andies enter the zone and you can get even more rep ganking them. And then getting more rep because you PvP’d their PvE Andies which protected your sides PvE Andies.
It’s so easy. I dunno. I like the concept of the Ashenvale event - something that draws players of all shapes and sizes into the zone for a common factional goal - but the implementation has just been constantly scuffed. Now, if they’re going to reduce the number of times it procs, they need to scale up the rewards for when the event is NOT active.
Adding the Generals to each faction hub was a good step in the right direction for allowing players to complete a weekly objective while the event is not active, but adding rep to HKs would do so much to improve the event.