If Anet doesn't add new dungeons...
The Bane (charr arena) should really be used for either: pvp 1v1/2v2/whatever arena
or: solo/duo/5man/whatever boss fights with rewards for killing them + gambits. they should be very hard though, if they gonna be replayed over and over
Excellent idea! I would want that. Badly.
. . .
ban galla nir
I really want new dungeons so badly.
I really want new dungeons so badly.
But… Anet say it too much work… lets believe them…
But seriously they have a map they can recycle they have a lot of model available, now they have to add the mechanics, it does not take that much ressources (with “all” the game mechanics they added in LS 2 the pve combat designers must have a lot of time on their hands).
If they’d let the players choose what to do, I would create a new dungeon alone even if takes me 10 months, it’s the most desired content in the game. Sadly i don’t have the tools for it and Anet won’t let us do “what we want”. They want us to focus on Living Story, and i feel that’s ok, but only if that wouldn’t completely remove the chance of getting other kind of content more often.
Aens / Ellantriel / Nao To Mori / Saelyth. Commander
Guias de Raids en espaƱol / Spanish raiding guides
Hi Dub
They need to add Scarlet Briar and unskippable cutscenes to every dungeon.
They need to put diving goggles in super obscure locations for those that love to goat around.
I asked for that many threads ago.
I’m going to use Divinity’s Reach just as a baseline for how large the smallest dungeons in the game ought to be.
In terms of actual real estate, all dungeons should cover at least as much ground as Divinity’s Reach, and many should be even larger than that.
In addition, they should get rid of these linear story paths – and make dungeons truly exploration based – they should just be places you go to delve as deep as you can, facing whatever challenges you find along the way.
I don’t like how the dungeons resembled personal story – and how the actual path you take is just go from one room to the next, kill a few things, go to the next room.
I want vast – VAST – cavern complexes and castles. Going miles into the earth.
And I want to be able to log out inside a dungeon and resume when I log back in. Dungeons could take several days to explore the entirety of them.
Also, they should have small DE’s just like the open world.
I’m going to use Divinity’s Reach just as a baseline for how large the smallest dungeons in the game ought to be.
In terms of actual real estate, all dungeons should cover at least as much ground as Divinity’s Reach, and many should be even larger than that.
In addition, they should get rid of these linear story paths – and make dungeons truly exploration based – they should just be places you go to delve as deep as you can, facing whatever challenges you find along the way.
I don’t like how the dungeons resembled personal story – and how the actual path you take is just go from one room to the next, kill a few things, go to the next room.
I want vast – VAST – cavern complexes and castles. Going miles into the earth.
And I want to be able to log out inside a dungeon and resume when I log back in. Dungeons could take several days to explore the entirety of them.
Also, they should have small DE’s just like the open world.
Then gw2 is the wrong game for you
I’m going to use Divinity’s Reach just as a baseline for how large the smallest dungeons in the game ought to be.
In terms of actual real estate, all dungeons should cover at least as much ground as Divinity’s Reach, and many should be even larger than that.
In addition, they should get rid of these linear story paths – and make dungeons truly exploration based – they should just be places you go to delve as deep as you can, facing whatever challenges you find along the way.
I don’t like how the dungeons resembled personal story – and how the actual path you take is just go from one room to the next, kill a few things, go to the next room.
I want vast – VAST – cavern complexes and castles. Going miles into the earth.
And I want to be able to log out inside a dungeon and resume when I log back in. Dungeons could take several days to explore the entirety of them.
Also, they should have small DE’s just like the open world.
Talking about Skyrim, it’s a shame we don’t get to fight with lesser, smaller dragons in this game :C
Well we are clearly not going to see these “vast” and “gorgeous” looking dungeons anytime soon and really i don’t care, I do not play a dungeon for some linear story or some cool textures, what I expect from dungeons is to stretch and bring the most out of gw2 combat, if small cave like dungeons with 3 to 4 encounters and some lore spilled here and there are able to deliver, I will happily take it.
No need for extravagance.
(edited by Teckos.1305)
Sounds like you want things like Underworld, Sublimato.
Everyone who ever played it wants ‘The Underworld’.
Just not in guild wars 2, implemented by living story devs.
^
exactly
Probably in Guild Wars 2 Aatxe would be just trashmobs you can facetank and Dhuum would be a joke figure you have to zerg down with 50+ people
Imagine dhuums judgement doesn’t have a target limit. Pug buster number 1.
I’m going to use Divinity’s Reach just as a baseline for how large the smallest dungeons in the game ought to be.
In terms of actual real estate, all dungeons should cover at least as much ground as Divinity’s Reach, and many should be even larger than that.
In addition, they should get rid of these linear story paths – and make dungeons truly exploration based – they should just be places you go to delve as deep as you can, facing whatever challenges you find along the way.
I don’t like how the dungeons resembled personal story – and how the actual path you take is just go from one room to the next, kill a few things, go to the next room.
I want vast – VAST – cavern complexes and castles. Going miles into the earth.
And I want to be able to log out inside a dungeon and resume when I log back in. Dungeons could take several days to explore the entirety of them.
Also, they should have small DE’s just like the open world.
Sounds like a raid to me.
http://www.twitch.tv/tree_dnt || https://twitter.com/Tree_DnT
The meta is changing at an alarming rate!
Can we just have raids?
Pls. I ned.
No raids, pliss, Crown Pavilion was too mindless (even Boss Blitzing). Let’s just have hard-mode zones instanced for 5 people. Closed open world PvE with the intent of 5 level 80s beating hard content.
(1800 seconds later)
Dungeons should be like the open world zones unto themselves.
I don’t care if they’re instanced or not – I like both styles (open world and instanced), but in size and scope every dungeon should have been built the same as an entire open world map/zone.
(1800 seconds later)
Dungeons should be like the open world zones unto themselves.
I don’t care if they’re instanced or not – I like both styles (open world and instanced), but in size and scope every dungeon should have been built the same as an entire open world map/zone.
Something like Arah?
(1800 seconds later)
Dungeons should be like the open world zones unto themselves.
I don’t care if they’re instanced or not – I like both styles (open world and instanced), but in size and scope every dungeon should have been built the same as an entire open world map/zone.
Something like Arah?
I think the point is having an instance where you’re not pidgeonholed into a single path. Imagine Arah if every path was opened and all of the bosses were able to be fought. That’s… pretty much what Underworld was.
That’s basically what we had with FoW and UW in GW1. Yeah, I would appreciate it, but with 10man instanced system.
‘would of been’ —> wrong