How Anet can improve Dungeon system
Well… I mean, it’s okay. But I’ll tell you one thing, if a person leaves in the middle of a dungeon, or toward the end because of a DC or real world problems or you kick them, I think it would be tough to convince a person to come help you finish the instance if there is no real compensation.
For instance, would these be daily rewards and account bound like they are now? If so, if it’s a person’s first run of the day, and they get the automatic low reward for daily and miss out on the opportunity to get the high tier, that is not enough incentive for most people to hop in and help.
I guess I’m left wondering why you want this? Why does it matter if people sell dungeons legitimately? Why does it matter if groups skip optional events and bosses, like Kohler and say the cof bridge event? If you want to do them, great! But why turn an option into something basically mandatory?
And all who stood by and did nothing, who are they to criticize the sacrifices of others?
Our blood has bought their lives.
What do you have against sellers, mate? Here’s a short anecdote: I was literally thanked by 3 buyers who bought my Arah P2 slots at the end of my practice run for the service I was doing for them.
“Memories are nice, but that’s all they are.”
Here is what I think would improve dungeons:
1. Create a kill counter for non-respawning monsters. Make the kill count a magic find bonus to promote clearing instead of running.
2. Improve the AI of monsters so that when a ranged enemy turns a corner and finds itself in melee with a stacked party, it knows to retreat out of melee range, moving radially from the party so it still has line of sight. I think the Margonite Clerics did this in GW1.
3. Implement difficulty scaling in dungeons to allow parties of less than 5 people (or more than 5!!!)
-Tranc
My proposal: make it like tower of nightmares every event is required to be done or you can’t proceed or have areas that will not open until everything is dead. Like a real dungeon in other games.
sorry, but how does prolong the run equal ‘improve’?
the only thing you’d achieve would be longer runs, no more replacements if someone left and overall a horrible experience for pugs, while speedrunners just adjust and drop some paths which have lengthy bonus events (i.e. in ac most people kill kholer anyway now, so it doesn’t matter, but who wants to kill the hounds in cm?)
yes, dungeons need improvement, but this is would be a step in the completely wrong direction.
if you prefer long dungeons to short ones, just do fractals and hope for dredge.
you offer a solution to something that isn´t a problem at all. What do you care about other people skipping or selling? It is not those people´s fault there are barely any other LFMs up. If people are looking for a party to do dungeons “the proper way”, they can form a party themselves and look for players. What keeps them from doing that and complain instead about the way other people play eludes me though.
Here is what I think would improve dungeons:
1. Create a kill counter for non-respawning monsters. Make the kill count a magic find bonus to promote clearing instead of running.
2. Improve the AI of monsters so that when a ranged enemy turns a corner and finds itself in melee with a stacked party, it knows to retreat out of melee range, moving radially from the party so it still has line of sight. I think the Margonite Clerics did this in GW1.
-Tranc
this,
no need to scale down dungeons, people solo most of the dungeons.
sorry, but how does prolong the run equal ‘improve’?
the only thing you’d achieve would be longer runs, no more replacements if someone left and overall a horrible experience for pugs, while speedrunners just adjust and drop some paths which have lengthy bonus events (i.e. in ac most people kill kholer anyway now, so it doesn’t matter, but who wants to kill the hounds in cm?)
yes, dungeons need improvement, but this is would be a step in the completely wrong direction.
if you prefer long dungeons to short ones, just do fractals and hope for dredge.
It improves dungeons because its stops the, mindless play-style we all are doing now. We trivialize all the content and not play it how the devs intended. Skipping everything or exploiting certain parts makes the devs look stupid and insults their intelligence and hard work making this stuff. If I was making a game I would not stand for that.
I would kill that play mentality immediately but also make it just as equally rewarding. On top of requiring each room to be cleared or a boss to be killed to proceed, there may be extra goals for fining a crafty way to beat each area (hidden boss damaging trap or a secret solution to a puzzle) promote teamwork and using your head (I.E. achievements that engage the mind, not dumb it down). Dungeons should be doing that anyways not, “Let’s run to the end.” Receive cookie!
1. Create a kill counter for non-respawning monsters. Make the kill count a magic find bonus to promote clearing instead of running.
I would agree with this if MF effected end rewards. Otherwise it will do nothing.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Hey look! Topic #10 000 on this “issue”.
You want to play a certain way? play it. Don’t whine on the forums because we have a different playstyle from yours.
It improves dungeons because its stops the, mindless play-style we all are doing now. We trivialize all the content and not play it how the devs intended.
You clearly have inside knowledge of what the devs intended. You’re obviously right, it is absolutely not designed for mobs to de-aggro right before the next boss fight. The fact that we can skip in every dungeon is completely coincidental and unintentional. Such exploiting. Perhaps LOS and stacking is an exploit too?
As for “mindless playstyle”. Does it get more mindless than killing hundreds of uninteresting trash mobs? lmao.
Also cookies <3
Oh are you a dev ? :o How do you know what is the intended way of fighting a boss?
Oh look, it’s this thread again.
^ I would like these threads if they were not all asking for longer, time gated, forced paths.
The only thing they should improve with the dungeons is the buggy NPC AI. Past that, the best thing they could do, is advance the stories of these dungeons. It has been more than a year since launch. Surely each dungeon could have a new path or two added.
^ I would like these threads if they were not all asking for longer, time gated, forced paths.
The only thing they should improve with the dungeons is the buggy NPC AI. Past that, the best thing they could do, is advance the stories of these dungeons. It has been more than a year since launch. Surely each dungeon could have a new path or two added.
Yeah, when you suddenly realise the dredge revolution has virtually stopped in time, or that even though you clearly rescued Crea Irontooth she somehow keeps getting herself locked up… One of these days I should just let her die.
“Memories are nice, but that’s all they are.”
Yeah. Seems like just a lot of dead end stories. I don’t think there’s a “canon” Explorable story though; I don’t think they all allow for more than one path to count as canon.
I’d love to see new paths that advance these frozen storylines. My only fear here is that we will get ‘gimmick bosses’ and time gated events.
Still, I’d love if they patch NPC issues and give us some more content to play.
They could actually make it canon, since the paths are all mutually exclusive. They would however have to “generalise” the heroes (lack of a better word).
CoE, Arah and TA are the exceptions though.
“Memories are nice, but that’s all they are.”
(edited by Lindbur.2537)
Yeah. I think that’s one of the ‘suspension of disbelief’ moments that are excusable in an MMO though. Moving forward (East into Maguuma) I expect to see a few new dungeons (including Bloodstone Fen from old map). It would be a mistake not to advance the rest of the dungeons with at least a path or two each.
They could kill a few birds with shockingly few stones here as well. Arah can show both progression in cleansing and lore regarding the Gods. Anyways…perhaps I hope for too much.