Solution to speed runs
make every enemy in it drop one or two. then players will stick around to kill EVERYTHING for a full clear
also make it then so that players can’t leave the dungeon until the entire dungeon is devoid of enemies (like how vanquishing in GW1 worked).
Firstly, why do you want to ‘solve’ speed runs?
Secondly, why do you think this would do it? People will find the most efficient way to complete whatever their task is. Change the task to ‘murder every single thing’ for tokens and they will just look for the fastest way to meet that objective instead of the current ones.
It is my opinion that the best way to handle speed runs is for mobs in dungeons to never lose agro. I am not sure why they allowed players to train through mobs that you could eventually outrun and would return to the spawn point in dungeons. They need to make it so that if you train through mobs in a dungeon your group never loses agro so when you get to your destination there is an army of mobs trailing behind you.
Norn – Warrior
Yak’s Bend
It is my opinion that the best way to handle speed runs is for mobs in dungeons to never lose agro. I am not sure why they allowed players to train through mobs that you could eventually outrun and would return to the spawn point in dungeons. They need to make it so that if you train through mobs in a dungeon your group never loses agro so when you get to your destination there is an army of mobs trailing behind you.
So someone goes in, gets aggro and runs off to die in some corner, and the team goes past unseen. Mob returns to its position, team revives dead guy. Rinse, repeat.
Firstly, why do you want to ‘solve’ speed runs?
Secondly, why do you think this would do it? People will find the most efficient way to complete whatever their task is. Change the task to ‘murder every single thing’ for tokens and they will just look for the fastest way to meet that objective instead of the current ones.
It is a problem when the majority of the pugs tries to avoid intended combat. I’m sick of fail runners who died trying to run across things and then complains that the dungeon is broken. It kills the fun when you join a group and the first you read is “We run through this, through that, etc…” and before you can say hello they already have their kitten on fire running across the room without touching anything.
My idea is to use carrot on a stick so at least a few more people will see the benefits in killin the trash as well.
And the idea of making the mobs not loose aggro is also good.
Unless clarified by the devs I don’t think we can really know that it’s intended combat rather than intended potential combat. In any part of the game, if an activity/enemy is not an objective (or directly related to one, like attacking something you need alive) in the mission you’re trying to complete, you can ignore it. You can also choose to attack every ghost you see underground in Ascalon just because you happen to be passing through on your way to kill a specific one, but if you’ve set out to do X and you complete X without killing some random thing between you and it, I don’t think that’s necessarily a problem.
This really just sounds like you have a personal disagreement with the people you tend to group with…
if players want to skip enemies to accomplish their objective that is really up to them long as they all agree on it ahead of time. it is their choice is they want to skip the immersion in the game. the only thing i can advise is, if you don’t want to speed clear a dungeon than find other like minded players.
Unless clarified by the devs I don’t think we can really know that it’s intended combat rather than intended potential combat. In any part of the game, if an activity/enemy is not an objective (or directly related to one, like attacking something you need alive) in the mission you’re trying to complete, you can ignore it. You can also choose to attack every ghost you see underground in Ascalon just because you happen to be passing through on your way to kill a specific one, but if you’ve set out to do X and you complete X without killing some random thing between you and it, I don’t think that’s necessarily a problem.
This really just sounds like you have a personal disagreement with the people you tend to group with…
I agree with being able to skip mobs that are not directly in front of you and your objective (i.e. a room full of mobs off to the side). I am talking about the individual who creates the party, gets everyone into the instance and says, “Follow close, dodge and try not to die”. They then proceed to run through dozens of mobs as the group trails behind. Now, if one or more don’t make it, the portion of the team that did make it are usually not going to come back and help in anyway since there is now a wall of mobs between the team and the individual(s) who died. The burden of the group not being successful or slowed down will solely be placed on the individual(s) who did not make it. It would have been faster to just clear the mobs.
Not to mention this method usually reduces how many waypoints you have access to, further creating problems if someone actually dies during a boss fight.
It would be interesting to hear the devs take on this issue…
Norn – Warrior
Yak’s Bend
How about this?
No.
Don’t fix speedruns. They were never broken. Only the vocal minority thinks that speedrun is an issue.
In fact, dungeon runners can only run 3 paths on the same dungeon a day due to DR.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant