It's not an uncommon topic: how do we make just playing out and about in the open world of Tyria more rewarding?
So, I've thought about this a lot and I like my simple solution
so much that I'll permanently be a little bit sad unless something like it happens one day. This all stems from the idea that Dynamic Events in Guild Wars 2 are the meat, potatoes, veggies and dessert of the game. They're great, and a ton of work was put into them. They are primarily unique to GW2 in that even games with similar contrivances (Rift and Wildstar each have their variations, as I understand it) are rudimentary in comparison.
There are so many. In every zone,
so much content that is underutilized at best and entirely ignored at worst. Ignored! Some of the best content in the game, completely passed by, not even touched once a day. There are event chains in this game I absolutely
love, some that can even last upwards of an hour, ultimately rewarding you with 20 or so silver and a few blues, greens and mob drops. This is a shame because even a player like me, who is happy to do content for the fun of it rather than the reward, will triage activities based on reward. In other words, if I'm choosing between two types of content, both of which I substantially enjoy, I will far more often choose the more lucrative one.
I attempt to solve this problem by unifying a few different concepts:
- Playing in almost any zone of the game should be substantially, and in some ways equally, rewarding
- Dynamic Event completion (success) should provide tangible rather than incidental rewards
- Adventuring throughout a zone clearing many events- making an impact on the fabric of that zone- should carry a sense of gameplay momentum with it
- Doing many different events should be rewarded greatly; repeatedly doing the same events should not be rewarded at all (thematically, the same idea as the changes to dungeon rewards)
- Ultimately, the best currency that can be delivered as a reward is always gold, because it's the language of the trading post
I have framed this idea largely in cold, mathematical terms, but perhaps my favorite thing about it is that it makes a fair bit of sense in roleplaying terms, especially compared to the existing system. I'll touch a bit on that again at the end.
Here goes.
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Each unique dynamic event completed to success awards n silver, where n = the number of unique dynamic events completed in that zone. Repeating completed events would earn you no silver reward at all (
XP/karma unaffected).
Put more simply:
every new event you do in a zone earns you one more silver than the one before.
This would reset upon leaving a zone, and your "streak" potential for each zone would reset on the daily timer.
So as an example, if you go to Metrica Province and do 1 event it gives you 1 silver, do another event and it gives you 2 silver, do another and it gives you 3 silver, for a total of 6 silver for having done 3 unique events in that zone. The formula for how much you earn by doing how many events would be: (n * (n+1)) / 2.
So if you continue adventuring in that zone:
- 10 events will net you a total of 55 silver.
- 20 events will get you a total of 2 gold, 10 silver- on par with a run of COF1 + SE1.
That seems like a lot of gold for "just events" at first, but think about it: if you've completed 20 unique events in a row in a single zone, you are a
force in that zone. You've severely shifted the battle lines with the centaurs in Kessex Hills, you've taken out a ton of Branded threats in Blazeridge Steppes, you've given the Inquest a run for their money and driven them from the Infinity Coil in Mount Maelstrom. There's no doubt this would take longer than a couple of the easiest dungeon paths- but if you didn't mind spending the time, you could keep going.
Under the existing system, event silver rewards vary by zone (and are apparently being further nerfed per devaluing champ trains), but 20 events would get you somewhere in the ballpark of 70 silver, and you'd be rewarded just the same even if you just repeated the same 4 events five times.
Once you break 30 events in my system the gold reward begins to grow quite quickly (4.6g for 30, 8.2g for 40). However, most zones have a total somewhere just a bit above 40 unique events, so that would mean either literally (or quite close to) clearing an enter zone of every dynamic event it has to offer. Frostgorge Sound, for example, has 53 including every Group Event, and every single step of both dynamic events- this would be quite a feat, and you'd be in that zone for
hours. I legitimately believe that the ultimate gold-earning potential here isn't a deal-breaker. Many events have self-limiting timers, and plenty of changes consume time just progressing between individual steps. It wouldn't be
physically possible to just clear an entire zone in an hour- and if someone wants to spend 4 hours in a single zone tackling every single opportunity they find, why shouldn't they be rewarded as though they'd done, say, 2, hours of dungeons?
Alternatively, if the gold acquisition rate was deemed a serious problem, the streak could just be capped- say after 25, no new events would reward you- though if you left and came back, you could start a new streak with the events you hadn't gotten to yet that day, starting back at 1. Though again, I don't think it would be necessary.
Your streak could even be represented as a simple little stack buff in the UI ("Wildlands Samaritan," "Kessex Defender") that simply drops upon leaving the zone.
Think about how this new system would feel in practice. You'd get your party or guild together, pick a zone and head out into the world to start adventuring. As you clear more and more of the problems you come across, the gold starts to pile up- the denizens of that zone offering their thanks for your hard work. Soon most of the obvious, high-profile events have been done- but there is more of Tyria in need of help, more insidious evil to fell. So you'll press deeper into the nooks and crannies of the zone- maybe there's one underground you forgot about- maybe there's one you've never seen before. Every unique event represents an opportunity to keep your streak alive in that zone, and once you've got an "epic streak" going you'll just be hunting for more to do in that zone. Each explorable map in Tyria is a playground of opportunity. Bonus points if you get some sort of recognition for maxing your streak, literally clearing every single event in the zone, which I suppooooooose could be an achievement, though I'd feel sorry for the OCD-laden out there.
Potentially Asked Questions:
"You moron. People will just find the most optimal dynamic event paths to do the quickest for gold with the least amount of effort!"
You've just described the exact scenario taking place right now within every avenue of content that offers adequate gold reward. This would merely be adding a new lane to that highway, and in terms of time investment, making real money this way would still not surpass other daily methods for pure efficiency.
"What about that happening in the newbie zones? Sure the Queensdale champ train would be gone, but wouldn't you be replacing it with a constant stream of people doing all the easy events in a set sequence, subject to the same toxic environment?"
Yeah. I've thought a lot about this, and I say we just go with Occam's Razor: this simply shouldn't be in effect in the 5 newbie zones of the game. Or in more humorous form: No streaking in front of the kids!
"If this wouldn't actually make me more gold per hour than a dungeon rotation or [other activity x], what's the point?"
In-game activities don't have to be the
most profitable thing to do to be
worthwhile. There's a "fun vs. reward" dynamic that every player makes constantly during a play session, and the ratio is different for almost every individual who logs in. This simply makes dynamics events- some of the game's best content-
relevant in terms of reward. For my part, I would take advantage of this constantly no matter how outclassed it was by other methods of making gold.
"What about event contribution levels- Gold, Silver, Bronze medals? What about failure?"
Good questions. One way of handling it would be to have only Gold give you the full,
n+1, reward, while Silver and Bronze give roughly what they do now, but
still increment your streak. I think this would be a good balance between rewarding the prime contributors over tagalongs and tailgaters, but without punishing them too harshly- stick around, get gold on the next one and you get the full reward.
If you fail an event, I'm totally down with giving XP, but you really shouldn't get any gold for it.
I don't understand why that happens.
"You're dramatically upsetting the rate of gold acquisition during the leveling process. You really want first-timer level 30s earning multiple gold per hour?"
No, that's a good point. I think I'd like it most if the ability to earn "streak" rewards was just something that you unlocked per character by reaching level 80. This would mesh well with the "entire game is endgame" motif- after all, you're not
doing anything you couldn't have done while leveling- but also provide a new answer to "well what am I supposed to do at level 80?" as suddenly every zone in the game is a newly ample source of fun and profit.
Congratulations on making it to the end of my idea! I'll take your questions and criticisms now, though beware my concept is
completely bulletproof.