Take a concept from GW2 and modify street-sweeping
I think CoH/V is past 'street sweeping' for interactive content. If we wanted outdoor level scaling content, that's what zone events are for and I'm all for more of those. Trying to spruce up the streets in general would be too much time for too little return because of population vs area.
I would love to see a 'riot' zone event where the random NPC spawns were breaking into stores and making off with stuff, or a 'car chase' zone event where some super vehicle was driving around super fast with guys leaning out using various mez, slow, and -fly attacks on people in attempt to get away from super heros. After a grace period of X minutes, if no heros are within Y range it despawns and 'got away'.
But I don't want to hijack this into a zone event thread if you want to keep going with improving street sweeping outside of actual zone events.
the problem with our zone events, is they are too few and far between. There should be a dozen mini zone events and instant mini missions. For example, take the side missions in mayhem/safeguard missions and put them in the city zones. Havenpc raids randomly occur. etc.
Jay Doherty: Yes, there was this one night that I was ready to go home but had to drop the browns off at the super bowl before I left for home. While on the throne it hit me. I stayed for a few more hours and that why we have the pain pads in the game.
I'm all for anything that gets people out of instances and into the open.
/signed
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
Oh, I'd love to see some dynamic content added to the mix with street spawns and such.
I mean, I absolutely would not want to see the majority of street/zone spawns changed and/or turned gimmicky (I like them just the way they are), but I'd love to see extra, interesting content and situations occur.
I, personally, still spend a good amount of my time street sweeping. I've always thought it is an excellent aspect of this game, even if the mainstream playstyle has pretty much ditched that in favor of teaming and TFs.
Anywho...
Dynamic spawns and events such as this have long been a request. Some more involved than others: something like your idea is great and pretty non-intrusive and fits well while saving cats out of trees or making a more dynamic fire rescue are different and more involved.
I'd like to see these sorts of things added, but I've always been a fan of such stuff.
and round up everyone that knows more than they do"-Dylan
there used to be more mobs and such in the game,until someplayer showed with hard numbers that street sweeping was a better xp/inf vs risk/time. The devs responded by making the street mobs fewer and worth less. After a LOT of screaming, they added the 1/2 debt in missons as a bone for players.
Sadly that type of thinking is still in the game,Example the Devs recently wanted to change the Itrials and "Nudge" players away from BAF and LAMDA.by nerfing them when you got your Islots unlocked and have you start doing more UG and Keyes.
One of the problems is you can run 3-4 Bafs in the same amount of time that 1 UG can be run.And not have the large possibility of failure that you do with the UG final Boss.Better
xp/inf vs risk/time.
Fluffy Bunny 1 Person SG
Rabid Bunny 1 Person VG
Both on Pinnacle
Hobbit's Hole 1 Person SG
Spider's Web 1 Person VG
Both on Freedom
there used to be more mobs and such in the game,until someplayer showed with hard numbers that street sweeping was a better xp/inf vs risk/time. The devs responded by making the street mobs fewer and worth less. After a LOT of screaming, they added the 1/2 debt in missons as a bone for players.
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These days, the pendulum has swung too far in the other direction, transforming City of Heroes into City of Instances.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
the problem with our zone events, is they are too few and far between. There should be a dozen mini zone events and instant mini missions. For example, take the side missions in mayhem/safeguard missions and put them in the city zones. Havenpc raids randomly occur. etc.
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If you add the zone event messages to your chat tab you'll see one tends to start within minutes of the previous one ending so there's almost always something rolling. Having only one going at a time blue and one going on red focuses your players who are looking for events to the same place. If there were a dozen mini zone events you would basically have to solo them outside of Virtue/Freedom during prime time, and even on an Virtue in the evening it's rare to see more than three show up in my most recent experiences.
Besides, that we have too few is a reason we SHOULD have more, not a reason to ignore them as a possibility for expanding what people do outside instances.
/sign with a kiss.
Although the gameplay can be fine by having plenty of instances, something I learned from CoH critics is they hate the lack of immersion the overworld gives. Right now the overworld map serves as little more than a distraction while you move from one instanced map to the next, and the instanced maps aren't stellar. After the initial "ooh" and "ahh" of playing the game you quickly lose interest in exploring anything in the zones. There isn't anything to really explore, either. It goes from one cityscape/island to another cityscape/island with no exploration rewards outside of tiny and hard to find badges placed at fairly arbitrary locations. Did you know that Grandville has an underground section of passages and pipes that spiderlings run through? No, you don't, because you lost interest in exploring the grey ground with grey buildings and grey features littered with arachnos soldiers by St. Martial. There's nothing on top of buildings. There's nothing inside the buildings. There's nothing between the buildings. It is just more buildings. As cool as that under-Grandville area is, other than getting stuck there for a bit and watching the spiderlings there is nothing to do there.
This is also a big turnoff to new players who see the game as empty. Playing in instanced missions is like playing a single-player offshoot from the main game, and lacks a lot of the dynamics that take place in the overworld. You don't get "rescued" in instances, you don't meet new people in instances, you don't encounter overly powerful enemies in instances, and everything that takes place in an instance dies the moment the instance ends. Want to have a big event where someone watches you do something? Sorry, you can't, since if it takes place in an instance then at most 7 other people will see your accomplishment. Instances are just such an isolated and stale environment that it is no wonder so many players become quickly bored with the content in the game.
Needless to say, I will be playing GW2 the moment it comes out. I am looking forward to it greatly.
BUT, as much complaining as I have done, there are several things that can be done in the game to make things a whole lot more interesting:
#1: Missions that occur outdoors only that aren't "kill 10 of x". If, for instance, a mission spawns a large number of mobs in an area that needs to be cleared out, or if there is a protection mission where you need to defend a politician's limo that will be regularly attacked by enemies on it's route, or you need to find a location by overhearing enemies and then go to that location purely off of what they say. Just SOMETHING that is clearly visible in the overworld. This will have the dynamics of an open world game and will also show newer players that the game isn't abandoned and full of soloers.
#2: bigger zones in either one of two ways: creating a subterranean section that has different enemies and going ons, and/or making it so many of the buildings in the game are hollow on the inside to allow for some impromptu building exploration. Either one will work: one of the funnest things I've done recently is get lost in Las Vegas. Walked down to the strip, and got lost. To navigate my way, I wandered into the Wynn casino to ask for directions, and that is when I saw it: a miniature forest of trees near the lobby completely covered with christmas tree lights (or something similar) and icicles and colorful plants. As I walked through those pathways completely lost, I forgot that I was trying to go somewhere and was just distracted by the majesty of the glowing wonderland I had stumbled upon completely by accident.
A similar thing happened in CoX when someone showed me the matrix room. It's a secret room in CoX that can only be reached via a glitch. Once I got there, I spent 10-20 minutes just in awe that such a place existed. That feeling that I had wandering through Vegas was recreated right then and there. Praetoria was very well done IMO, in that everything is unique looking and the zone events are approachable. But alas, with travel powers zipping us across the map in mere moments, having small maps doesn't do much to help the "this game looks abandoned" problem.
#3: Non mission happenings in zones. Maybe after killing so many enemies of a certain faction, something happens like an AV spawns or a riot breaks out or that enemy group goes into hiding and changes their location or you'll get info about big going-ons taking place underground or in buildings. Or if the right NPC gets saved they'll give you a buff or unlock a building for you or give you information on what enemies are doing what where or you'll unlock missions. Or maybe there's a bomb plot you need to stop before a building goes up, or an outbreak of some virus that will turn civvies into enemies and you have to stop it *without* going into a mission. Just put elements into a zone that are dynamic and can change a few things about the zone.
#4: more destructible environments. Instead of enemies standing around and just talking, they can be destroying objects that would otherwise be untargetable to regular players. I mentioned buildings being blown up earlier.
I'd love for more of these things to be in game. As much fun as broadcasted zone events can be, there's no reason to be limited only to those events to make zones dynamic.
TPN trial guide video / MoM trial guide video / DD trial guide video / BAF trial guide video
/ Lambda trial guide video / Keyes trial guide video / Magisterium trial guide video / Underground trial guide
Please understand that I mean no offence when I say this, but...
Did you know that Grandville has an underground section of passages and pipes that spiderlings run through? No, you don't, because you lost interest in exploring the grey ground with grey buildings and grey features littered with arachnos soldiers by St. Martial.
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City of Heroes and especially City of Villains has a lot to explore. True, there are no rewards for doing so, but I consider this to be a good thing. Otherwise, you'd just see people going to Vidiotmaps to find the exploration milestones and miss the point. The reward for exploration is the sights you discover.
You don't get "rescued" in instances, you don't meet new people in instances, you don't encounter overly powerful enemies in instances, and everything that takes place in an instance dies the moment the instance ends. Want to have a big event where someone watches you do something? Sorry, you can't, since if it takes place in an instance then at most 7 other people will see your accomplishment. Instances are just such an isolated and stale environment that it is no wonder so many players become quickly bored with the content in the game.
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#1: Missions that occur outdoors only that aren't "kill 10 of x". If, for instance, a mission spawns a large number of mobs in an area that needs to be cleared out, or if there is a protection mission where you need to defend a politician's limo that will be regularly attacked by enemies on it's route, or you need to find a location by overhearing enemies and then go to that location purely off of what they say. Just SOMETHING that is clearly visible in the overworld. This will have the dynamics of an open world game and will also show newer players that the game isn't abandoned and full of soloers.
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What you're describing is exactly what I hate about most MMOs when it comes to outdoor content because it kills my suspension of disbelief dead. You can even see this in existing events. The giant octopus that shows up around town is nothing but a nuisance and people just walk around it. 9Dragons had named enemies spawning multiple times concurrently and other games I've seen have the same event happen over and over again. Just how many times is that politician's limo going to get in a firefight before he buys an APC? Having "events" take place outside seems like a good idea at first, but loses its appeal very quickly when you realise it will never end. Instanced missions, at least, have a defined beginning and an end and only repeat if I specifically choose to repeat the mission.
One of the funnest things I've done recently is get lost in Las Vegas. Walked down to the strip, and got lost. To navigate my way, I wandered into the Wynn casino to ask for directions, and that is when I saw it: a miniature forest of trees near the lobby completely covered with christmas tree lights (or something similar) and icicles and colorful plants. As I walked through those pathways completely lost, I forgot that I was trying to go somewhere and was just distracted by the majesty of the glowing wonderland I had stumbled upon completely by accident.
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#4: more destructible environments. Instead of enemies standing around and just talking, they can be destroying objects that would otherwise be untargetable to regular players. I mentioned buildings being blown up earlier.
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I never wanted to spend a lot of time in the overworld. I like "travel missions" through world, occasionally, where I'll fight everything along the way and enjoy the terrain, but I prefer to do this by myself.
*edit*
And I won't be getting Guild Wars 2. There's nothing in it that's compelling to me personally, "events" least of all.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I'm all for anything that gets people out of instances and into the open.
/signed |
(No, I'm not trolling with that, I don't give a [WOO-HA!] if you think debt is now irrelevant and all that old [HONK!]. Having different debt values inside and out is stupid, end of.)
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Start by making debt on the street the same as Instances, then.
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The original intention of half debt in missions was to give people more of a reason to run missions since, at the time, rewards for mission completion were complete ***. These days, it's convenience that keeps people running missions more than anything else - being able to tweak your difficulty just right and have a predictable experience is valuable. Taking out what has become a penalty for fighting outside would surely help.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I would pay real money for a game that's full of soloers, personally, but that's besides the point.
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MMOs rely on social networks to survive & encouraging socializing, or at least supplying a congenial environment for players to bump into each other and form connections is a requirement. As a someone who is very, very rarely able to team I dislike the Forced/Strongly Encouraged Teaming model, which is why I didn't stick around That Big Fantasy MMO past hitting the level cap and exhausting the solo content.
CoH does a great job balancing the desires of those of us who primarily solo with the 'Team-verse', but it could do a much better job of creating spaces where the SoloVerse & the TeamVerse intersect.
That's where heightened zone engagement would come in.
The general design resistance to this kind of thing seems rooted in the memories of people who were traumatized by queuing for things in Everquest. This created an aversion to putting anything worthwhile out in 'public' where anyone could get at it. A more constructive response would've been "Ok, how can we still put 'important' content out in the open without it creating a mess?"
In CoH terms, the solution could be to have so much of it going on simultaneously that nobody needs to wait. Taking the previous idea of 'street crime' to heart, there would be *so* many muggings, *so* many robberies, etc etc taking place that if players ran into one that was occupied they'd just continue on their way and find another that wasn't.
That Big Fantasy Game had some zone content that, for the most part, worked fine. Once in a while I'd run across something that was 'overfished' but not very often.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
The general design resistance to this kind of thing seems rooted in the memories of people who were traumatized by queuing for things in Everquest. This created an aversion to putting anything worthwhile out in 'public' where anyone could get at it. A more constructive response would've been "Ok, how can we still put 'important' content out in the open without it creating a mess?"
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I don't really mind having events take place outside for people who want to take part in them to do so. I only really mind those when they get in my way, such as that confounded Nemesis invasion yesterday which kept me from finishing a hunt, or the numerous suggestions I've seen about how enemies can "take over a neighbourhood" and close up all shops and contacts in there. I've seen quite a few suggestions where people HAVE to band together and keep the city safe, or the game punishes everybody.
Honestly, though, what bugs me the most is outdoor hunting being promoted as somehow "superior" to instances because anything which is social in nature is superior to anything that people can join only by invite. Like I said - that kind of "encouraged" social interaction damn near cost me the game back in 2004, until I realised I didn't HAVE to go out of my way to interact with people when I didn't feel like it. The Praetorian events are pretty good about this - they only involve me if I walk up to the staging area and start hitting things, but if I want to keep on walking by, I lose nothing for it.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
Why must you test me so... seriously, you've really got to take the post as a whole or else you miss things.
City of Heroes and especially City of Villains has a lot to explore. True, there are no rewards for doing so, but I consider this to be a good thing. Otherwise, you'd just see people going to Vidiotmaps to find the exploration milestones and miss the point. The reward for exploration is the sights you discover.
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All of these I consider to be good things, and all the things you seem to be missing I consider to be intrusions. I don't want other people butting into my fights, I don't want to meet new people, I REALLY don't need to encounter overly powerful enemies and I HATE the fact that enemies respawn. The ideal mission for me is the one I can complete by myself and bring people in only if I choose to. I've only quit this game once for two months, and a large part of the reason is I felt compelled to keep seeking out people to play with. Yeah, I'm playing an MMO - because a single-player of City of Heroes doesn't exist. But if the whole game were instanced, I would not bat an eye. I don't need or indeed even want other people I didn't specifically invite.
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I would pay real money for a game that's full of soloers, personally, but that's besides the point.
What you're describing is exactly what I hate about most MMOs when it comes to outdoor content because it kills my suspension of disbelief dead. You can even see this in existing events. The giant octopus that shows up around town is nothing but a nuisance and people just walk around it. 9Dragons had named enemies spawning multiple times concurrently and other games I've seen have the same event happen over and over again. Just how many times is that politician's limo going to get in a firefight before he buys an APC? Having "events" take place outside seems like a good idea at first, but loses its appeal very quickly when you realise it will never end. Instanced missions, at least, have a defined beginning and an end and only repeat if I specifically choose to repeat the mission. |
The same old problem then occurs - you end up with a world that's constantly destroyed, because I guarantee I'll always be too late the see the destruction happen. And if they respawn like those cars and trucks the Skulls are constantly blowing up in Kings Row, then it loses its point. Even the Steel Canoyon Fires (which I actually like, since I can do them by myself) have this problem that it doesn't really matter if you save the building or not. It'll respawn within a few hours anyway.
I never wanted to spend a lot of time in the overworld. I like "travel missions" through world, occasionally, where I'll fight everything along the way and enjoy the terrain, but I prefer to do this by myself. |
TPN trial guide video / MoM trial guide video / DD trial guide video / BAF trial guide video
/ Lambda trial guide video / Keyes trial guide video / Magisterium trial guide video / Underground trial guide
Of course, the issue here has devolved for you to a no-win situation: you don't want the events to be permanent, and yet you don't want the events to be temporary. Since there isn't any alternative to permanent AND temporary, it is a no-win situation.
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This is precisely what turns me off street sweeping itself. To quite Yahtzee: "There are soldiers all over the place, who can't take two shots to the face, but before you fore-scorn, they always respawn, at a pretty disquieting pace." At no point does it feel like anything I'm doing is accomplishing something because the enemies respawn as soon as my back is turned. And yet at the same time, I wouldn't want to be able to make a major difference because then someone ELSE will make it and I'll be left out in the cold.
It's a no-win situation because I'm examining it from the position of a participant AND the position of someone coming in after the fact, and I'm seeing the drawbacks of either. If I'm participating but not achieving anything, that's bad, but if I'm not participating and someone else is changing my world without my interaction, that's also bad.
When designing events, I really don't see a good way to make them have an impact on the wider world. I can somewhat see the other suggestions as working, but not this one.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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@Blood Red Arachnid:
Sam is an extreme edge case in this discussion- he likes what he likes, he plays how he plays, and there's no point debating him on it because that's just how he rolls. Nobody's going to convince him of anything when it comes to how he approaches the game...and I think Sam would agree with me here. =P
So, it's best to note his objections, admit your idea would never be able to accommodate him and move on with the discussion.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
All of these I consider to be good things, and all the things you seem to be missing I consider to be intrusions. I don't want other people butting into my fights, I don't want to meet new people, I REALLY don't need to encounter overly powerful enemies and I HATE the fact that enemies respawn.
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Yeah, I'm playing an MMO - because a single-player of City of Heroes doesn't exist. But if the whole game were instanced, I would not bat an eye. I don't need or indeed even want other people I didn't specifically invite. |
So in the 1990s I stumbled across a Mac-only shareware game called Escape Velocity. It was a space trading/combat game that was completely open-ended. It had various default storylines you could play through, but you chose which ones to do, and picking some would lock you out of others due to the various factions in the game universe. On top of that, the author gave the game a plugin architecture, and freely provided the tools for players to create their own content on an unlimited scale. Players could make plugins that did anything from simply adding new storylines, to adding new spaceships and equipment or new planets, to completely recreating the entire game universe. So you could create a character and theoretically play that character forever and never run out of things to do. I played that game for years. People begged for an online, multiplayer version, but the author wasn't interested in doing that. But the game really felt like a precursor to MMOs, simply due to its open-ended nature. I haven't played EVE Online, but the descriptions I've heard (and heck, the name itself) make it sound very much like an online, multiplayer version of EV. I wouldn't be surprised to learn that EVE's creators were inspired by EV.
So all that led to me playing mostly solo in MMOs. I love to just explore every nook and cranny in the game world, and the feeling that the story has no end.
As a someone who is very, very rarely able to team I dislike the Forced/Strongly Encouraged Teaming model, which is why I didn't stick around That Big Fantasy MMO past hitting the level cap and exhausting the solo content.
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When I'm playing a hero, I as best I can hold to a streetsweeping policy of only attacking mobs that are in the act of committing a crime (mugging, graffiti, property damage, etc.). If they're just standing around, I leave 'em alone.
Sam is an extreme edge case in this discussion- he likes what he likes, he plays how he plays, and there's no point debating him on it because that's just how he rolls. Nobody's going to convince him of anything when it comes to how he approaches the game...and I think Sam would agree with me here. =P
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One of the reasons I have such a strong opinion is I've been with this game pretty much since it began, so I've had a lot of time to experiment with it, find out what works for me and what doesn't, to the point where I have a very finely-tuned way of playing the game that brings me more satisfaction than quite literally any other game I've ever played. That's why I don't take well to sweeping changes in the design philosophy behind the game. That's not to say they're bad, I just don't believe they should be accepted just because they're different. At the very least, we need to ensure we're suggesting additions to cater to more people, NOT to work on changing the fundamental attitude of the game.
This is, at the end of the day, a primarily instanced game. I really don't mind having more stuff to do outside, but I don't really feel ideas to shift the balance towards it being a comparatively more overworld game will work, or indeed even should work. The best I can offer is a compromise solution I would have no reason to be strictly against.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Backwards IMO.
If you add the zone event messages to your chat tab you'll see one tends to start within minutes of the previous one ending so there's almost always something rolling. Having only one going at a time blue and one going on red focuses your players who are looking for events to the same place. If there were a dozen mini zone events you would basically have to solo them outside of Virtue/Freedom during prime time, and even on an Virtue in the evening it's rare to see more than three show up in my most recent experiences. Besides, that we have too few is a reason we SHOULD have more, not a reason to ignore them as a possibility for expanding what people do outside instances. |
Jay Doherty: Yes, there was this one night that I was ready to go home but had to drop the browns off at the super bowl before I left for home. While on the throne it hit me. I stayed for a few more hours and that why we have the pain pads in the game.
Part of the reason I enjoyed GW2's beta weekend event was the fact that content like this, outdoors, involving multiple people, led to people actually working together like they might in any kind of realistic setting.
Did someone join in and help you fight a guy? you lose NO xp, NO loot, NO rewards. He can't even steal a mining node from you, you can mine it yourself even if he mines it and it disappears for him. Ahh, it's wonderful.
But since that much is out of the question I'd just like to move in that direction a tad.
Giving players a bit more action and a bit less standing around would be great.
I shouldn't see random thugs just standing around like they're waiting on the queue.
you could have it all
My empire of dirt
I will let you down
I will make you <3
One of NCSoft's other games, Guild Wars 2 has a pretty nifty outdoor content system where the stuff going on changes every once in a while.
It's pretty nifty but ithas its own issues.
The kicker here is that the street sweeping in-game already is just close enough to workable that I think with a few tweaks you could really improve it to be "more like" gw2 without copying anything from it.
1. If you're blueside, rather than sticking a stagnant spawn in the street and having the civilians see them and run away, have them go through a routine of running up to a store, beating on the window, breaking it, fighting a couple police that show up, stealing the cop car, and then going for a joyride culminating in them "getting away." at any point in all this a player could intervene and "save the day" (pssh) but it would make the city feel a bit more alive. Doesn't even have to be on constant loop. Scrapyard's a pretty cool example of something that just starts up every once in a while and does something cool, this could be a modification of that, liek a "giant monster" event that's nowhere near giant monster status.
2. If you're a rogue, you might have the opportunity to introduce a little chaos in the zone by actually STARTING that event. telling someone to go rob the bank, while you do your own thing in the background, etc. etc.
3. Villains might encounter a couple undercover longbow agents hiding and covering the entrance to a door while their gun-runners smuggle weapons and equipment into the isle and sneak past them into the warehouse. players could take down the gun runners for temporary powers like an smg or flamethrower, or drop the two door guards and hop into the warehouse to clear out the infestation.
4. a vigilante hero might actually stop by the rogue isles and instigate that incident by meeting up with a longbow contact there.
If I spent a bit more time letting my brain wander I could come up with some more concepts, each of them just as cool. But I'll throw this out here for now.
you could have it all
My empire of dirt
I will let you down
I will make you <3