Make the Elder Dragon Champions Instanced

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Posted by: Xista.7391

Xista.7391

While it was awesome for people to work together with their realms to kill the most difficult PvE boss ever, this update frustrated a large part of the community.

I won’t go into detail on every detail about what’s wrong with this update (you can just look at the front page for that). I just want to take the time and share what I think would be best for the game/community moving forward regarding this and future updated bosses.

Why not make Tequatl instanced, a weekly (possibly daily), and scale for a squad of 30ish people. Just making the encounter instanced would resolve many of the issues that cropped up with this update.

What would this accomplish though exactly?
• No more overflows.
• No more dealing with AFKs
• No more trolls. Or if there are any, you can just replace them.
• You can do this on YOUR time. Not Tequatl’s.
• You can tune the fight even harder because premade groups are more organized than random people.
• This would make awesome guild content. Just imagine (in the future) doing all three Elder Dragon Champions with your guild. You can make an evening of it.
• Actually ensure its longevity. In a few months, most servers probably won’t be able to get 80 people to show up.
• Making this a weekly would make it rewarding. Buff ascended/pet/mat drops. I would rather spend an evening with a raid group working on this encounter than waiting in overflow for hours, get into main server, wipe on boss, wait 90 minutes, wipe again…. Etc
• You can keep the old Tequatl in the open world, on par with every other world boss.

I finally beat Tequatl today after ~20-24 hours of trying. I was overcome with joy. Joy that I don’t have a reason to come back. It’s a shame though, the fight itself is fun…. but it was just implemented horribly.

In-game opinions of Skyhammer: http://i.imgur.com/FKymDjC.jpg

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Posted by: Victory.2879

Victory.2879

Agree with the OP, bring back oldish teq for the masses (tweak it a bit – the waves are a bit funny, but underwater red circles should be gone), and make a new instance for new Teq with the entrance in Kessex Hills or LA, and everyone would be happy.

Organised guilds could choose their settings and Teq could be scaled for 15, 20, 30 , 40 or 80 people, with rewards scaled to match- 80 will be mega hard but with a reasonable chance at a random ascended weapon (say 1%).

I just hope Anet have a good look at all the feedback and visit a few actual servers to get a proper feel of the opinions on Teq before they tweak the other dragons.

Victory, Beings Lost On Borderlands (BLOB), SFR & Gandara (inactive)

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Posted by: Mastruq.2463

Mastruq.2463

Yea lets turn GW2 into Rift/WoW, good idea.

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Posted by: Gummy.4278

Gummy.4278

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Posted by: Anchoku.8142

Anchoku.8142

I agree with this. Make this Tequatl fight instanced. Sell tickets usable as an entry fee and cap the number of players like normal. Tickets would help ensure players are not AFK or out exploring the map for story, farming, leveling, etc.

(edited by Anchoku.8142)

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Posted by: Phoenix.3416

Phoenix.3416

This has to happen, i have a large maxed out guild but we cant even run an event where 10% of my online players can get in at once because theres a 2 hour queue on the instance to get one player in.

Its bad enough Anet don’t understand what guilds are or their needs but forcing us to play in random overflows apart from each other makes this failure something of a major problem for any guild with more than 5 players trying to get in the same overflow.

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Posted by: Rym.1469

Rym.1469

They won’t. They don’t want to introduce raids for whatever price game suffers.
And dungeons are still about not getting hit by 1-shot and moving from 1-kitten AoE red circles. They should rename game to Dodge Wars 2;)

[rude]Antagonistka – Revenant, EU.
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Posted by: TehPwnerer.7215

TehPwnerer.7215

I don’t agree. They need to fix the overflow system to prioritize people that are ON that server before people that aren’t.

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Posted by: Manuhell.2759

Manuhell.2759

They should. So that you don’t get afk people ruining the fight for all due to scaling, if not even for them being in turrets.

As it just happened to me. Even if we were organizing this battle for a full hour. Ruined by a bunch of people afk scaling the whole event up and making the turrets undefendable.

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Posted by: TehPwnerer.7215

TehPwnerer.7215

I disagree still. With the way they’re set up, everyone willing to participate on the server has a shot at doing so if they get there earlier enough. They need to fix the overflow system and then it will be fine.

Add an inactivity timer to events (which, by the way if you remember people that are AFK don’t get rewards and don’t upscale events), adding an inactivity timer to the turrets in some way and fixing the overflow is fine.

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Posted by: Manuhell.2759

Manuhell.2759

I disagree still. With the way they’re set up, everyone willing to participate on the server has a shot at doing so if they get there earlier enough. They need to fix the overflow system and then it will be fine.

It needs organization, it needs some particular set of equip, food and nourishment.
This is all but something you can do on the fly.

Add an inactivity timer to events (which, by the way if you remember people that are AFK don’t get rewards and don’t upscale events), adding an inactivity timer to the turrets in some way and fixing the overflow is fine.

Considering the number of mobs and champions we had on the southern turrets, i would say they are scaling indeed, despite what they may say.

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Posted by: HardRider.2980

HardRider.2980

1) Tequatl isn’t an elder dragon.. But a leut.
2) No we do not need it to be instanced and would infact make it worse.

The real problem is a) lot of people don’t want to work together, they want to be carried and foremost.. the overflows and people going akitten them.

However the trouble is people wanting the overflows to be increased to fit everyone in it.. this is simple not possible.
Not sure if it is possible though.. but increasing the overflows by +50 – +100 on sparkfly only (and maybe a few more zones in future if they plan to make dragons like shatterer and jormag has challenging as tequatl)
No zone can fit EVERYONE in and if we make it instant.. the fight wouldnt be as good and challenging as it is now.
Surprisingly perhaps to you but from what ive been reading and hearing.. more people want tequatl to remain just like he is now and not changed nor put into a dungeon.
(despite the afkers and max’d overflows)

Its about time we had something challenging in this game.

We are heroes. This is what we do!

RIP City of Heroes

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Posted by: The Eternal Grace.3157

The Eternal Grace.3157

I disagree. Fighting him in the open world and not being able to farm him every time you want adds to the content. You actually have to work with others in your server/community and it isn’t a guaranteed zerg win. If they made it instanced people would get a core group to farm it every day, and then it just becomes boring grind again because the content would be so trivial for everyone.

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Posted by: Ayrilana.1396

Ayrilana.1396

Overflows will not be a problem in a week or two. It only feels like it’s a problem because of how many people are trying to get into the main servers. You’d still have this problem if guesting were not available. If you ever farmed the world bosses then you would know.

In my opinion, Anet is likely hush hush about what’s going on because they know things will die down with the next living story update. People will focus on the Halloween content instead of trying to get into Sparkfly Fen. Servers can then organize freely to take down Teq. Guilds that were made specifically for this can as well.

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Posted by: Anchoku.8142

Anchoku.8142

You are at least partly correct, Ayrilana. The Tequatl fight in Boss Week is an experiment that tells them quite a bit about the server populations and their behavior. After today, if NSP has not brought Tequatl down, then I have to guest to other servers to get a chance at the achievement. It’s that simple. Maybe other servers will help NSP out, maybe not, but it is not the individual’s fault if they cannot defeat the dragon. This is Arenanet’s problem. You can have 50 top quality, highly organized players who research and practice every day and still come no where close to a victory because the event requires a specific population and mixture of skill sets that is not your average, casual gamer. The percentage of players who just AFK because they are bored or the mother called them for supper, are just curious, or who happened to stumble upon the event while completing a heart-quest has to be extremely low to offer any chance of success.

That is not an individual’s problem. It is Arenanet’s server population (make-up) problem. If you own a business and only hire whoever walks in looking for a job, how can you expect the business to be competitive?

So Boss Week is about Arenanet learning some valuable lessons about their servers and the subscribers on them.

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Posted by: Skuzze.1508

Skuzze.1508

Well thats what I get for not searching for similar posts. ;p

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Posted by: MrIllusion.5304

MrIllusion.5304

Back when people were raging about the lacklustre Zhaitan fight, there were tons of threads calling for epic open world bosses.

Now that we have Teq 2.0, we have tons of threads calling for instanced raids.

I think player feedback is important, but devs need to look at the big picture and think about consequences. Not implement every suggestion spewed here and play whack a mole when problems arise.

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Posted by: Knote.2904

Knote.2904

Yea lets turn GW2 into Rift/WoW, good idea.

Ascended gear says what?

And just because there’s an instanced boss fight doesn’t turn the game into rift/wow, we have dungeons does that make us rift/wow?

Wanting to be different for the sake of being different despite having inferior content just makes you stupid, and a hipster lol.

Back when people were raging about the lacklustre Zhaitan fight, there were tons of threads calling for epic open world bosses.

Now that we have Teq 2.0, we have tons of threads calling for instanced raids.

I think player feedback is important, but devs need to look at the big picture and think about consequences. Not implement every suggestion spewed here and play whack a mole when problems arise.

It’s great that they actually spruced up the fight, it’s how it should’ve been on release however.

Then the fact that they make it REQUIRE 80+ people for some stupid reason, and give no good rewards, massive massive flaws.

The minimum required should be like 30 tops, you have scaling content Anet, use it.

Infact you can have “raid-esque” instance content that SCALES, that’s something other MMO’s don’t have as far as I’m aware, you can have a single raid that scales seemlessly from 10-80 people.

(edited by Knote.2904)

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Posted by: Knote.2904

Knote.2904

I disagree. Fighting him in the open world and not being able to farm him every time you want adds to the content. You actually have to work with others in your server/community and it isn’t a guaranteed zerg win. If they made it instanced people would get a core group to farm it every day, and then it just becomes boring grind again because the content would be so trivial for everyone.

You can have the same open world version, cut down the required amount of people to like 30 and have it scale up, but make it more forgiving, like give it a longer timer.

Then have the instanced versions for organized groups that scale from like 10-60+, which could be harder, then also have a hardmode version, the rewards could be different for all of them too, so the open world version still has a very clear purpose.

If the instanced version for example was just a harder guild mission version, then it would just provide a nice challenge while giving the reward for a guild mission, which is different from the rewards of the open world version.

No need to completely kill off these open world effects, but it’s like Anet baked all the demographics into one clusterf*** event.

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Posted by: DoctorOverlord.8620

DoctorOverlord.8620

I like how ArenaNet is trying something different with these open-world raids.

We’ve seen instanced raids, that’s been done in other games. I’d much rather be part of a game that is trying something new. Somethings may not work (and I’m not saying Teq is or isn’t working at this point) but ArenaNet has been getting enough things right so far to make me want to keep seeing what they’ll do.

Check my GW2 Comic Dynamic Events http://goo.gl/JyB3J (Short Google Link to Fan Content Forum here)

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Posted by: Asudementio.8526

Asudementio.8526

If they want to Tequatl to be open-world he needs to be adjusted. Putting him in an instance is the easiest way to make the fight accessible, to time gate the fight, and to control the player count that can run him.

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Posted by: LostBalloon.6423

LostBalloon.6423

I disagree still. With the way they’re set up, everyone willing to participate on the server has a shot at doing so if they get there earlier enough. They need to fix the overflow system and then it will be fine.

Add an inactivity timer to events (which, by the way if you remember people that are AFK don’t get rewards and don’t upscale events), adding an inactivity timer to the turrets in some way and fixing the overflow is fine.

You know what’s stupid, GW1 had that feature where you had a drop down and you could choose the “overflow” (instance) you wanted to go into. Why the hell is that not in GW2? and i understand the concept of realms for wvw….but for PvE, it makes no sense. I wish they had kept some of the good aspects of GW1 in this game.

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Posted by: Anchoku.8142

Anchoku.8142

Um, folks, this whole event is a science experiment for the developers. For example, they can tell which professions had what averages for dps when the boss takes no critical hits and almost no condition damage, damage taken by profession and the relative numbers of each participating, favorite gear and food, which servers perform better or worse, etc. Our comments are just more data for them to play with.

Let’s keep things in perspective. It’s a game and they are the house but you have zero chance to make any real money.

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Posted by: The Eternal Grace.3157

The Eternal Grace.3157

I disagree. Fighting him in the open world and not being able to farm him every time you want adds to the content. You actually have to work with others in your server/community and it isn’t a guaranteed zerg win. If they made it instanced people would get a core group to farm it every day, and then it just becomes boring grind again because the content would be so trivial for everyone.

You can have the same open world version, cut down the required amount of people to like 30 and have it scale up, but make it more forgiving, like give it a longer timer.

Then have the instanced versions for organized groups that scale from like 10-60+, which could be harder, then also have a hardmode version, the rewards could be different for all of them too, so the open world version still has a very clear purpose.

If the instanced version for example was just a harder guild mission version, then it would just provide a nice challenge while giving the reward for a guild mission, which is different from the rewards of the open world version.

No need to completely kill off these open world effects, but it’s like Anet baked all the demographics into one clusterf*** event.

It definitely doesn’t need a longer timer. If done right, you can easily have 2-5+ minutes left on the timer. So many servers get discouraged because the first 25% of his health takes up 7-8 minutes of the fight with a good group…the rest is pretty easy from there.

Besides, this post/thread is redundant because Anet’s already confirmed they…

A) Don’t want raids and won’t be implementing them…or anything above 5 members in a group for anything, really. They picked 5 because anything above that requires more time to find groups, and they don’t want people to have to wait for their party to fill up (also a big reason they don’t have the trinity).

B) Want to put in as few instances as possible

C) Want the world to feel living and changing, which random attacks/spawns on the open world promote

D) Are not going to add any hard mode feature. They confirmed that their difficulty that they put in is set that way, otherwise it divides the community. If people want something easy, do CoF, if you want something hard, do open world Tequatl (and hopefully soon other world dragons and bosses).

The biggest problem with having both an open world and instanced version of Teq is very few will want to do both. You’ll have theoretically 33% doing the instanced, 33% doing open world, and 33% doing both. Obviously those numbers aren’t exact, but statistically they should be relatively close in comparison. You’re causing a divide in the community which is never good.

TL;DR
Anet’s already confirmed they don’t want to do instances, raids, or hard mode, and for once I actually agree with them. I don’t see anything changing in Tequatl except possible server capacity, overflow, and/or guesting updates.

(edited by The Eternal Grace.3157)

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Posted by: The Eternal Grace.3157

The Eternal Grace.3157

I disagree still. With the way they’re set up, everyone willing to participate on the server has a shot at doing so if they get there earlier enough. They need to fix the overflow system and then it will be fine.

Add an inactivity timer to events (which, by the way if you remember people that are AFK don’t get rewards and don’t upscale events), adding an inactivity timer to the turrets in some way and fixing the overflow is fine.

You know what’s stupid, GW1 had that feature where you had a drop down and you could choose the “overflow” (instance) you wanted to go into. Why the hell is that not in GW2? and i understand the concept of realms for wvw….but for PvE, it makes no sense. I wish they had kept some of the good aspects of GW1 in this game.

I couldn’t agree more. Honestly I wish they’d scrap the whole world server thing for all purposes other than WvW and put back in the district system.

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Posted by: kiyue.5817

kiyue.5817

It shouldn’t be instanced. Instancing stuff is the thing you want to avoid the most when you want an mmo that has a living world, which gw2 is set to do. Ofc instancing stuff has it’s advantages but it also locks away players, which is why it isn’t a good solution.

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Posted by: Exosferatu.2961

Exosferatu.2961

Better yet, they should bring Districts from Guild Wars to Guild Wars 2 and remove Overflows. So people can get together easily without hassle of getting stuck in a random Overflow..

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Posted by: Ouroboros.5076

Ouroboros.5076

The Tequatl fight clearly suffers from infrastructure problems. The fight itself is great and all, but it’s a nightmare for people to participate in due to the overflow/guesting problems.

When I hear the stories of most people that beat him, it’s always something like “I guested to Blackgate and waited for 4 hours to have a place on the main server”.

I really want to beat Tequatl, but not at this price. I think this is not Anet’s intention either, so I’ll just wait hoping for improvements on this regard.

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Posted by: Bubbles.1047

Bubbles.1047

Overflows will not be a problem in a week or two. It only feels like it’s a problem because of how many people are trying to get into the main servers. You’d still have this problem if guesting were not available. If you ever farmed the world bosses then you would know.

In my opinion, Anet is likely hush hush about what’s going on because they know things will die down with the next living story update. People will focus on the Halloween content instead of trying to get into Sparkfly Fen. Servers can then organize freely to take down Teq. Guilds that were made specifically for this can as well.

Yeah, ignore the problem because it will correct itself when people stop playing the content. Unfortunately, this is exactly what Anet has been doing for the past year, which is why the game is in such a sorry state.

But let’s recount. We’ve all seen reports of overflows beating Tequatl. These are not some random people thrown together, who have magically rallied to fight the boss. This was done by organized groups who moved to specific, empty overflows so that they could be able to bring all their people in. In other words, they were creating their own, private instances of the fight. My server does a similar thing by guesting on empty worlds. In addition, the dragon drops BiS gear, namely the weapons and the aquabreather. These are not merely skins, these actually provide higher stats than what you could normally find. Well, I got news for you naysayers. Tequatl already is a full-blown instanced raid boss. It’s just that the method of getting into the encounter is incredibly clunky.

It’s time to face the music, Anet. Other MMOs are doing it. Players within your own game are doing it, by working around the limitations you put in the system. Leaving it this way simply means players have to exploit your code and wait for hours to have fun. There really is no need to reinvent the wheel. It’s time to start developing actual instanced raids.

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Posted by: Knote.2904

Knote.2904

I disagree. Fighting him in the open world and not being able to farm him every time you want adds to the content. You actually have to work with others in your server/community and it isn’t a guaranteed zerg win. If they made it instanced people would get a core group to farm it every day, and then it just becomes boring grind again because the content would be so trivial for everyone.

You can have the same open world version, cut down the required amount of people to like 30 and have it scale up, but make it more forgiving, like give it a longer timer.

Then have the instanced versions for organized groups that scale from like 10-60+, which could be harder, then also have a hardmode version, the rewards could be different for all of them too, so the open world version still has a very clear purpose.

If the instanced version for example was just a harder guild mission version, then it would just provide a nice challenge while giving the reward for a guild mission, which is different from the rewards of the open world version.

No need to completely kill off these open world effects, but it’s like Anet baked all the demographics into one clusterf*** event.

It definitely doesn’t need a longer timer. If done right, you can easily have 2-5+ minutes left on the timer. So many servers get discouraged because the first 25% of his health takes up 7-8 minutes of the fight with a good group…the rest is pretty easy from there.

Besides, this post/thread is redundant because Anet’s already confirmed they…

A) Don’t want raids and won’t be implementing them…or anything above 5 members in a group for anything, really. They picked 5 because anything above that requires more time to find groups, and they don’t want people to have to wait for their party to fill up (also a big reason they don’t have the trinity).

B) Want to put in as few instances as possible

C) Want the world to feel living and changing, which random attacks/spawns on the open world promote

D) Are not going to add any hard mode feature. They confirmed that their difficulty that they put in is set that way, otherwise it divides the community. If people want something easy, do CoF, if you want something hard, do open world Tequatl (and hopefully soon other world dragons and bosses).

The biggest problem with having both an open world and instanced version of Teq is very few will want to do both. You’ll have theoretically 33% doing the instanced, 33% doing open world, and 33% doing both. Obviously those numbers aren’t exact, but statistically they should be relatively close in comparison. You’re causing a divide in the community which is never good.

TL;DR
Anet’s already confirmed they don’t want to do instances, raids, or hard mode, and for once I actually agree with them. I don’t see anything changing in Tequatl except possible server capacity, overflow, and/or guesting updates.

A) Don’t want raids and won’t be implementing them…or anything above 5 members in a group for anything, really. They picked 5 because anything above that requires more time to find groups, and they don’t want people to have to wait for their party to fill up (also a big reason they don’t have the trinity).
_

Meanwhile, an event that REQUIRES 80+ people and for them to all be organized, which requires more waiting than any normal “raid”.

B) Want to put in as few instances as possible

Meanwhile overflows.

C) Want the world to feel living and changing, which random attacks/spawns on the open world promote

What exactly is random/changing about the same boss doing the same attacks in the exact same spot 24x a day?

D) Are not going to add any hard mode feature. They confirmed that their difficulty that they put in is set that way, otherwise it divides the community. If people want something easy, do CoF, if you want something hard, do open world Tequatl (and hopefully soon other world dragons and bosses).

HOW in gods name does having an hardmode version of the SAME EXACT fight divide people? Instead they put all the demographics into one clusterf* of a fight which divides people. Overflow issues making it impossible to even play with friends/guildies or even on your own server.

And the fact that it requires as much organizations as it does, basically screws anyone who plays casually or is pugging, while also being a sloppy mess for those that are doing hardcore organization, because they have to deal with the massive amount of randoms also trying to do the event and dealing with overflow, etc. It’s a giant clusterf.

Also zerg content is terrible and Anet really needs to stop it before they ruin all the content in this game.

(edited by Knote.2904)

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Posted by: Knote.2904

Knote.2904

It shouldn’t be instanced. Instancing stuff is the thing you want to avoid the most when you want an mmo that has a living world, which gw2 is set to do. Ofc instancing stuff has it’s advantages but it also locks away players, which is why it isn’t a good solution.

Meanwhile overflow….

Not to mention, it’s not a living world if the same boss attacks the same small spot in the same map, in the same way, over and over…. what’s “living” about that?

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Posted by: nekretaal.6485

nekretaal.6485

Just do this:

Tequatl replaced by old Tequatl. When Tequatl dies, Instance opens. New Tequatl is in the instance. It can be limited to the first 80 or be part leader selectable. Either way, the opening does not stay for long.

Bingo: Large raid created, all players inside are not AFK, no more issues with players running to the even scaling up mobs away from Tequatl. Meanwhile Open world still has some meaning.

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Posted by: The Eternal Grace.3157

The Eternal Grace.3157

A) Don’t want raids and won’t be implementing them…or anything above 5 members in a group for anything, really. They picked 5 because anything above that requires more time to find groups, and they don’t want people to have to wait for their party to fill up (also a big reason they don’t have the trinity).
_

Meanwhile, an event that REQUIRES 80+ people and for them to all be organized, which requires more waiting than any normal “raid”.

B) Want to put in as few instances as possible

Meanwhile overflows.

C) Want the world to feel living and changing, which random attacks/spawns on the open world promote

What exactly is random/changing about the same boss doing the same attacks in the exact same spot 24x a day?

D) Are not going to add any hard mode feature. They confirmed that their difficulty that they put in is set that way, otherwise it divides the community. If people want something easy, do CoF, if you want something hard, do open world Tequatl (and hopefully soon other world dragons and bosses).

HOW in gods name does having an hardmode version of the SAME EXACT fight divide people? Instead they put all the demographics into one clusterf* of a fight which divides people. Overflow issues making it impossible to even play with friends/guildies or even on your own server.

And the fact that it requires as much organizations as it does, basically screws anyone who plays casually or is pugging, while also being a sloppy mess for those that are doing hardcore organization, because they have to deal with the massive amount of randoms also trying to do the event and dealing with overflow, etc. It’s a giant clusterf.

Also zerg content is terrible and Anet really needs to stop it before they ruin all the content in this game.

I never said everything was implemented correctly or well, did I? I just said that these are what they have said (specifically Colin Johanson) and it is very very VERY unlikely they will ever make an instanced version of Teq…however, I will say…

A) I never played WoW or really any other MMO other than Guild Wars 1 (Runescape for maybe a year before that if that even counts), so I don’t really even know what a traditional raid is or feels like. However, I’ve heard from most people that this really isn’t a raid. I don’t necessarily agree with their scaling choices, but the difficulty of the content and organization needed I feel is perfect…it’s much more fun an active than the previous version. Also, yeah, right now with overflows and guesting problems, you kinda do have to sit and wait around, but Teq wasn’t designed so people would sit on the beaches of Sparkfly…it was more of a “Do your own thing, he’ll spawn when he does, and you have the choice whether you want to go help kill him or not.”

B) As I said above, overflows and guesting need fixes since they’re currently broken.

C) The fact that the area changes depending on whether you win/lose is still more alive than how it was before…or the alternative of putting it in an instance. There IS a timer, but the timer is semi-random, which again, better than the alternative in having him killed 48x/day in an instance whenever people want.

D) It absolutely does make a divide, and I actually understand Anet’s point with this one. In GW1, people got so used to HM that rarely people did NM. This discouraged new players because HM was too hard for them, as to be expected. Adding HM would create a divide because (example:) if I wanted to do AC, I would have to look for a group. Theoretically half of the groups would want to do HM, the other have would want to do NM. Therefore I have less groups to choose from because the community that wants to do AC is divided. Now is this perfect? No. Would all of the people doing AC hard mode actually be there if hard mode wasn’t around? Probably not, but that’s why there’s harder dungeons/content. Do those if you want hard mode.

While you said, it basically screws casual/pugging players…yes, it kinda does. And thankfully finally something does. We’ve had so much content in this game that screws hardcore players, and this is finally something more difficult that more hardcore players can do. Contrary to popular belief, casual content doesn’t appeal to everyone.

(edited by The Eternal Grace.3157)