Here I believe (personally) is the source of the problem. The encounters are not badly designed, people are just trying to zerg them, from what I’ve exprienced in all of the bad groups so far, and I would guess often in glass-cannon type builds. You can’t really blame people for this, because there’s not much in the open PvE world which teaches people anything other than “zerg bosses”
that’s what I meant with accessibility, and I mentioned in another post somewhere. there is no real progression, not good explanation or anything. It’s not surprising that if you don’t teach players properly they react accordingly if you slap them in the face without explanation (sure, you can educate yourself, but lets face it, a lot don’t want to, so a certain amount of handholding is needed if you want to engage these players)
a lot comes from the transition into a new system (DD as glass cannons etc, but that’s something you see in tsw which still has the trinity), but I think a lot more people would value and experience the dungeons differently if the changes would have explained better.
So here I don’t really see you explaining why it’s a bad reward system, I see you again saying that you think the dungeons aren’t fun, and I guess that’s because you feel they are too hard.
that’s another thing I mentioned in several other posts (think 1 in the dungeon update thread), they might be considered “hard” but they’re a not difficult. a common complaint even in beta was that moves are badly telegraphed. now I don’t need a DBM popup right in my face (and I think some people are spoiled by it), but a move you can hardly see, worse when the boss is an explosion of particle effects and half his aoe-circles are hidden in geometry that oneshots you is imho bad design. it’s not fun when half the fight is not fighting the actual boss but working around the bugged/bad designed systems. it’s like the game turning your screen blank every minute for 10 seconds – you can still do it, it’s “hard” but hardly challenging or entertaining.
it’s not impossible, I’ve finished plenty of dungeons without many deaths, but it could have been done so much better, which would also affect the accessibility I mentioned above. for example tsw has done a way better job in teaching players and using the same mechanics gw2 uses. they also have less than a handful trash mobs over all instances and in most cases you can even skip them).
as for rewards, I also mentioned that elsewhere. gw1 has almost no bound items, so everything can be traded – this means whatever I do I can progress towards my personal goal. either get money to buy the mats for the armor, get the mats myself, get another item to trade/sell, all with a character I wanted to play in that moment.
It gave people a freedom of choice while still offering progression. now, in gw2 if you don’t do these dungeons for tokens there is no progression towards that armor. ofc you can argue “well then, pic another one” – but that path is equally narrow (and you have to agree that world exploration, events or zerging down dragons isn’t something you do for months, even when arena touts it as endgame", especially when said alternatives get nerfed left and right)
a lot could be alleviated by making the tokens account bound. and letting us transfer tokens between dungeons a certain amount a day so people are not forced to grind the same dungeon over and over.
it’s still quite a step back compared to gw1 (and why I find calling gw2 a revolution is hilarious ironic)
heck, they could’ve emulated gw1 and make the armors require tradeable tokens from the instance, money and a chunk of crafting materials in amounts you can’t get in 1 day (or it would be painfully expensive) and/or gate it with karma, but it’s too late for that now.
I’m not stressing about doing the dungeon again and again and again, I consider it a sideline goal — as there are plenty of other things to do in the game, so bit by bit, I will get those dungeon sets without ever feeling the grind of it.
People wanted and craving to have those dungeon sets “right now” is the real problem, imho.
I’m afraid that’s how they want people to play. “do a bit of this a day, a bit of that, but not too much at once because we don’t want you to progress too fast”.
that might work for you, but not for everybody. people don’t like to get dictated how they are supposed to spend their time unless it fits the developers envisioned path.
as for the “gimme right now”, I don’t think people have a problem with time investment over a long time (see gw1), but that the option to progress are quite limited (I’m sure there are people that just want it nownownow, but I think that’s a minority).
(edited by Gray.9650)