(edited by soistheman.7208)
Dungeons are broken becuase of the tokens
This is an issue with mob leashing imo that needs to be fixed, monsters should not reset in the instance, they should keep chasing you, this would prevent skipping content.
Frankly I’m sick of groups doing this and having to play sickly gazelle. As a necro I don’t have a lot of escape or stability, most things I have to shed conditions are offensive and draw aggro so I just end up being the one that dies most of the time.
People need to just clear the trash and the devs need to MAKE them clear the trash.
So what your’e suggesting is that dungeons will provide no rewards at all and will be there just for the hack of it… that doesn’t make any sense.
People will always farm what is most profitable and will try doing it for as little time as possible. If dungeons provide no rewards, people will just farm whatever will be the best option. That was also the case in GW1… most players tried to complete UW and FoW as fast as possible (UWSC FoWSC).
(edited by CaptainOok.1048)
All mobs should have a chance to drop tokens, watch dungeons get completely cleared this way. When you make your dungeon drop tokens only at the end, you’ll have people that will try to speed run them because the reward are the sets, not killing mobs for hours for no good drops.
Retired Until Expansion or Meaningful Content is Released.
Majority of players are doing dungeons for tokens and because they require many runs to get enough tokens to get whatever they want, they are simply rushing, often skipping everything they can to reduce the time to beat dungeons. I feel no one is actually playing dungeons as they are meant to be which is simply just to have fun playing. I feel dungeons are better off without tokens or that matter without rewards, so that people who join dungeon party are looking for playing game contents. (Like the way FoW or UW were in GW1 or how it was during beta weekends)
This is just so untrue. Even before end chests were added into GW1 both FoW and UW offered rewards that you could only get in those areas, creating a reason to do them. No one is going to play content over and over with no chance for any rewards. Remember, this isnt a single player game. Content cannot stand alone purely on ‘fun’ because once you finish something there is no reason to play it again, in which case there is no reason to keep playing. Even without subs Anet needs people to play in hopes they purchase gems to create revenue.
http://www.twitch.tv/parisalchuk
The point I was making was how people play dungeons which is skipping contents, actually not about should or shouldn’t have rewards just to clarify my point. Sorry how I wrote it is little misleading.
All mobs should have a chance to drop tokens, watch dungeons get completely cleared this way. When you make your dungeon drop tokens only at the end, you’ll have people that will try to speed run them because the reward are the sets, not killing mobs for hours for no good drops.
Like the idea!
(edited by soistheman.7208)
We skip mobs because they are skippable. Adding tokens isn’t going to fix it unless you make the amount they drop worthwhile. A mob with a chance to drop 1 token isn’t worth the extra 5 mins.
Seriously, what is the point of spending hours killing silvers that gives you nothing in return? The rewards of doing a dungeon are the chests and tokens you get at the end of the run. There’s absolutely nothing wrong with doing dungeons in the most efficient way possible.
We had the end boss in CoF bug out on us today. That was especially frustrating because they made it so you can only get tokens for killing it.
Without the rewards from the dungeons many of us would have stopped doing them after the first or second run. I liked the dungeons the first time or 2 through but after that it’s about the reward. Removing the reward removes the motivation to replay leaving you in the lurch because you will find it hard to find those wanting to run through the dungeon. Now if you want people to take their time and run through it with you then you will need to form your own group with friends and guild members. I do think that silvers and such should have a chance at dropping tokens, this is for other reasons though.
They need to make it so that ONLY mobs drop tokens, and the further “back” into the instance the more likely they do. And to prevent people grinding only the first few mobs, make the drop rate there abysmal for tokens or something, or only start dropping tokens after the first chest.
Meanwhile make the end chests have a chance of dropping some sort of unique armor/weapon look.
Problem solved.
For most groups that I form (I’m gonna use Twilight Arbor as an example). I always explain ahead of time which groups we’ll be skipping and which ones we won’t. I base that decision on the number of times a group member dies trying to make the run.
i.e. it’s super easy to skip the first two packs – the hounds and husks – on the way to the first wurm boss… but people often have trouble skipping the three packs of Nightmare Court toward the end of the F/F path. Hence, I insist on clearing the Nightmare Court on those paths. This isn’t for drops, it’s for logistics and consideration of members who can’t run effectively (and honestly, how much time do you save if you’re all standing around waiting for one to two members to run all the way back?
Just make them all leash. Make players kill them: if you want to QQ, treat it as part of the boss encounter, and think again.
I feel no one is actually playing dungeons as they are meant to be which is simply just to have fun playing. I feel dungeons are better off without tokens or that matter without rewards, so that people who join dungeon party are looking for playing game contents.
While I respect your right to your opinion, I certainly disagree with the above. Having spent hours trying to put together a Story Mode dungeon run only to give up having only acquired two other members, I can say that experiencing content does not provide a sufficient playerbase to allow for everyone to find groups to do so in a timely manner.. Having a grind like tokens or dungeon-specific items in general can benefit those who are looking to just play through the content.
Multiple forms of motivation increase the overall pool of players looking to run content. Maybe you have fun just seeing the stories and experienceing the emchanics, but there is a sizable playerbase that is motivated by drops, loot, status. Sure, you will get groups who skip content, but you can state before the run that you’d like to watch the cutscenes and do a full run, and while some groups will not want to take you, you’ll eventually find a group of like-minded people. Personally, I like seeing the story once or twice, but I also enjoy working towards gear. If tokens or dungeon-specific loot were not implemented, I’d have little motivation to run dungeons more than a handful of times. Personally, I don’t mind if others want to watch and experience everything; I’d have no issue completing a full clear and waiting on cutscenes.
Many people have fun playing the game via different methods than you prefer. Providing motivation for these others increases the number of people wanting to run dungeons in general and therefore shortens the amount of time it takes to form a group. Removing such rewards would be counterproductive as you will find yourself with less people to party with. You benefit from their inclusion.
My suggestion to you would be to look for other players who are of a similar mindset as you, and to form a static group to run dungeons and whatnot for the pure sake of enjoying the content.