The current reward system needs a serious re-design and a new set of rules to weight and rank players contribution to an event because the current system that is based solely on the amount of damage dealt is not just broken but it is just stupid.
Take for example the north battery defense in Tequatl, I can go on stomping holes after holes after holes with absolute perfect timing and I get no more than a bronze reward ranking, hell I might even miss out on the reward totally if I didn’t do any attacks. But, if I throw all the important mechanics out of the window and started throwing grenades at the incoming mobs, I can get a gold easily while everyone is getting murdered by the poison rain from the grubs. I can also try to be a good player, switching from eastern battery to mega laser defense mid event because I see that the mega laser defense needs more people and completely miss out on the event reward later on because I don’t do enough damage.
Another example is afking at event like Claw of Jormag, I can just afk at the event and wait till the last burn 1 or 2 burn phase, goes in, throw a few grenades at it and get the same amount of reward as the person that spends 30mins trying to take down the boss. So why should anyone put any effort in it? I might as well just stand at the side afk or just spam auto attacks to get full rewards with 0 effort.
Players should be rewarded appropriately for what they contributed to the event, players standing still in 1 corner spamming auto attack should not be getting full reward, players joining in an event at the last minute should not be getting the same reward as players that is working on the event for the last 15mins and players that just goes around waving their weapons around with no regards to actual event mechanics definitely should not be getting full reward. There should be different value and weight given for what players are doing ranging from the amount of damage they do in the event, to the amount of heals, the amount of boons, numbers of revives and playing by the event mechanics that makes up the total final score of the player and the level of reward they are getting.
Dry Top has some interestic mechanics, but I still find it far from a good map.
When you have access to organized t6 runs, which unlock the best merchants and provide a good amount of geodes, you easily lose interest on those random t3-t4 maps.I have no reason myself to work towards a higher tier unlock (which would be still unlikely to happen) for 40 minutes when I can have a t6 one if needed on a daily basis, so I just port to random maps before the sandstorm arrives and focus on doing the “farmeable” events (2x Dust Mites, 2x Haze, a couple of champs and maybe Skritt/Mine if I’m lucky for some extra geodes if the tier is high enough) and looking for some chests scattered around, not so different from the trains you can see in many other maps.
The thing I like the most about Dry Top is receiving part of the reward on a floating chest, so it remains the same no matter how many people were involved on the event.I have always thought that all the open world should have worked this way, so players could find any event somewhat rewarding no matter if done alone, with a couple of friends or a whole giant guild. Maybe some lootable enemies could appear upon reaching a threshold of lets say 5 people, slightly encouraging grouping up, but the big part of the reward should remain untouched.
This would work IMHO far better than the current system, where most events (and almost every single one if alone) are close to a waste of time reward wise (I’ve found myself running past them and suddenly stopping to gather some platinum node … this should be enough indicative of the issue) and just a few (those that scalate “properly” and, for some people, those involving champs too) deserve some player attention, and usually only if you can gather a good amount of people for them.
Even with the floating chests, however, Dry Top still suffers from this strong correlation between rewards and scaling, where some events can be easily zerged and scalated for better loot (Dust Mites, Skritts, …) while those more suited for solo or really small groups (Tendrils, Baskets, Serene, …) drop next to nothing.This is specially problematic for gw2 gold because you want these events done in order to unlock the highest tier, so technically the system expects some players to be altruistic enough and sacrifice their own loot for the common good.