On the boss schedule
This doesn't really affect me, as I rarely ever do World Bosses. If I'm in the area when it starts up, I'll run over and help out. Otherwise I'm probably waypointing out soon or am there with a friend. I haven't even touched a single World Boss in over a month. But I can see ANet's reasoning for it. After they put Account Bound limits for World Bosses, most of the flurry for the events happened in the few hours after reset, and then there was a very sharp decrease for the rest of the day. The schedule absolutely isn't perfect for everybody, which is part of the point, as it means less activity at one point in the day with the hope that more activity will be spread out over a 24/hr period. Combine this with Megaservers, and even if there's only one person per home server in Caledon Forest when the Wurm shows up around the crack of dawn, there should be 20+ people there along with veteran players zoning in to help make sure it succeeds and have it feel more personal for the newer players.
The other step was to make guilds more of a force in PvE both for providing content and a factor in the economy. All by making a number of the bosses summoned by a guild researched consumable. This also ends up being another self-organization for players along with a tiny PvE excuse to keep server pride.
However, it's possible that in the end none of this is worth the trouble players feel is being placed upon them.
On Megaserver sorting
So here's a simulation of what I think is happening. First, imagine a megaserver hosting a zone with 20-30 people across 5-10 different servers grouped together. It's a normally a relatively low population zone, so hardly anyone is in there. Then a World Boss spawns and people start waypointing in. The megaserver rapidly reaches its soft camp and an overflow is created. What happens next?
Possibilities:
1. A bunch of your friends got into the megaserver before the softcap, and that's why you don't see many of them in your overflow.
2. Because there's a rapid influx, there isn't enough time to give a thorough sort because the initial megaserver was tying too many servers together. A player needs to be given a server to connect to from the very second they select a waypoint; the loading screen is only for them loading and ANet does not want to slow them down from getting into the game.
3. Initially, only 5-10 home servers were the only servers in the entire game with players in that megaserver. With the influx of players there are now players from ~20 servers coming in, but the system doesn't want to divide up a server for every single home server because it doesn't know if the influx is a one time thing or will continue throughout the event, nor does it know how many from each server is coming. Part of the aim of the megserver system is to keep the number of servers spun up to a minimum.
4. Maybe 1 or 2 home servers have a significantly disproportionate amount of players coming into the zone as compared to all the others. So they're all properly sorted but all the other players get randomly sorted around those big home servers, essentially filling in their leftover gaps.
5. Who knows what else. It's the middle of the night and I can't come up with every possibility in 15 minutes. Some of the previous possibilities probably overlap with each other.
A lot of this can probably be solved by taking note of player trends on each home server as well as keeping an extremely low soft cap value (I'm thinking 30-40) for each megaserver before it requests an overflow be created for that zone. But assuming you want as few servers as possible per zone both for money reasons and keeping the zones as full of player activity as can be, a number of tweaks can't be done until the system hits live and you can see what your playerbase is comfortable with.
So your issue is that the list isn't a drop down from the slot, and is instead moved to the side? Heh, I understand now. As for one click, in the previous system could you actually click and hold, place your mouse over the trait on the drop down, then let go to choose the trait?
This doesn't really affect me, as I rarely ever do World Bosses. If I'm in the area when it starts up, I'll run over and help out. Otherwise I'm probably waypointing out soon or am there with a friend. I haven't even touched a single World Boss in over a month. But I can see ANet's reasoning for it. After they put Account Bound limits for World Bosses, most of the flurry for the events happened in the few hours after reset, and then there was a very sharp decrease for the rest of the day. The schedule absolutely isn't perfect for everybody, which is part of the point, as it means less activity at one point in the day with the hope that more activity will be spread out over a 24/hr period. Combine this with Megaservers, and even if there's only one person per home server in Caledon Forest when the Wurm shows up around the crack of dawn, there should be 20+ people there along with veteran players zoning in to help make sure it succeeds and have it feel more personal for the newer players.
The other step was to make guilds more of a force in PvE both for providing content and a factor in the economy. All by making a number of the bosses summoned by a guild researched consumable. This also ends up being another self-organization for players along with a tiny PvE excuse to keep server pride.
However, it's possible that in the end none of this is worth the trouble players feel is being placed upon them.
On Megaserver sorting
So here's a simulation of what I think is happening. First, imagine a megaserver hosting a zone with 20-30 people across 5-10 different servers grouped together. It's a normally a relatively low population zone, so hardly anyone is in there. Then a World Boss spawns and people start waypointing in. The megaserver rapidly reaches its soft camp and an overflow is created. What happens next?
Possibilities:
1. A bunch of your friends got into the megaserver before the softcap, and that's why you don't see many of them in your overflow.
2. Because there's a rapid influx, there isn't enough time to give a thorough sort because the initial megaserver was tying too many servers together. A player needs to be given a server to connect to from the very second they select a waypoint; the loading screen is only for them loading and ANet does not want to slow them down from getting into the game.
3. Initially, only 5-10 home servers were the only servers in the entire game with players in that megaserver. With the influx of players there are now players from ~20 servers coming in, but the system doesn't want to divide up a server for every single home server because it doesn't know if the influx is a one time thing or will continue throughout the event, nor does it know how many from each server is coming. Part of the aim of the megserver system is to keep the number of servers spun up to a minimum.
4. Maybe 1 or 2 home servers have a significantly disproportionate amount of players coming into the zone as compared to all the others. So they're all properly sorted but all the other players get randomly sorted around those big home servers, essentially filling in their leftover gaps.
5. Who knows what else. It's the middle of the night and I can't come up with every possibility in 15 minutes. Some of the previous possibilities probably overlap with each other.
A lot of this can probably be solved by taking note of player trends on each home server as well as keeping an extremely low soft cap value (I'm thinking 30-40) for each megaserver before it requests an overflow be created for that zone. But assuming you want as few servers as possible per zone both for money reasons and keeping the zones as full of player activity as can be, a number of tweaks can't be done until the system hits live and you can see what your playerbase is comfortable with.
So events are still basically a zerg, they're just timed zergs instead of a spontaneous group that jumps around. Not an improvement, if you ask me.
See, this is a minor thing to bitch about, but it's still annoying so I'm going to anyways. I don't see what's so hard about clicking a trait slot and having a list (with names, even) drop down. Clicking a slot and then clicking the list, or clicking the list and dragging to slots, those are all perfectly fine functions too, but if I know what I want, I'd prefer it be a one-click affair.
So your issue is that the list isn't a drop down from the slot, and is instead moved to the side? Heh, I understand now. As for one click, in the previous system could you actually click and hold, place your mouse over the trait on the drop down, then let go to choose the trait?