How to Fix Nexus, or What I Would Do if I Ran EME
Right now nexus has a few problems. Massive lag, only available on weekends, and lots of AFKers. So, I've come up with ideas that would at least help fix all of those problems. This is a list of what I would change if I ran EME.
Changes to the base system:
First off, Nexus is now available on all days, Sunday through Saturday, in about 6-hour intervals.
To keep players from getting too many rewards, the main Nexus currency is capped at a certain amount per week, approximately equal to closing 60 nexuses. If a player is at this cap, he instead gains an alternate currency. This currency can be spent on items such as blue and red crystals (including crystals that aren't available on regular merchants), alkahest, consumables (including rare ones such as Reglyph items), and crafting runes (all levels). Players may down-convert the normal Nexus currency to the new one, but may not up-convert the new one to the normal currency.
When a Nexus event starts, only 15 nexuses are opened; if they are closed before the timer is up, the event simply ends early; more on that below. Also, when the timer is up, any nexuses currently in phase 2 or 3 remain open for five minutes, letting players finish killing the current enemies. A nexus will not begin phase 3 if it was in phase 2 during this grace period, however.
New Nexus reward system:
When a Nexus event starts, everyone standing at an active Nexus gains a "Nexus Attunement" buff that lasts for 3 minutes. When a Nexus phase is completed, everyone in the Nexus gets the Attunement buff; 5 minutes for completing phase 1, 10 minutes for completing phase 2, and 15 minutes for completing phase 3. This buff lasts through death. Whenever a nexus phase is completed, all players with Nexus Attunement, even if they aren't actually at that particular nexus, get the reward. Thus, splitting up into several groups to work on different nexuses at the same time will result in all groups getting the full reward. If all 15 Nexuses are closed during a single event, all players with Nexus Attunement also get a bonus award equal to 5 full Nexus clears. This bonus reward does not happen if the final Nexus is closed during the five-minute grace period after the event ends.
Changes to Nexus phases:
Sometimes, there is a problem with a Nexus mob not spawning properly, or being kited away. Instead of ending when all enemies are killed, phases 1 and 2 end when a certain number of enemies are killed. The target number is equal to what currently spawns at the start of a Nexus phase, but this adds a small extra challenge of killing them quickly so that they stop spawning, as phase 1 enemies killed after progressing to phase 2 don't add to the kill counter. Phase 3 works as it does now, with killing a singular boss.
Nexus scaling is also changed. The scaling works as it does now up to 40 players, but after that it reaches a "soft cap" where HP scaling is drastically lowered. Thus, if there's a large number of AFK players in a Nexus, they won't have as much of a negative impact on mob health. Also, a large group will be able to clear a Nexus much faster, although large groups aren't a requirement at all.
Reasoning for changes:
Right now, the main issue with lag from a nexus event is because practically the entire server shows up to do it. By making it available through the week, and capping the reward so players don't feel as if they're forced to participate in as many as possible, there should be less people at each nexus, meaning less strain on the server.
Another issue with nexuses is that everyone wants to follow the big zerg, since that's usually the easiest way to get the most points. Again, capping the number of points per week means that this isn't necessary, but also by giving the rewards to everyone participating in the Nexus event, even if they're not at a particular Nexus, means that there's now an incentive to split up and close as many as possible - especially with the mega-reward for doing just that.
Keeping a Nexus from "bugging out" and not progressing, either because a mob didn't spawn or someone kited it away from the group, means that there's no bad feelings about getting to a nexus and clearing some of it only to find out you don't get a reward and wasted time. Giving a big reward for doing all of them also requires that you don't miss out just because the game glitched or one person decided to screw up everyone's fun.
It's almost impossible to police AFKers, so instead of trying to find a solution for that, I decided to just cap how much damage they could do by not letting the mob's HP scale as fast. Plus, this means a large group can have a few players tag along that maybe aren't as good or aren't 60 and still have fun with the event, without dragging others down.