Windows 10
Dungeon Patch Discussion 9/25
Windows 10
Diminished rewards still bugged for many many players and I am actually worse off with the rewards now post patch than I was pre patch.
I reported this.
LOL @ an Anet GM responding to my bug report with ‘We fixed it! read the patch notes’
Did 4 dungeons.
2 HoW, different paths.
then 2 TA, different paths.
Got 60/45/30/15 in that order. Was not speed clearing.. actually was going slow I thought. Somehow bugged. Other member of group, who was with me whole time got full rewards each time. So was NOT DUE TO SPEED CLEARING. Just some sort of bug.
Character Name: Lewtz
This pretty much makes me not wanna bother with dungeons till this is fixed.
(edited by Lewtz.3892)
Twilight Arbor Explorable.
Path: Up, then ??? (Worms, Spiders, Spider Boss, Tree)
Number of dungeon runs: First EVER explorable mode dungeon.
Time taken: 1hr 40 minutes
Reward: 45 tokens.
Character Name: Melana Nighthawk
Server: Jade Quarry
Start: 20:30 GMT+10 (AEST)
End: 22:08 GMT+10 (AEST)
If it matters, I was the instance owner for the group.
Having NEVER done an explorable mode dungeon ever AND taking more than an hour and a half because we were trying to work out what we were doing, I was bitterly disappointed to have my reward reduced by 25%. There is nothing I’ve ever done that should have triggered any form of diminishing returns ever that I’m aware of. For story mode dungeons, I’ve done AC twice (helping other guild members through), CM once and TA once. The last story mode dungeon was done Sunday afternoon Australian time (Sat around 10pm ArenaNet time).
All other party members got their 60 token reward.
Screenshot: https://www.dropbox.com/s/j8ptdeeq8zmrl8o/gw132.jpg
Edit: And to support that I haven’t done other dungeons, here’s my achievements list:
https://www.dropbox.com/s/pbovdxu2qfoi7vx/gw133.jpg
https://www.dropbox.com/s/cp1dyul9ovg6qn5/gw134.jpg
Given that I’m getting bugged rewards for my very first Explorable Mode dungeon entry, I won’t be risking doing another explorable mode dungeon again until it is confirmed that this issue is fixed. It’s heartbreaking to do the effort and get penalised due to a bug like this, when I know that support have no way to reimburse me for what the bug has stolen from me.
Pet AI awful. Sword root+Aussie latency unmanagable. Lost playstyle, lost legendary, given up.
Mell: 80 Asura Guardian (+7 other 80s) | Aus Serenity [AUS] | Jade Quarry
(edited by Melana.8345)
Honestly, I’m not quite sure how bad the source code has to be for there to be a bug that messes up calculating how many tokens you get … the logic is simple and there really isn’t room for a race condition unless their machines are taking 10+ minutes to update a few bytes..
(1) Reset (dailies, dungeons, etc.) … start from clean slate for simplicity
(2) PlayerA runs Dungeon1, takes PathX.
(3) PlayerA finishes PathX in Dungeon1.
(4) System calculates how many tokens to give based on (PlayerA, Dungeon1, PathX) and gives it to PlayerA
(5) System updates how many times PlayerA has finished Dungeon1, PathX
Very simple. It’s one get() type function and one set() function each time a player finishes a dungeon path.
Hell, even if they are taking into account how fast a player is completing dungeons, it should only turn into 2 get() and 2 set() functions because now you have to also get_last_dungeon_clear_time(playerA) and set_last_dungeon_clear_time(playerB) … obviously incorporating the last dungeon clear time in the calculation for how many tokens to give to the player.
Very simple, but somehow it has been magically bugged.
Either bad programming or a lie and I’m a fan of neither of these options.
Bad programming lowers my confidence in things being “done right” … such as my Phantasms getting both retaliation and fury when I’m specced for them to have both (doesn’t work right now … like many other classes’ traits)
A lie is worse because it means that to compensate for people getting tokens faster than ArenaNet desired, they have created a “bug” that drastically reduces this in order to combat it.
What’s also aggravating is seeing other people who were able to get enough tokens in a week to get full sets of exotic weapons and gear … while the rest of us are now screwed … those people are running around happy.
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.
(edited by Sebrent.3625)
I love Arena Net. I really do, but I am starting to get a little annoyed by the complete lack of regard for the story mode dungeons. A lot of people are making the case that they should be easier for PUG groups to complete. I agree with this sentiment wholeheartedly.
When I want a challenge, I’ll run an explorable mode with my guild. When I want to relax a bit and take part in a dungeon even with some random people from the server, I should have that option too.
As it stands, the latter option is painful. I’ve done AC story several times, and while it’s doable it’s really not casual or relaxed by any means. CM is far worse now. The first boss is CM is mostly ok, but having any attack in Story Mode that will one shot you is unacceptable. Even worse is that that attack doesn’t appear to have a tell. If it does, I haven’t noticed it yet. I’ve done CM a few times now, and every time I am fighting the Golem I am doing good, dodging, avoid the flame spin and rockets and then BAM dead, out of nowhere. The dog pulls are just absurd. Chain Fear and cripple on all of your party members while trying to whittle down huge health pools. There are few fights in CM that are casual friendly now. Most erode into the graveyard zerg that everyone has been complaining about.
To summarize, I want a challenge, but I believe that kind of challenge should be left in explorable modes. Story mode should be little more than simple dodge mechanics and slap on the wrist punishment for making mistakes.
I love this game, but sadly I don’t have the time nor the patience to sit through these dungeons. If this doesn’t get addressed, I probably won’t play much longer. I am sure the elitists will chime in and tell me to lrn2play, but we’ve all seen why certain popular MMOs have been successful. It’s their casual player base. If you alienate them, your game will fail. Guaranteed.
Hello,
These are the runs that I completed in the previous days and the rewards I received:
25th Sept.
Citadel of Flame, 2nd path: 35 tokens
Ascalon Catacombs, 1st path: 15 tokens
26th Sept.
Citadel of Flame, 2nd path: 30 tokens
Citadel of Flame, 2nd path: 5 tokens
Ascalon Catacombs, 1st path: 6 tokens
Character name: Seyanire Royanes, Mesmer
Server: Whiteside Ridge
Arah Explorable:
– 3rd Path 9/25 9pm (GMT +2), clear time: 2 hours, reward: 15 tokens
– 2rd Path 9/26 ~2-3pm (GMT +2), clear time: 2-3 hours (joined party just before 3rd boss), reward: 15 tokens
I didn’t do any dungeon runs except for these 2. Before the patch, I did some shard farming in Arah, but never fully cleared it.
Currently on the Sorrow’s Furnace server, Ascalonian Catacombs and Sorrow’s Embrace are bugged and completely unenterable in Explorable Mode. It has been this way since the patch. Other dungeons may be experiencing this issue as well, but I have not checked them.
If a player in the party enters the dungeon, they are taken into it correctly, however no player can follow them in. Accepting the game’s invitation to “join your party” in the dungeon has no effect, and attempting to enter yourself directly acts as if there is no existing dungeon instance (and entering from there creates a new instance just for yourself that nobody else can join.) Thus, no two players can be in the Explorable Mode dungeon together.
I’ve tried a few different methods to circumvent the problem (staggering the pace of the players entering the dungeon, inviting the players into the party from within the dungeon, etc. etc.), none of which were successful. A fix will have to come from the developer end for the dungeons to be playable again.
Also worth noting that the zones (Plains of Ashford, Dredgehaunt Cliffs) exhibit unusual party behavior as well. Like dungeons, Personal Story instances cannot bring other party members in. In addition, if a party member ventures too far from you they disappear off your display, despite being in the same zone. The game tells you they are a “level 0 <class>” in your current zone and their locational dot moves to a stationary, arbitrary point on the map, sometimes not even in the zone but rarely anywhere even remotely close to where they actually are.
Because I have been unable to play my current dungeons of choice at all since the patch, I have no data to offer with regards to the diminished rewards bug.
Finished AC explorable for the first time ever, had a reward window pop up with 60 tears, 25 silver and 175.000 experience points, got auto-teleported out of the dungeon before I could accept, was writing in chat at the time, and the reward window showed only 1 tear and no silver and no experience.
Hi,
25th Sept.
Citadel of Flame, 2nd path: 30 tokens
Twilight Arbor, 1st path: 15 tokens
26th Sept.
Citadel of Flame, 2nd path: 30 tokens
Twilight Arbor, 2nd path: 15 tokens
Ascalonian Catacombs (explorable)
Path: 3 Tzark’s Route
Number of dungeon runs: First ever explorable run (of any dungeon)
Time taken: 1 hour 56 min
Reward: 40 tears
Character Name: Ari Flamescar
It was with my dungeon team, we have all done AC, CM, TA, and SE story modes (some several times) but this was our first explorable. The run was not rushed at all and we had not even attempted any other dungeon (story or explorable) for over 2 days.
Out of my team, 3 got the 60 tears, while I got 40, and another 30. Other than me being party leader, there is nothing to separate us. We are different professions and races, but all level 80. Theoretically, we should all have received the same reward. The only difference would be because I was party leader as some have previously pointed out.
It really is very disappointing to work so hard and get penalized due to bugs. I understand and hope it gets fixed quickly. However, as far as my guild goes we are all abstaining from dungeons (our favorite content) and slowly getting put off due to such unfair results from our first ever explorable.
For christ’s sake, could you PLEASE fix the inherent bugs in the game BEFORE you focus so heavily on implementing your diminishing returns system? Godkitten I can’t believe a developer that seemed so devoted to their game would rather waste resources in a system designed to punish players rather than making sure those players have a fun, problem-free experience.
Character Name: Issac Metus
Server: Riverside
The last 2 days I ran Citadell of Flames all 3 ways and each day i got 45 /30/15 tokens … and I wasnt the only one who didnt get the full 60 tokens ….
So I got 90 tokens each day which is half of the normal amount!!
A friend of mine (we played the dungeons together both days) got 60/60/60 at both days, so it seems to have something to do with the account itself.
Yesterday I did TA as well 1 way and got only 45 again while the rest of the team got 60 tokens .
SO it cant be related to the time we needed to get through the dungeon.
My group did the same dungeon runs again today. The group make up is different besides member 1 and 2.
https://forum-en.gw2archive.eu/forum/game/dungeons/Dungeon-Patch-Discussion-9-25-1/page/6#post261309
(7:30PM CST start time)
Twilight Arbor- Up Path- Clear time: ~30 minutes (Slightly over)
Member 1- Cleared path about 23 hours
Reward: 60 Tokens, 26 Silver
Member 2- Cleared path about 23 hours
Reward: 60 Tokens, 26 Silver
Member 3- Unknown
Reward: 60 Tokens, 26 Silver
Member 4- Has not done Twilight arbor for a long time (only one time prior. Up route).
Reward: 60 Tokens, 26 Silver
Member 5- Has never done Twilight Arbor.
Reward: 60 Tokens, 26 Silver
5 minutes between clear and start.
Twilight Arbor- Forward-up path- Clear time: ~30 minutes (Slightly over)
Member 1- Has not done path for 23 hours
Reward: 60 Tokens, 26 Silver
Member 2- Has not done path for 23 hours
Reward: 60 Tokens, 26 Silver
Member 3- Unknown.
Reward: 60 Tokens, 26 Silver
Member 4- Has never done path.
Reward: 60 Tokens, 26 Silver
Member 5- Has never done path.
Reward: 60 Tokens, 26 Silver
10 minutes between clear and start
Catacomb- Howling King- Clear time: well under 30 minutes
Member 1- Cleared path about 23 hours prior.
Reward: 60 Tokens, 26 Silver
Member 2- Cleared path about 23 hours prior.
Reward: 60 Tokens, 26 Silver
Member 3- Cleared path within last 3 days.
Reward: 60 Tokens, 26 Silver
Member 4- Unknown.
Reward: 60 Tokens, 26 Silver
Member 5- Unknown.
Reward: 60 Tokens, 26 Silver
5 minutes between clear and start
Catacomb- Ghost Eater- Clear time: well under 30 minutes
Member 1- Cleared path about 23 hours prior.
Reward: 45 Tokens, 19.5 Silver
Member 2- Cleared path about 23 hours prior.
Reward: 45 Tokens, 19.5 Silver
Member 3- Cleared path within last 3 days
Reward: 45 Tokens, 19.5 Silver
Member 4- Unknown.
Reward: 45 Tokens, 19.5 Silver
Member 5- Unknown
Reward: 60 Tokens, 26 Silver
5 minutes between clear and start
Catacomb- Collosus Rumbus- Clear time: well under 30 minutes
Member 1- Cleared path within past week
Reward: 30 Tokens, 13 Silver
Member 2- Cleared path within last week
Reward: 30 Tokens, 13 Silver
Member 3- Cleared path within last week
Reward: 30 Tokens, 13 Silver
Member 4- Unknown
Reward: 30 Tokens, 13 Silver
Member 5- Unknown
Reward: 60 Tokens, 26 Silver
It seems that the code is currently kicking most members into DR after first run under 30 minutes (instead of multiple). However, this time we have one member that is not penalized in that manner. The question is which side is the correct value.
TJL
(edited by ryokoalways.3450)
So, since Arenanet has decided to target ‘speed runners’ with their Diminishing Returns system I thought I’d share some data of how my guild group of Arah runs has gone after the new awesome dungeon patch.
Path 1 – Jotun
Duration : 5 hours 50min total, had to replace 1 member midpoint on Giganticus.
Tokens Rewarded:
Tourniquet: 30
Dunk Tank : 45
Memo : 60 *was replacement came in mid-run
PUG1 : 60
PUG2 : 60
Path 2 – Mursaat
Duration : 2 hours
Tokens Rewarded:
Hooze : 60
Nipin : 60
Duckfloat : 60
Memo : 45
Dunk Tank : 45
Path 3 – Forgotten
Duration : 4 hours
Tokens Rewarded:
Memo : 45
Dunk Tank : 45
PUG1 : 30
PUG2 : 60
PUG3 : 60
What I don’t understand is why random people get less than others and why some are totally unaffected by the DR system. Keep in mind in all these parties all members had never done Arah explorable before, just story mode. In another example our guild group sat down for three hours and did the three AC paths all in one sitting starting with story mode and working down the path. Storymode gives no tokens so that means 60 from each path or 180 total tokens. Two out of our five party members got the full 180, the rest got random numbers. Pretty sure it went 180 180 135 75 21 . I just don’t understand arenanet. Explain?
Oh.
When I only got 45 tokens, and my friend got 60, we were doing AC Explorable. It took an hour.
I had previously farmed the Twilight Arbor set and been affected with the bugged Diminishing Returns. My friend had not been doing any dungeons.
So maybe it might be a lot of people had diminishing returns going into the fixed system, and the fixed system is unable to properly reward them.
Ascalonian Catacombs Explore First Path
This was the first time any of us had done this path before
Run time: 9:50pm EDT – 11:10pm EDT
Previous dungeon run Twilight Arbor story ~21 hours prior
Rewards:
Player 1 60 tokens
Player 2 60 tokens
Player 3 60 tokens
Player 4 30 tokens (previous dungeon run TA ~21 hours prior)
Me 15 tokens
Yesterday I did dungeons for the first time since Sunday. Was hoping to get the full 60 for each new path. Alas…
First run: Started around 7:20 and finished around 7:45 P.M. SE top path. 45 tokens.
Second run: People dropped midway and we had to find another, so it started at 8:05 and ended at 8:45 P.M. SE top path again. 5 tokens.
Third run: Five tokens sucks, so I did some other stuff then went looking for a different dungeon to run. Totally new group, TA up path, 15 tokens. Started at 9:45 and finished at 10:15 P.M.
I know y’all have to test this stuff, but please roll this fix out quickly. TA is a fun dungeon and I would run it anyway without much token reward, but it makes it hard to find groups when no one is sure how much reward they will get, and anyone who gets screwed (ie 5-15 tokens) is going to drop the group afterward.
So maybe it might be a lot of people had diminishing returns going into the fixed system, and the fixed system is unable to properly reward them.
No, because people who have never done an explorable dungeon before are also getting reduced/bugged rewards for their first dungeon.
Pet AI awful. Sword root+Aussie latency unmanagable. Lost playstyle, lost legendary, given up.
Mell: 80 Asura Guardian (+7 other 80s) | Aus Serenity [AUS] | Jade Quarry
No matter what route, the explorable Honor of the waves first run only gives me
30 Tokens, 13 Silver
I have a gap of 24 hours before doing it again.
Just a heads up. Dont waste your time sending a ticket support about tokens because they will just copy/paste patch notes and tell you “sorry-you-loose-we-win” and take care of hundreds of ticket in a matter of minutes. Case and point:
My ticket:
“Ok last night I ran honor of the waves and I previously hadnt run the dungeon for two days. we chose “the butcher” path #1 and upon completion got 45 tokens rather than 60. It took us about 40 minutes to complete. Right after we choose the same path again knowing we would get 20 gems and many parties on my group got 20 while i got only 10.
Today, more than 12 hours later I ran honor of the waves “the butcher” path #1 again and got 45 tokens again while some got 60. It took about 40 minutes. Then the party broke and after 15 minutes we made a new party and ran path #2 to avoid penalty. It took us almost two hours and at the end I only got 30 tokens rather than 60 again. **HOWEVER! this time something even more horrible happened Thus the reason I make this support ticket. after I got the window telling me I got my 30 tokens I said goodbye to the group and left the group. Only to realize when I exited the Dungeon I only got ONE TOKEN!!!! RATHER THAN 30! WHAT??? I AM SO MAD RIGHT NOW and I lost so much time with my family to finish this dungeon run and it was FOR NOTHING!! please help me I want to love your game I really do but this bugs are killing me and I am sure I dont have to tell you the time invested necessary to only get frustrated after all is done.
thanks in advance"
Their awesome and very quick response:
“Hey there!
As you may already be aware, we’ve made some significant updates to the dungeon rewards system in Guild Wars 2. In case you missed the Game Status update section about Dungeon Changes which explains the issue with Dungeon Rewards you are reporting, I have included the information relevant to your issue for you below:
“All of these changes have been the result of an original exploit which was letting players receive upwards of 20 levels by completing a single dungeon run. We initially closed this exploit, which caused some new problems. The result is this new system which should increase dungeon rewards for players who play though them normally but help curb inflation of rewards for those who are using exploitative methods to farm them.
1) Dungeon tokens are now rewarded at the end of an explorable chain. This was done to stop players from repeatedly entering a chain and farming the first boss that dropped tokens rather than playing the entire chain. At some point in the near future, we will make up for this by making dungeon tokens a rare drop so that even players who are not completing a chain can make partial progress toward the rewards.
2) Dungeons reward 20 tokens for completion and now reward an additional 40 tokens for the first time they are completed each day. This means that if players can complete all 3 chains of a dungeon in a day, they’ll receive a total of 180 tokens, which is enough to purchase some of the smaller rewards.
3) Dungeon tokens should be account bound. This will allow players to have a single character farm tokens for their other characters.
4) Last week, to limit the most extreme cases of dungeon speed-clearing, we introduced a system to limit rewards for rapidly repeating dungeon clears. However, a bug in that system caused it to impact more players than intended. This week, we’re updating the system to not impact clearing different chains of the same dungeon. We’ll continue to evaluate this system in coming weeks."
It is important to understand that dungeon rewards awarded may now be different than what you’ve experienced in the past, as well as that the support team will be unable to apply any additional rewards to your characters. In order to stay up-to-date on these and other changes occurring with Guild Wars 2, be sure to check for the game status updates on the Guild Wars 2 forums and Wiki, which I have linked for you below:
Forums News: https://forum-en.gw2archive.eu/forum/info/news
Wiki Main Page: http://wiki.guildwars2.com/wiki/Main_Page
Please let us know if you have any further questions.
See you in Tyria!
GM Serendipity
Guild Wars Support Team"
I am no longer angry but very frustrated since I fallowed protocol and made a sup ticket rather than vent on forums but got treated like just another ticket I post it here for ppl to not waste their times like i did. I’ve dealt with support from the EQ Team/Blizzard/NCSOFT and I have to say this support team Anet has is by far the worse i’ve seen. Im thinking maybe f2p = bad support.
Day 2 to runs.
CoE Sub path. It had been since Tuesday night at around 10:00pm CST that I had last run CoE. I ran it last night around 9:45pm CST to 10:25pm CST. My group was made up of the same people from Tuesday night’s Sub path run.
Group Member 1: 60 Tokens
Group Member 2: 60 Tokens
Group Member 3: 60 Tokens
Group Member 4: 60 Tokens
Me: 45 Tokens
Lol valdamus what did you expect? They even personally replied to you.
You’re not extra special to get a personal patch you know ..
Lol valdamus what did you expect? They even personally replied to you.
You’re not extra special to get a personal patch you know ..
Actually no. nothing on the reply implies he is replying to ME “valdamus” I dont think he even read the hole ticket. it is clearly copy/paste answer to a DR token sup ticket. But in my case the problem was not the DR but the fact the the tokens I got did NOT register. (well one did so still missing 29)
(edited by valdamus.6289)
45 tokens instead of 60, first run of the day. ONLY explorable I ran today (so far).
Finished 10mins ago, picture is time stamped in local time (MST)
http://i.imgur.com/9yCAp.jpg
still no chains for the bloody door bomb it the only reson people exploted
Honestly, I’m not quite sure how bad the source code has to be for there to be a bug that messes up calculating how many tokens you get … the logic is simple and there really isn’t room for a race condition unless their machines are taking 10+ minutes to update a few bytes..
(1) Reset (dailies, dungeons, etc.) … start from clean slate for simplicity
(2) PlayerA runs Dungeon1, takes PathX.
(3) PlayerA finishes PathX in Dungeon1.
(4) System calculates how many tokens to give based on (PlayerA, Dungeon1, PathX) and gives it to PlayerA
(5) System updates how many times PlayerA has finished Dungeon1, PathX
Very simple. It’s one get() type function and one set() function each time a player finishes a dungeon path.
Hell, even if they are taking into account how fast a player is completing dungeons, it should only turn into 2 get() and 2 set() functions because now you have to also get_last_dungeon_clear_time(playerA) and set_last_dungeon_clear_time(playerB) … obviously incorporating the last dungeon clear time in the calculation for how many tokens to give to the player.
Very simple, but somehow it has been magically bugged.
Either bad programming or a lie and I’m a fan of neither of these options.
Bad programming lowers my confidence in things being “done right” … such as my Phantasms getting both retaliation and fury when I’m specced for them to have both (doesn’t work right now … like many other classes’ traits)
A lie is worse because it means that to compensate for people getting tokens faster than ArenaNet desired, they have created a “bug” that drastically reduces this in order to combat it.
What’s also aggravating is seeing other people who were able to get enough tokens in a week to get full sets of exotic weapons and gear … while the rest of us are now screwed … those people are running around happy.
You can tell from just playing the game that the coding isn’t ‘linear.’ For example…COF, since its bugged out to hell and back.
Firstly: The entrance is merely blocked off during an invasion. You can still bug your way into it. I have to assume the rest of the game is made in the same way. I personally think its a cool idea to program it this way (or just lazy?), because it makes jumping a little more useful, and kind of alludes to the idea of, “why can’t I just squeeze through those 2 rocks?” “Well if you try hard enough, you can!”
Then when you get into CoF, you can see that everything is based, not on progression, but on merely reaching specific ‘waypoint’ lines or specific trigger areas.
This just screams inefficient to me. And explains why there are so many bugs everywhere else.
The DE system seems to rely FAR too much on waypoints, and doesn’t have a reset feature integrated if something causes the NPCs to veer off path.
Lol valdamus what did you expect? They even personally replied to you.
You’re not extra special to get a personal patch you know ..
Actually no. nothing on the reply implies he is replying to ME “valdamus” I dont think he even read the hole ticket. it is clearly copy/paste answer to a DR token sup ticket. But in my case the problem was not the DR but the fact the the tokens I got did NOT register. (well one did so still missing 29)
Valdamus I really feel for you, your situation is almost EXACTLY the same as my own, I too was supposed to get 13 silver 88k xp and 30 tokens, but then I ended up getting NO xp, NO money and just ONE token.
I can totally see where you are coming from, as they obviously didn’t read yours OR my support ticket at all – for one thing if they had read mine they would know I was reporting another bug and that it was post patch….
My ticket:
“Tried this again after patch today and STILL the same problem. 13 silver 88k experience and 30 tokens despite not doing ANY dungeon runs for days. This is twilight arbor my character is level 80 and this is explorable mode.
I have had this rubbish reward for about a week and a half on first runs in dungeons, but that’s not actually the worst of it, I’ve discovered a much worse bug that could possibly be exploited to be ‘mean’ to party members, if someone accepted his reward quickly then exited the dungeon straight after.
I was about to screenshot this reward so I could submit it as a bug ticket, as you patched dungeons today and apparently diminishing returns should be fixed now for players who are getting them too early. Obviously they aren’t fixed for me so I’m taking a screenshot, but as I am doing that a party member leaves the instance. This KICKS ME OUT of the dungeon before I can accept my reward and after the loading screen the reward menu loads again.
But this time Its a different reward. Rather than the diminishing returns reward I am so used to seeing on first time runs, I am now showed as being awarded NO EXPERIENCE, NO SILVER, and 1 deadly bloom. Yes, just one.
Thinking maybe the award menu just bugged, I accept. But No, I am sat with 1 deadly bloom in my inventory, which by the games standard shouldn’t actually be possible at all unless I am mistaken? This brings my grand total to 6 deadly blooms as I had 5 left over previously from days ago.
So for that dudgeon reward I received no money no experience and 1 token. "
I would post their response if I could fit it but due to character limit I can’t but it was the exact same one as yours, it was even from the same GM.
Sigh. I would’ve waited much longer for a personal response from someone that actually READ my ticket. I understand they will be getting a bombardment right now, yes yes but not even reading tickets and copy/pasting some rubbish together does NOT account for good support, not in my book.
CoF path 3 (Tribune) – around 45 minutes (there were no fails/party wipes, but no speedrunning)
4 people (including me) got 60 tokens
1 person got 30 tokens
4-6 minutes break for selling stuff etc
CoF path 2 (Gaheron) – around 25-30 minutes (no fails/party wipes, no speedrunning)
3 people got 60 tokens
I’ve got 45 tokens (same situation as yesterday, missing 30 in total now)
1 person got only 5 tokens (the one who had 30 before)
New rewards:
I ran AC four times last night (twice before the midnight UTC reset, then twice after) and got 60 tokens each time. Wonderful! One of my guildmates only got 45 each time, though, even after the midnight UTC reset.
This morning I did CoF with a friend who had never done the dungeon before. I got 60 but he got 45.
I think the rewards we get for the time taken to complete the intense explorable paths is good – so long as we actually get the full 60 tokens the first time we do it. It’s more enjoyable to do different paths rather than do the “easy” one over and over, so I am really glad to see that change!
Soulbound vs account bound:
My pre-existing tokens now read “Account bound” but they behave as though soulbound. I can deposit into bank, change characters, and cannot withdraw on my other character. Will the old tokens be made truly account bound? I’d love to see that since it has been my intent to use them on a second character.
Completed AC explorable, path #3. Everybody else got 60 tokens, I got 15.
It was my first explorable dungeon of the day. Last time I had done AC was the previous day, with a different character, and I had picked path 2 (from which I got no tokens at all because the party leader left just before the last boss and everyone got booted out of the instance – after 90+ minutes of carrying 3 very inexperienced players through it).
So, different path, about 20 hour delay, get 25% of the tokens I was supposed to (I guess it’s an improvement over the 0% of the previous day, eh?).
I have no idea how long the run took, my guess would be around 35 minutes. I would have checked the time stamps on the party chat but due to another bug (reported multiple times, still no fix or even an official acknowledgement), or possibly some incomprehensible “design decision”, party chat disappears from the chat window once other people leave the party. How’s that for rewriting (or erasing) the past?
Dungeons have actually become significantly worse in the last two weeks. I guess someone at Arena Net’s dungeon team wants to give MoP a chance.
I understand they will be getting a bombardment right now, yes yes but not even reading tickets and copy/pasting some rubbish together does NOT account for good support, not in my book.
It only leads to clients becoming angrier and resubmitting the same question. It doesn’t reduce their workflow one bit, it’s just a lose-lose way to do customer support.
The game needs a QA / support team that actually reads people’s reports and an in-game chat option that will follow support tickets to close out. It doesn’t matter if people have to stay in line for 3 or 4 hours, but they need to know that, after those 3 or 4 hours, their issue has actually been understood and has been or will be addressed.
I’ve done AC explorable path1 today the first time in my life and I’ve gotten 45 tokens, later on in TA I’ve gotten only 30 for the first of the day. I’m being severely punished with diminishing returns :S
Did AC exp this morning….Howler King path. i was supposed to get 60 tokens but i only got 20. time of completion: ~12:38
I love that you give the rewards at the end of the dungeons, however there are still some issues with pathing in a few dungeons. (falling through the floor in the butcher room during honor of the waves, getting stuck in bookcases during an encounter with gravelings in AC. ) Really appreciate the help with the dungeon fixes thanks.
I understand ANET wishes to implement a DR system as a safety net for exploits, but honestly I think this system is quite silly in the long run, and it’s even worse because of the fact ANET released such a buggy update.
Imagine if in the Fissure of Woe we received NO chest rewards because we cleared it in 25 minutes instead of 60 minutes.
Furthermore, tokens are account bound and have NO effect whatsoever on the economy! So why a DR reward system in the first place for tokens?
You shouldn’t punish players for being efficient. Especially in a game where you removed the /age feature from checking how long we were inside an instance (This was in the beta…)
There will always be players breaking records. Why punish them after they work their butts off?
Clearly there is not one positive comment of feedback on this thread. If there is, I might have overlooked it compared to the flood of complaints.
Why is ANET shooting themselves in the foot? Dungeons are already hard enough, so why take a dump on the rewards?
(edited by Kain Francois.4328)
Just reading through this thread… holy cow this ‘new’ system is a complete and utter mess. I just don’t understand how they have managed to demolish the dungeon system with one patch.
Also any idea when this is going to be fixed?
Just got in from work, first dungeon of the day AC, 15 tokens!
Whoopie!
I don’t know about other severs, but this change to dungeons is ruining them on mine. It now takes about three hours (usually more) to fully complete a dungeon and receive 180 tokens. In three hours before this update it was possible to make about 250. Due to this almost everyone has stopped doing dungeons on my sever. I have not been able to find a single person that wants to do Arah explore at all. Apparently this patch was to dissuade people from farming/grinding dungeons but this patch has severely hindered the ability to get tokens, resulting in taking weeks to get a full set of dungeon armor instead of less or about one week. Since the only real reason to even do dungeons was for the armor which has the same stats as every other exotic armor, everyone on my server now crafts their armor instead of spending a month running a dungeon once a day for 180 tokens. I say once a day because you only get 60 a run after the first run, 3 hour dungeon for 60 tokens what a joke.
Ran some dungeons last night 9/26/12 between 9:23pm and 10:46pm CST. Any dungeons ran prior to this were done between 7pm and 11pm CST on 9/24/12, so over 48 hours for all group member. Token number corresponded with silver and xp number as well, i.e. 3/4 token credit came with 3/4 silver and xp as well.
Run 1: CoF: Maggs: Start time: 9:23pm: End time: 9:48pm
Guardian: 60
Warrior: 45
Necro: 45
Mesmer: 45
Ele: 45
Run 2: AC path 2: Start time: 9:59pm: End time: 10:23pm
Guardian: 60
Warrior: 30
Necro: 30
Mesmer: 30
Ele: 30
And just to see what happened we did maggs again.
Run 3: CoF Maggs: Start time: 10:26pm: End time: 10:46pm
Guardian: 20
Warrior: 5
Necro: 5
Mesmer: 5
Ele: 5
So, in my opinion the system worked as intended for the guardian and unfairly DR’d the rest of us.
I have video of the first 2 runs, i will link to it when its uploaded to prove no exploits were used.
Thanks for your continued effort.
crickits 80 ranger
crickets 80 warrior – current main
I love that you give the rewards at the end of the dungeons
Yes, it’s great. This way 4 people from a guild can PUG you, make you play through every boss, then kick you on the last boss and invite someone else from their guild, and that player gets all the tokens and you get zero.
Why reward people for the bosses they actually killed when they can simply make the dungeon a gamble until the very end, eh?
Really good design… (not)
I understand ANET wishes to implement a DR system as a safety net for exploits
I really don’t get this mentality of making the punishment of “moral criminals” the #1 priority, even if it hurts everybody else.
Maybe they think that punishing someone I never met for getting something that doesn’t affect me at all is going to really improve my game…?
This patch should have been rolled back 10 minutes after it was applied.
I’ve come to terms with the tokens i lost and look the other way because I just know I wont see them and I have friends who I play with who have no fault over this and I do have a good time when we get together but Anet SHOULD learn from this and stop throwing fixes left and right w/o proper testing. There is a reason other video games take their time with patches and then they go through PTR before hitting live servers.
I don’t know about other severs, but this change to dungeons is ruining them on mine.
Same thing on the two servers I play on. Well, where I used to play on, because this new “server transfer cooldown” coupled with the lack of the promised “guesting” system means that now I can only play with half my friends.
A lot of people don’t bother with dungeons anymore and I suspect that, after tomorrow, many won’t bother with GW2 at all. It’s as if this last couple of patches was made by someone working for Blizzard…
As beautiful of a game that GW2 is, dungeons need to be severely reworked. Coming from the same company which made GW1 and numerous awesome instances, I am scratching my head how suddenly they could mess up so badly?
(edited by Kain Francois.4328)
I’ve come to terms with the tokens i lost and look the other way because I just know I wont see them and I have friends who I play with who have no fault over this and I do have a good time when we get together but Anet SHOULD learn from this and stop throwing fixes left and right w/o proper testing. There is a reason other video games take their time with patches and then they go through PTR before hitting live servers.
It’s the opposite. They clearly knows the system is bugged, inviting players to stop to play dungeons waiting a fix. But considering players are always here for whine, not for read, devs are reading happily the random tokens people get, waiting if someone find an exploit to get max reward endless. (you risk a ban using an exploit)
Pure madness Still, people don’t stop to play dungeons lol.
(i quoted a dev post, just read my post on that page)
I love that you give the rewards at the end of the dungeons
Yes, it’s great. This way 4 people from a guild can PUG you, make you play through every boss, then kick you on the last boss and invite someone else from their guild, and that player gets all the tokens and you get zero.
Why reward people for the bosses they actually killed when they can simply make the dungeon a gamble until the very end, eh?
Really good design… (not)
Happened to me. That’s the main reason I stop playing Dungeons anymore.
Fix is simple: after 1 boss, if the team kick out a member, the dungeon reset kicking out the entire party. Do you expect this kind of fair patch anti idiots from Anet devs? I don’t
(edited by Lucas Ashrock.8675)
Catacombs – Ghost Eater – Around 25 minutes
Member 1 – 24 hours ago
Reward – 60
Member 2 – 24 hours ago
Reward – 60
Member 3 – First Time
Reward – 30
Member 4 – 24 hours ago
Reward – 20
Member 5 – 24 hours ago
Reward – 15
Catacombs – Path 1, Forgot the name – Around 45 Minutes
Member 1 – First Time
Reward – 60
Member 2 – First Time
Reward – 60
Member 3 – First Time
Reward – 30
Member 4 – 24 hours ago
Reward – 15
Member 5 – 24 hours ago
Reward – 30
I just completed a Crucible of Eternity Teleporter path, first dungeon today, took about an hour.
But I only recieved 45 tokens, and guessing that I’ll recieve onlu 30 tokens next time I do a dungeon today :-(