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View Full Version : Please consider removing alliance/party-wide enmity in Walk of Echoes.



Mirage
04-20-2013, 04:28 AM
Hi, I think this event is fun, and I occasionally find myself doing it with some of my friends. However, there is one major annoyance with doing it as a team, and that is alliance-wide hate. This gameplay mechanic discourages teamplay, in that it often is beneficial to avoid joining parties, because in the event that you die, and run away to recover, there is still a very real chance that the monsters will come after you if someone else in the alliance suddenly lowers their enmity by a big amount, for whatever reason (common reasons can be the death of a pet or the death of another player character), leading to even more deaths and double weakness even without having done anything to the monster since reviving.

At the same time, not teaming up makes it a lot more cumbersome to play the role of healer/buffer, as you cannot take advantage of the stal and stpt macros, or party-wide AoE buffs.

I think the event would be a lot more fun if we weren't discouraged from partying up, seeing as being in a party allows for more complex strategies and game plans. With alliance/party hate turned on, it just becomes a large group of people who aren't really cooperating. There's just more chaos and less thinking, which isn't necessarily a good thing in a MMO that focuses heavily on cooperative play.

Brytor
04-23-2013, 01:51 AM
a large group of people who aren't really cooperating.

This along with everyone thinking they know what to do even if there is a large group doing a coordinated strategy that they ignore is the problem not the alliance hate.

The best thing to do to WoE would make it require an entry item (aka perpetual hourglass, smoldering lamp, etc.) and only allow people given the entry item to enter. Also getting rid of the chests and going to zone wide drops would be nice if it was restricted entry.