Public Dungeons
So no one has any comments on this?
While bigger dungeons is a nice idea i fail to see how this would make an impact to the game and stand out and be better then the current dungeons. The reason dungeons are 5 man is becasue they can allow boss machanics (while the older dungeons a lot of bosses lack any real machins anyway) for all 5 players. Now if you allow 30 players on a single boss fight (and this is why so many DE’s and world bosses are boring and unchallenging) anet wouldn’t be able to make machanics for x amount of players. So 5 out of 30 players will have something to do, the other 25 players would be standing around doing nothing but zerging down the boss. This will make it extremely boring. Yes the boss would scale depending how many players are there, but all that will do is increase the boss health and damage it’ll still be a zerg aslong.
While bigger dungeons is a nice idea i fail to see how this would make an impact to the game and stand out and be better then the current dungeons. The reason dungeons are 5 man is becasue they can allow boss machanics (while the older dungeons a lot of bosses lack any real machins anyway) for all 5 players. Now if you allow 30 players on a single boss fight (and this is why so many DE’s and world bosses are boring and unchallenging) anet wouldn’t be able to make machanics for x amount of players. So 5 out of 30 players will have something to do, the other 25 players would be standing around doing nothing but zerging down the boss. This will make it extremely boring. Yes the boss would scale depending how many players are there, but all that will do is increase the boss health and damage it’ll still be a zerg aslong.
I guess my initial impulse for this idea was it would be a way to allow players to get into dungeons without having to find a group first. It’s probably a bad idea though, that’s why I wanted feedback.
While bigger dungeons is a nice idea i fail to see how this would make an impact to the game and stand out and be better then the current dungeons. The reason dungeons are 5 man is becasue they can allow boss machanics (while the older dungeons a lot of bosses lack any real machins anyway) for all 5 players. Now if you allow 30 players on a single boss fight (and this is why so many DE’s and world bosses are boring and unchallenging) anet wouldn’t be able to make machanics for x amount of players. So 5 out of 30 players will have something to do, the other 25 players would be standing around doing nothing but zerging down the boss. This will make it extremely boring. Yes the boss would scale depending how many players are there, but all that will do is increase the boss health and damage it’ll still be a zerg aslong.
I guess my initial impulse for this idea was it would be a way to allow players to get into dungeons without having to find a group first. It’s probably a bad idea though, that’s why I wanted feedback.
But GW2 already has your idea in the game with places like orr temples, just nobody does them at the moment, since in this next patch they’re adding more rewards to orr and chaning afew of the temple bosses to make them more interesting and other little changes to orr maybe we will see more people go there and do them more often, because they can be much better then what they currently are
I had made a suggestion before for a guild run taking on all paths and having a raid type finale boss that all groups combined on for a guild reward…not one reply so I guess it sucked.
I think I have to agree that there are already open dungeons that any amount of people can form on and complete together with out being together.
In my experience it’s rather easy to find people to do a dungeon. Either ask your guild buddies or ask the ton of people standing in front of the dungeon entrance. Problem solved
Some dungeons have great potential in their areas, some even have half-made jumping puzzles. It’s a shame having them only for small parties.
There’s an example of a small area that had a single big meta-event: Soughsun cove. That could be done for dungeons.
- Give Southsun cove a “dungeon” version: You enter by talking to the NPC with the boat icon. The armor would be the Consortium set.
- Give all dungeons a “free roam” version: You enter by talking to the NPC after you complete story and all explorables. The area is shared between players, has a single meta-event that repeats very infrequently and never at the same time as other dungeons, and has other stuff like resource nodes and jumping puzzles Suthsun Cove has, but doesn’t count for world exploration.
Some dungeons have great potential in their areas, some even have half-made jumping puzzles. It’s a shame having them only for small parties.
There’s an example of a small area that had a single big meta-event: Soughsun cove. That could be done for dungeons.
- Give Southsun cove a “dungeon” version: You enter by talking to the NPC with the boat icon. The armor would be the Consortium set.
- Give all dungeons a “free roam” version: You enter by talking to the NPC after you complete story and all explorables. The area is shared between players, has a single meta-event that repeats very infrequently and never at the same time as other dungeons, and has other stuff like resource nodes and jumping puzzles Suthsun Cove has, but doesn’t count for world exploration.
And the difference between this “dungeon” and a normal map in the world is what? It will work the same, maybe have higher hp mobs which do more damage, that really isn’t going to draw hundreds of people into this “dungeon” when they can simply go somewhere else and do the same thing.
Then you would also get people moaning “Oh I don’t like jumping puzzles why are you forcing them on players that like to run dungeons!” and so on.
(edited by EliteZ.1682)
No one is forced to go to Southsun cove and do those jumping puzzles.
It’ll be just another another area. A small area like Southsun cove is.
You may not have noticed it, but Southsun cove is really small. It’s about the size of a dungeon.
What I’m saying is to use those areas not just for dungeons, but for more explroables like southsun cove.
You said in point 2 to include stuff like resource nodes and jumping puzzles in these “dungeons” that would force anyone who may like doing dungeons into doing the jumping puzzles. Unless you’re saying this “dungeon” is completely the same as any other area in the game in which you can just freely explore and then what would be the point in them? Surely it would make much more sense for anet to actually work on imporving areas in the game that nobody visits like Southsun Cove
No, no. Nodes and jumping puzzles may or may not be separate. Just like in any other area. No one would be forced to anything.
I fail to see how the idea would work either way though, if they are not seperate then the dungeon scales depending on how many people join, so if 30 people join but 10 of them are only doing the jumping puzzles then the mobs will be scaled for 30 people, but only fighting 20 which might make them too hard to kill. On the other hand, If the puzzles are seperate to the I don’t see how this will be any different from the areas that are already in the game.