Encouraging People to do Story Mode
Have you asked guildmates to help you out? I find that if I get even one more person to help me out, a LF3M is much more attractive than a LFG post.
Yeah, I know what you mean, but then again, I have a very small guild.
The problem is caused by low reward for repeating story mode, so few people want to run them (which is sad, because I find a lot of the story dungeons to be well-made).
Have you checked out gw2lfg.com? I got about half of my story mode dungeons done through it (and about half through my guild). Story-mode groups don’t show up their every day, but they do show up every few days.
There are currently three reasons to run story mode:
- Fun, if they provide that for you
- To be able to be the one to set an explorable instance
- To see the story
Of those, only one leads to repetition (fun). If you find story to be fun, you are also likely to find explorables fun, and they offer rewards. I’m guessing most people would prefer explorable.
I realize that the design team didn’t want to put tokens into story mode, out of the concern that dungeon runners would farm the tokens too easily. However, story modes need something to entice people to repeat them. What they are now is a “normal mode” dungeon that most people have no interest in doing.
It’s also bad that most of them are as hard and longer, if not harder than the exploration mode.
Yeah, seriously, difficulty needs to be lowered.
There needs to be something to introduce people to dungeons. Current difference between open-PvE and dungeons is bit too harsh.
I think you have to be more persistent. There are groups for story if you keep looking. They are far fewer now but they are still being done.
I’d have to agree that some story modes are harder than explore and that shouldn’t ever be. Also given that story modes are longer than most paths in dungeons why not give token rewards at the end. Its not like its profitable to farm story modes.
What is ironic is that if story modes are too easy, ppl end up farming them for 1 reason or another. Example is CM Story, it used to be suitable for a newcomer in terms of mob damage and length. Then ppl started farming CM story for what I believe to be a quick leveling route for alts. ANet then proceeded to buff the damage of the mobs within.
(edited by mosspit.8936)
Make them easier and put a daily lockout on story mode dungeons. Simple solution really.
It is also ironic is that what makes dungeons popular is related to how farmable it is.
Start an entry on gw2lfg.com, you’ll get your story modes done
Thanks for posting this, OP! What a timely post – my small guild just finished AC Story last night, our first dungeon. We were all very happy and proud of ourselves and looking forward to cool stuff popping out of the last chest. What we got was disappointing. So, I was resigned to looking all over the forums to see if others thought this was ok – maybe I just have to get my mindset differently? Glad to see that others are questioning the relatively low quality of rewards for SM.
I get that Story Mode is the “Welcome to the dungeon, this is the storyline that it fits, here’s some lore for you to experience, next time through you get to play in the sandbox” kind of thing. But I was thinking it would be cool to at least reward some amount of the dungeon’s coin – the Tears for AC. At least, then, the run would count towards continuing to do the paths for AC.
I’ve always been a little uneasy about the aggressive stance the devs take on regulating the markets and fast-track schemes to get rich or level (sort of makes me feel like a noob in the big city who hears about the high crime rate and is forced to deal with all the seemingly random restrictions implemented to curtail it). So, I’m not really sure I agree with the idea that SM should have little incentive to be run except to get to the Explorable Mode. As someone posted above, it’s a lot of fun! It just would be nice to be rewarded for the accomplishment.
Not a rant or vent by any means, just a first-timer’s observation on my first SM run.
What is ironic is that if story modes are too easy, ppl end up farming them for 1 reason or another. Example is CM Story, it used to be suitable for a newcomer in terms of mob damage and length. Then ppl started farming CM story for what I believe to be a quick leveling route for alts. ANet then proceeded to buff the damage of the mobs within.
While they could have just put DR on the EXP rewards from it. Like they do with the decrease in dungeon token rewards when doing the same path twice or more on the same character.
What is ironic is that if story modes are too easy, ppl end up farming them for 1 reason or another. Example is CM Story, it used to be suitable for a newcomer in terms of mob damage and length. Then ppl started farming CM story for what I believe to be a quick leveling route for alts. ANet then proceeded to buff the damage of the mobs within.
While they could have just put DR on the EXP rewards from it. Like they do with the decrease in dungeon token rewards when doing the same path twice or more on the same character.
We have diminishing returns for running the same path on the same character? GW2wiki makes it sound like less for multiple runs on the same day.
Change the code so that bosses in explorable mode no longer drop bags unless you’ve personally done story mode. Players can still do content with their friends and enter the instance without SM but people who want to farm is and get the maximum reward will be incentivised to do SM. I’d also love to see the loot of SM changed. Given bosses drops of exotic named versions of existing skins. Things like the tier one and two karma weapons, the centaur weapons etc. Make them thematic to the dungeon. Give them decent drop rates but make them account or soulbound. Maybe that might be enough of an incentive to encourage people to farm them (especially in a game where extras can be dumped into the Mystic Forge solving another problem giving people another way to farm precursors).
(edited by Shiren.9532)
(1) Change the code so that bosses in explorable mode no longer drop bags unless you’ve personally done story mode. Players can still do content with their friends and enter the instance without SM but people who want to farm is and get the maximum reward will be incentivised to do SM.
(2) I’d also love to see the loot of SM changed. Given bosses drops of exotic named versions of existing skins. Things like the tier one and two karma weapons, the centaur weapons etc. Make them thematic to the dungeon. Give them decent drop rates but make them account or soulbound. Maybe that might be enough of an incentive to encourage people to farm them (especially in a game where extras can be dumped into the Mystic Forge solving another problem giving people another way to farm precursors).
I don’t hate idea 1, but it would only mean one run to unlock, and I think the story dungeons need reasons for repeated play.
I like idea 2, or some variation of it.
If you received tokens then people would be more willing to do them. The silver/karma is not worth the time spent.