I wonder if people realize you don't need a lot of players - the event scales up or down very nicely. I've done some late-night runs with just 5-6 people and we've pulled it off without too much difficulty. The main thing is, starting out, only run a maximum of 2 cats when you have a small group (and if it's really small, just one catapult) as the spawn increases with more catapults. We know roughly how many ammo kits are needed, so keep people away from the main gate (and from triggering more spawn) until you are done with ammo and get the message that the gate has fallen. Plus, with a small group, you need everybody keeping the catapult operators alive.
When the gate falls, we try to zerg rush inside and leave the spawn at the gate rather than engaging it.
Once you're inside, stay together (don't split up for commanders) and keep each other rezzed. We did it with a small group the other night (anywhere from 5-6 people up to 8-9) and the only major problem we had was commanders who were near each. We'd be fighting one, and the other would aggro on us. What we had to do is keep the commanders split up by making sure we didn't go anywhere near the other commanders' territory, so we'd have to move them around.
Even the final boss wasn't that bad (of course it depends on the boss).
And last night I did it with a fairly small group and it went really smooth. It really is impressive how well it scales.
My feedback on this is that the city/bosses are all down by the time i get off work and have a chance to play.
Boss explodes after 2 hours and dungeon can be opened?
It would be great if the event lasted a bit longer. It's been a blast, even with reduced drops and no obelisk in sight. I've gotten all of the rewards I wanted, and so I'm mainly playing for fun, but some players who have a more restricted playing time, especially on the smaller shards, are having a tough time.
And on top of that, NL is happening. A lot of us are ignoring that for Riftborne.
I have to say that just because people are not on at the time you are does not make Origin a *Dead* shard. I have had no problems killing the bosses many many times. It's a bit slow during the day....but I am assuming it's because people have lives and jobs lol. We do have an early morning crew but gathering the ingredients needed seems to be the most difficult.
I have plenty, I can sustain the shard through the end of the event with no problems on my own, but there are a few other dedicated crafters on Origin that help.
Just call out in Gen Chat...we have usually had the dungeon open early mornings and again earlier in the evening.
Event should have another tab with rewards, 1 copy of each event reward, account bound for cost of 1 minor art, so you can have at least one account bound version of every one event artifact. You will be able to transfer your character without need to collect another event set on different shards, you will be able to get at least one copy of art if ur server is dead, you will get one copy for just participate if you have not that much time or will to farm all the event for 3 month but need at least 1 copy of event items.
The harm comes when the residents of origin want em events at a time convenient for them and off sharders flood the shard and vote for a time that doesn't conflict with another shards event this should never have been allowed
not everything should be account bound only 1 copy of each artifact it will be aka promotion and to support dead servers and to be able transfer one of ur character. My idead was about it. Anything on top should stay as it is.