In the never ending quest to improve our design and find ways to please as many people as possible we’re always digging into constructive criticism. We have not perfected the recipe for an open world boss event, probably because we’re pioneering new territory here.
As far as I can tell there are a couple challenges we are trying to overcome. First, we are trying to teach the community a new skill: self organization. And I’m happy to see that in the aggregate, they ARE learning. I’m sure as this process continues we will find better ways to accommodate the communication structures that will emerge.
Secondly, from both a technical and player-experience perspective, it’s best to break up zergs as much as possible. Thematically keeping everyone feeling like they are contributing to a common cause from multiple locations, and still feel heroic is an interesting challenge to balance. Always looking for new ideas on this issue!
Qaelyn.7612: distribute players by parceling them out one platform at a time like a poker dealer rather than selecting platforms for them randomly? Really? As a programmer myself I was astonished when I found out that it was possible to have 5 on one platform and 1 on another. I mean, this is really basic stuff!
Having 5 on one platform and 1 on another could only be a very edge case requiring several people to drop out at the right moment. Our script does exactly what you said, poker dealer style.
Qaelyn.7612: let people on platforms who have already completed help out with other platforms
We tried really hard to get this in. Every solution we came up with had technical constraints.
Qaelyn.7612: lengthen the timers a bit
The timers and mob HP were balanced and rebalanced several times in an attempt to find a sweet spot that would ensure people couldn’t faceroll the event, but wasn’t so difficult that no one could do it. Everyone’s mileage will vary. And as with any group activity, virtual or real life, there is luck inherent in that. Some people hate that dynamic and some love it. If someone has an idea about how to ameliorate the inherent luck factor in group events, please speak up!
Qaelyn.7612: make it easier for parties to be in the same overflow where there’s actually enough people to win
I know there are people working on various solutions to this problem.
Qaelyn.7612: have the event scale in difficulty based on the number of players
It scales quite a bit. The more people there are in a lane will change the number of vets and champs that spawn, and the platform boss’s HP scales based on how many end up on the platform.