On World Boss Scaling, and Random Event Scaling
Here are a few of my thoughts on these two topics:
Random Event Scaling:
In my view, there's a compelling argument to be made that the more people participating in a random event, the more enjoyable and, in essence, epic it should feel. In light of this, I propose that we incentivize this concept by ensuring that, on average, the more individuals participating, the better the rewards become for each person once the event concludes. On the flip side, we wouldn't want people anxiously waiting for the event to commence, hoping that no one else joins, and getting frustrated when others start showing up. That doesn't sound like much fun. Instead, we should have folks excitedly messaging their friends, saying, "Hey, the event is starting – get over here!"
I believe that once an event is underway, it should no longer scale in response to new participants. Now, you might argue, "But wouldn't that allow people to easily exploit the event by keeping it unchanging and simple, then having a large group join as soon as it starts?" This concern holds true only if my first suggestion is not already in place. If the average rewards per person are tied to the event's size, we'd want the event to scale as high as possible before it commences. Also, not allowing the size of the event to increase after it beginning creates a form of artificial "urgency" to get as many friends there within the allotted time. This makes for exciting player/guild/community interactions.
World Boss Scaling:
In the context of World Boss scaling, the previously mentioned idea might not be applicable since a World Boss is not an event that "waits" to begin. Ideally, a World Boss should dynamically adjust its difficulty according to the number of people attempting to defeat it.
However, a challenge arises here – it doesn't feel authentic to witness your spells becoming less effective and the Boss growing more resilient during a fight as more people join. My solution to this problem is a cosmetic adjustment and a reframing of the concept of "scaling." We could introduce something akin to an "Anger/Fury/Rage" counter on World Bosses, increasing based on the number of participants attacking it (The counter would be basically scaling, but in a visualized form). This small change, while essentially altering nothing in terms of gameplay, provides a "rationale" for the Boss becoming tougher and makes the experience more immersive. Rather than mere "Scaling," it becomes a "Boss Mechanic." This is essentially a shift in perspective for players, but it's a beneficial one. And also, if one wished to tie in "better rewards" for a "higher Rage/Fury" score, even better, incentivize people to invite friends from all across the world before starting the Boss!