Every dungeons should have a lvl 80 mode.
So despite the fact the game scales you down to make the current encounters difficult from any level, you’re suggesting that there be more level cap only content, also in spite of the fact that every zone will scale you down to make the game more accessible from higher levels.
Essentially we could have more level 20 players suggesting there be more content for their level.
I disagree. There should be as little content exclusive at level cap as possible, to encourage those at cap to go back and do things. Otherwise areas will end up staying empty, which is already a problem.
Now, if you said a time-trail mode for Explorable Mode that’s available to all relevant levels, then I’d agree. I’d even agree with 10-man dungeons, as long as they were available during the levelling process.
But if you make content exclusive to cap, that’s all people will do. Look at Orr now, for example.
Time is a river.
The door is ajar.
I disagree. There should be as little content exclusive at level cap as possible, to encourage those at cap to go back and do things. Otherwise areas will end up staying empty, which is already a problem.
Now, if you said a time-trail mode for Explorable Mode that’s available to all relevant levels, then I’d agree. I’d even agree with 10-man dungeons, as long as they were available during the levelling process.
But if you make content exclusive to cap, that’s all people will do. Look at Orr now, for example.
All true points.
Games that have most of their “good” content at the level cap always suffer from people rushing to the level cap and not doing any of the lower level stuff, which leaves the people who want to do them unable to.
As for Orr, I think the zone suffers from having no hearts. Since there’s only events that do a cycle, a lot of people are only around when there’s an event that has just started and leave immediately afterwards. I traveled on foot from Straits of Devastation to Cursed Shore, picking up waypoints and visiting Scouts as they popped up on my map. The only time I saw more than two people was when there was some event going on.
And honestly, I love the level scaling. Having done a bit of exploration to areas I never went to (low level Charr area), I was rather surprised to see how much weaker the monsters felt, those I suppose that has to do both with my level (80) and with the fact that I’m used to more durable mobs. But yes, I do totally intend to go around doing stuff. Not because I want some 100% completion trophy (I see a lot of people only care about that), but because the areas are so pretty and very diverse. Granted, there’s a lot of recycled skins like panthers, deer, Oakhearts, centaurs, Dredge and Drakes, but I still like how the world feels absolutely massive.
Also, dungeons are instanced. The last thing you want to do is encourage people to spend most of their time in an instance. That will just leave you with an empty, vast world. And that’s not good at all, as any new player who sees the vastness of the world, only to realize that it’s mostly devoid of players, isn’t going to have a good experience.
As for Orr, I think the zone suffers from having no hearts. Since there’s only events that do a cycle, a lot of people are only around when there’s an event that has just started and leave immediately afterwards. I traveled on foot from Straits of Devastation to Cursed Shore, picking up waypoints and visiting Scouts as they popped up on my map. The only time I saw more than two people was when there was some event going on.
I don’t even think that’s it to be honest. I think there are a number of reasons why the game at level cap suffers:
- Events Being Too Easy – At the moment, the events are more of a ‘How many mobs can I tag?’ exercise than a true battle. Events need to be harder, and evolve depending on how many times you succeed them. They need to really try and kill you, and players need to have a chance of failing for them to be worth anything. Mobs need to be smarter, and events need to have more than one threat involved. Only then will players truly be engaged.
- Events Are The Only Thing That Grant Karma – Another thing that level cap suffers from is the lack of variety in activities to gain Karma. Since Events are the only thing, people are more likely to do the events that give more Karma. In fact, this is a problem for any activity. Want the unique named weapon skins in PvE? Farm mats and use the Mystic Forge. Need gold? Farm events to get gold and loot to sell for gold. More activities (Nic the Traveler, Order and Pact Dailies, Treasure Hunts ect) that grant what you define as progress (Weapon And Armour Skins, Mats, Karma ect) would go a long way in making events feel less like a grind.
- Large Scale Events Not Being Organised – Again, the larger scale events are just a zerg. No tactics. This needs to change. As with my previous note, events need to be able to kill you in ways other than just hitting for big numbers. Although I agree on needing LESS instanced content, I did have an idea for Labyrinths that require two groups of 5 to complete. No combat, just puzzles and riddles, the possibility of getting lost, available at all levels and for doing them all (one every, say, 10 levels), you get Indiana Jones’ town clothes with a whip emote.
Just in case you’re interested in the long versions:
Time is a river.
The door is ajar.
Currently, every dungeon, in both modes, awards you with level appropriate loot, experience, and coin. You are also scaled down to exactly the same level as everyone else.
Aside from being accessible by less people, and having different numbers pop up on your screen, how exactly is the experience for a level 80 dungeon any different than a level 50?
My opinion on dungeons: They should all be unlocked after level 80. It will be a sort of endgame feature not some middle low level feature. Ok, you may keep the story mode at whatever level you like, but explorable versions should require level 80
Ronah…
Why? Please articulate why, other than “I want to be part of the super special max level club,” it adds anything to the game to restrict the explorables to max level.
And you can already choose not to run with people below 80 if you dont like the scaling disparities so that’s not a real answer.
Ronah…
Why? Please articulate why, other than “I want to be part of the super special max level club,” it adds anything to the game to restrict the explorables to max level.
And you can already choose not to run with people below 80 if you dont like the scaling disparities so that’s not a real answer.
I don’t do dungeons. I don’t enjoy them. They are the ultimate “carrot on the stick” in every MMO. People stop playing anything else when they have unlocked the dungeons
I am sure if they put a dungeon at lvl 1 in the tutorial, most of people will still be in tutorial running that dungeon.
As for Orr, I think the zone suffers from having no hearts. Since there’s only events that do a cycle, a lot of people are only around when there’s an event that has just started and leave immediately afterwards. I traveled on foot from Straits of Devastation to Cursed Shore, picking up waypoints and visiting Scouts as they popped up on my map. The only time I saw more than two people was when there was some event going on.
- Large Scale Events Not Being Organised – Again, the larger scale events are just a zerg. No tactics. This needs to change. As with my previous note, events need to be able to kill you in ways other than just hitting for big numbers. Although I agree on needing LESS instanced content, I did have an idea for Labyrinths that require two groups of 5 to complete. No combat, just puzzles and riddles, the possibility of getting lost, available at all levels and for doing them all (one every, say, 10 levels), you get Indiana Jones’ town clothes with a whip emote.
The moment you make Events difficult, is the moment that event will be a ghost town. Look at Orr, No one kills champion mobs because how much their hp are. If they are too powerful, no one wants to do it.
Harder events isn’t going to solve anything.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The moment you make Events difficult, is the moment that event will be a ghost town. Look at Orr, No one kills champion mobs because how much their hp are. If they are too powerful, no one wants to do it.
Harder events isn’t going to solve anything.
More difficult events would solve a lot of problems, I feel, on a number of fronts:
- More Rewarding Gameplay – What would you rather? An event where you’re racing against 20 other people to tag as many mobs as possible, or an event where you need to work with 20 other people otherwise you have no chance of succeeding? At the moment, there’s too much of the former and not enough of the latter, which results in these easy events becoming overcrowded. And while I’m not saying that these events need to be nigh-on impossible, they need to be able to fail. If you know you’re going to succeed, then, aside from the Karma, Gold, EXP and loot, what’s the point of playing if the rewards are practically handed to you? In the Shelter Camp event, all I have to do is Bladetrail > Whirlwind, and I’ll get about 6 pieces of loot per group. How many people complain about WoW because of content like dungeons being trivial, but they have to be run to make any form of progress?
- Immersion and Illusion Of Intellect – “Oh, they’ve sent 10 mobs…and another 10…and another 10…and there we go, we’ve fended off the same attack for the umpteenth time” 5 minutes later…“Oh, they’ve sent 10 mobs…and another 10…and another 10…and there we go, we’ve fended off the same attack for the umpteenth time”. There’s no thought behind it. It’s almost like it’s a half-hearted attempt to take the camp. Now, if, say, you succeeded 5 times, they decided to bring in siege weapons, you’d have something else to worry about. It’d make sense that Zhaitan could see them attacks aren’t working, so he orders them to push harder. In short, it makes it seem that the enemy actually has some form of intellect.
- Balance And The Rewards Matching The Effort – This is the main reason most of the harder events are abandoned. What’s the point of doing an event that’ll take 20 minutes with the possibility of you dying when you can do Plinx Chain that takes around the same amount of time, maybe a little longer, and you’ll get 5 times the amount? There needs to be balance between the events, and the events need to have rewards matching the effort. The more difficult events need to have higher rewards, while the smaller events need to be made more difficult to encourage people to spread out. Now, increasing the difficulty doesn’t necessarily mean that you make the event super hard. Maybe it’s adding another factor to worry about. Take the Plinx event where you need to clear the place for the helicopter to land. Instead of that, why not have it so you get ambushed. The place gets swarmed, and you need to kill the Champion Giants before they reach the helicopter and bash it out of the air, causing the event to fail? That, personally, sounds more interesting than “well, just kill waves of enemies until the bar fills up”. Yes, the event will be harder, but it will also feel more ‘rewarding’ when you succeed since you don’t know whether or not you’re going to succeed or not.
TL;DR – Events need to be difficult to give the player and players around them a much richer, more rewarding game experience. If they’re so easy to the point you can use just two skills to get lots of loot, then what’s the point in them in the first place?
Time is a river.
The door is ajar.
Ronah…
Why? Please articulate why, other than “I want to be part of the super special max level club,” it adds anything to the game to restrict the explorables to max level.
And you can already choose not to run with people below 80 if you dont like the scaling disparities so that’s not a real answer.
I don’t do dungeons. I don’t enjoy them. They are the ultimate “carrot on the stick” in every MMO. People stop playing anything else when they have unlocked the dungeons
I am sure if they put a dungeon at lvl 1 in the tutorial, most of people will still be in tutorial running that dungeon.
How do you get from "I don’t do dungeons and a logically fallacious argument that makes no sense to “we need dungeons to be level 80?” Back up your “most people” argument even a little bit. Please, I’m begging you to. I’m 100% confident that there is nothing to back it up because it is factually untrue so I’m looking forward to hearing from you.
People stop playing anything else when they have unlocked the dungeons..
I’m sorry, have you even played an MMO before?