(edited by kobi.5236)
Idea how to reward both hardcore and casual players
You know what should separates HC and Casual players? The gear they have If casual would have same gear for running something easyer than me I would be just mad and leave the game. Where is the prestigue of having the gear from hard dungeons? That what is all about, prestigue. Same goes in real life, if everyone would have bentley, mercedes, etc .. I wouldnt care about having these cars ever.
So i vote no, keep it like it is and infact boost some bosses so explorables are even harder because there is almost no hard explorable route in here. After you realize what to do and try it few times, its just easy. Even Arah expo.
I am running Arah Explorable for 2 days now and I will have my Greatsword tomorrow for sure.. easy
(edited by Dogblaster.6713)
Horrible, sorry, i hope it will never be implemented.
I prefer way more the actual DR (when fixed)
You know what separates HC and Casual players? The gear they have
If casual would have same gear for running something easyer than me I would be just mad and leave the game. Where is the prestigue of having the gear from hard dungeons?
The Problem is , everyone can farm the explore mode , its not a challange to master it, u create a random group and u just do the dungeon its not hard at all . But people who are in team speak , made thoughts on the dungeon and finish the dungeon really fast are getting punished because of the new system.
It’s the spirit of this game Anet want, to make content accessible to everyone. Go to play WoW if you want elitism and special modes for 10 top guilds.
DR trigger repeating the content, and under 30 minutes.
Lucas , i never played wow . I only played gw so dont tell me this bull kitten . if u would read my post u would read i wasnt deleting the explore mode , if u feel like the explore mode is challing for u , u just can farm it . where is your problem ? but many teams doesnt feel that the dungeons are difficult at all so they master it really fast and are getting punished for that . its like u would punish people in gw1 if they farmed uw or goa.
instead of saying its not good come with your argument why it isnt and maybe response how create such a system
I’m casual player (cause in no way im a hardcore o.o) and i don’t find dungeons as hard as people whine on forum about them.
As Anet said – it was never meant to be doable by everyone. It need some tactics, team composition and coordination… Don’t tell me that you expect a dungeon where you can simply go, kill everything brainlessly and complete it. That should not be this way, and this is really bad way.
Guild Wars 2 is not a brainlessly game like many other MMO’s out there and I’m pretty happy about this, because other games was only about : farm, farm, buy better gear, farm, farm, now you’re able to do this dungeon. In GW2 getting best possible gear is fairly easy and much much faster than in other games.. And even with this gear many people have problems with dungeons – it only proves that you need to think, have some skill, and don’t do it with completely random people. This game is about cooperation, party.. not playing solo.
Lucas , i never played wow . I only played gw so dont tell me this bull kitten . if u would read my post u would read i wasnt deleting the explore mode , if u feel like the explore mode is challing for u , u just can farm it . where is your problem ? but many teams doesnt feel that the dungeons are difficult at all so they master it really fast and are getting punished for that . its like u would punish people in gw1 if they farmed uw or goa.
instead of saying its not good come with your argument why it isnt and maybe response how create such a system
Ok ok. Come with me to arah, i’m looking forward to see your fast performance while you pwn all like butter, bored.
I understood your purpose was to suggest a variation so they can change their mind about time as the core of exploits and speedfarming. It’s idiot, i know it too.
We both know speedfarming exploits are not time based. And they are not fixed.
p.s. i named wow, if you prefer i edit it with go to play gw1
What you suggest is elitism and more hard content. There is hard content yet if you want a challenge.
But yes, in future a legendary mode with uber hard content could be added.
One day, when this game will run stable and fixed.
(edited by Lucas Ashrock.8675)
I have to vote no to your idea. All I see coming out of this is, most players would just ignore the HC Explo and farm away at the easier one which gives 30 Tokens.
If the easier dungeon only gave 10, and the HC 60 then sure. Then there is an incentive here for players to bother with the harder explo. Or perhaps 10 tokens, 60 tokens as I mentioned plus a chance of getting a speicific loot set only in the HC dungeon but not in the easier.
Not A Message.
I’m casual player (cause in no way im a hardcore o.o) and i don’t find dungeons as hard as people whine on forum about them.
As Anet said – it was never meant to be doable by everyone. It need some tactics, team composition and coordination… Don’t tell me that you expect a dungeon where you can simply go, kill everything brainlessly and complete it. That should not be this way, and this is really bad way.
At moment I feel like this :if u are able to play your class and u take 4 random people witch are aswell able to play their class then u can go random in the explore mode and just finikitten quiet easy , thats my feeling . Okay some parts was maybe really tuff like the endboss in the flamecitadel part 1 but else i doesnt feel like they are really hard.
I have to vote no to your idea. All I see coming out of this is, most players would just ignore the HC Explo and farm away at the easier one which gives 30 Tokens.
If the easier dungeon only gave 10, and the HC 60 then sure. Then there is an incentive here for players to bother with the harder explo. Or perhaps 10 tokens, 60 tokens as I mentioned plus a chance of getting a speicific loot set only in the HC dungeon but not in the easier.
It was just an example ! ofc it needs balacing but i rather discuss the whole idea then the rewards now !
If they add a hard mode, it should reward no tokens at all and just give progress on a special title track. Bosses might have new and more tricks, or just plain new bosses.
This would be ONLY for people who are truly in it for the challenge. The gear will continue being relatively difficult but accessible to the majority of players, while adding something for the upper echelon to strive for.
(edited by Haette.2701)
There is no prestige left in this game at all. Everyone can easily obtain anything they want, I mean the dungeon set armor is what like 2 hours max for the 200ish pieces 3 hours grind for the best pieces. I’d ask you for a piece of gear that is actually challenging to get. And no legendaries don’t count they are just a massive farm-fest just like everything in this game. The dungeon token items are laughable now u cant go 5 feet in lions arch without seeing someone full clad in them. Its an MMO for kitten sake, a large part of it is the shinnys that show the cool things you have done that others have not, it gives a sense of uniqueness which MMO’s need.
ps the dungeons are easy and very boring please do not say you need tatics
(edited by wookie slayer.4259)
It’s already in. It’s called story mode and explorer mode. You shouldn’t get the same rewards for easy and hard mode, token drop numbers are irrelevent (except for the currently broken DR).
u read the post ?? its like story mode, explore mode AND a thrid mode …-.-
and here is the problem with all the threads talking about too easy and/or too hard.
One can speculate all they want on how the majority of the playerbase sees dungeons in their current state, but the fact will always remain that neither the forum or in game chat give an accurate picture of just what the playerbase is really thinking.
Myself I just don’t like them. I don’t care about how hard they are as I will do what I have in every other game. Step back, rethink, reattack, and then nail it. Just like in raids.
However, this end result was not what was hinted at since 2007 and unlike GW1 they leave me with no feeling of wanting to go back in, no feeling of awe or real accomplishment. GW1 left you with something to talk about for days, weeks, months while beign able to go “Oh, Yeah! Remember that time we…”.
This games dungeons overall just do not leave me (or the part of the playerbase that came over with me) with that feeling. I actually feel that they are sub-par in overall design and concept compared to past work by Anet.
I have seen many here flame others and at the same time state that they never played GW1, and right there they have no basis of understanding of what so many players right now are fustrated about on so many different levels when it comes to the dungeons in this game.
For those who did play GW1 and find these hard I can understand why. At least in GW1 you had things that prepared you and stepped you up for getting use to that next harder part of the game. Not here. You go from playing in a pve overworld (while making 30 pretty fast and getting a mail in the game telling you to go to AC) to being in an environment that others here (in favor of the dungeons no less) refer to as five man raids.
There is no ramp up to even begin getting the average player use to what to expect in a dungeon in this game. So how do you expect certain parts of the playerbase to feel?
However, while most of us get that Anet stated that dungeons were not for everyone its still an idea that is flawed by design, because by doing so they also removed one of the major parts that players look toward in an MMO to be inclusive of only certain %’s and types of the playerbase.
I have read many of the posts with people attacking those who just are not getting the dungeon design and mechanics concept no matter how many times they go in or for how long they are in each time, but who cares right, because all those “whiners” will just give up and move on.
However, a company losing any decent sized customer base is never good, and not something you should really want to encourage. Its bad for business, and its bad for those customers that are left.
Most of you here that do take part in attacking and trying to intimidate those stating they are having issues with dungeons being hard care more about your precious tokens and anything that you assume could ruin them for you.
Simple fact is that “Story Mode” is not “Normal Mode”. It may have less mobs, etc, but overall they are built no different than those in explorable and still really gives no way to really ramp up players to the more difficult explorable mode.
In the long run maybe Anet needs to consider implementing back what they had with the first game and have actual “Real” game modes in the dungeons.
I mean really what do any of you really care if they had an “Easy”, “Normal” (as is now), and “Hard Mode” for players to progress through regardless of their intial skill.
If players dont get tokens in “Easy” and have no chance of anything over “Green” what do you really care. It isn’t affecting your gameplay. It isn’t making your precious tokens less important. It isn’t affecting “YOU” or your “Uber Leet Skillz”.
Seriously, I want good answers to how this hurts those who don’t think they are hard.
At least let the players have an option to go through and enjoy the stories and experiences of the dungeons.
In the end though. I can see why those that are “Just not getting it” are fustrated.
(edited by Michael Fejervary.8576)
It’s the spirit of this game Anet want, to make content accessible to everyone. Go to play WoW if you want elitism and special modes for 10 top guilds.
DR trigger repeating the content, and under 30 minutes.
Actually, Anet said several times that Explorable mode paths are supposed to be very hard, and require coordination between several good players to complete. By that standard, many of the paths are a good bit easier than they should be.
There have also been Red posts stating that DR shouldn’t trigger unless you’re under 30 minutes (or whatever the threshold is, they’ve implied it’s not exactly 30) several times in a row. And as long as you bounce between two paths, the flat many-in-a-row condition won’t be an issue either. It’s bugged right now, obviously, but that’s how it’s supposed to work.