[MERC] – Oceanic
(edited by Baels.3469)
Good evening friends and the like,
Guild Wars 2 has a number of fantastic open world encounters with bosses that would make the most seasoned raider froth at the mouth… Problem is… the fights leave quite a bit to be desired.
Raiding is frequently shafted by certain players, due to the common perception that they’re inaccessible; among a number of other ‘issues’.
Additionally, people seem to jump to the conclusion that for ‘Raid’ versions of bosses like the Shatterer or Claw of Jormag to exist, the open world boss would be removed. This is not necessary at all.
Raiding and open world encounters can co-exist where there is a desire for the content. The open world encounters can remain, whilst the raid encounters provide Arena-net designers and writers the chance to create an environment that could provide not only some back-story to each boss; but new and challenging content for guilds. They could tie both lore and game-play together beautifully, filling any story gaps and provide little easter eggs of lore that would otherwise be unknown.
Raiding tiers could progress with in the same chronological order of the current open world bosses. i.e. Behemoth>?>?>Shatterer>Teq>Jormag, etc.
Unlocking, or accessing raids could open up a number of fun ‘pre-requisite’ events/story lines that could be done as a guild.
The bosses are there, the lore is there (I assume), the desire from the player base is there and the design team is there. Why not provide something that adds another dimension to your game, as opposed to repeating the same formula?
Raiding is something that is difficult to implement within a game that has gone in a direction other than the trinity, but definitely not impossible. After playing an up and coming MMO which I shall not name for I am not allowed, I believe that raids could definitely work in Guild Wars 2. It’s a challenge. Personally, as a designer in a completely different field, I always seek challenge and try to find ways to make things work. I feel as though, it would really give the team something awesome to work on, to try and get right, and ultimately to provide a new piece of juicy content. Something different to the current LS cookie cutter formula.
The “But what about solo players” complaint. Rest easy, Guild Wars 2 is a game of cosmetics, should you be unable to ‘solo’ raid content (which you definitely should be unable to do), you’re only potentially missing out on cosmetics. If you don’t want to miss out, I’ll quote the devs of an up and coming MMO; find a guild or deal with it.
Personally, I feel that there is so much emphasis on being friendly to the solo player… that guilds are in fact the ones that are suffering. You can join multiple guilds, solo nearly all content, and outside of World versus World, Missions (which are essentially a guild wide grind for ascended or consumables) and maybe running a ‘Tequatl’ “raid”… there is literally no reason to even be in a guild. What about the long standing guilds I ask? We’re all jumping ship, even if we don’t want to… there’s nothing left.
Thanks for reading.
(edited by Baels.3469)
You will see the problem, when you see your guild die due to people leaving for other games wit the years: all that new content put out is group only, and you can’t do it.
GW1 was, for me, a nice single player game with optional chat and multiplayer. I wish GW2 were too – but everything looks like it won’t.
Thanks for the uh… constructive replies. If I wanted to put in a tldr, I’d have put in a tldr.
You will see the problem, when you see your guild die due to people leaving for other games wit the years: all that new content put out is group only, and you can’t do it.
GW1 was, for me, a nice single player game with optional chat and multiplayer. I wish GW2 were too – but everything looks like it won’t.
What is it with people and assuming that when one type of content is release, that is the ONLY content type that has to be released? I wasn’t aware that every other MMO EVER released exclusively group content, or exclusively solo content…
Guild Wars 1 was both great for solo players AND guilds. Why? There were guild orientated activities.
1) UW and FoW were challenging to the point that being in a guild run was often that much more fluid/faster.
2) GvGs
3) Urgoz/The Deep took 12 people, and were often very hard to find PUGs for, particular in the later period of the game.
4) More than one PvP mode, which everyone could enjoy.
Guild Wars 2 has…
1) WvW
2) …….
3) Guild Missions
(edited by Baels.3469)
In GW2:
My social guild does:
1) WvW
2) Guild Mission
3) Marionnette
4) Tequatle
5) Jumping puzzle train
6) Aetherpath <—- I’ve got most of my achievements thanks to this
My dungeon guild does:
1) Dungeon speedclear everynight
2) FotM, occasionally
I don’t think I ever run out of activities to do.
In GW2:
My social guild does:
1) WvW
2) Guild Mission
3) Marionnette
4) Tequatle
5) Jumping puzzle train
6) Aetherpath <—- I’ve got most of my achievements thanks to thisMy dungeon guild does:
1) Dungeon speedclear everynight
2) FotM, occasionallyI don’t think I ever run out of activities to do.
Sounds like you are grinding for a legendary or already have multiple due to teh grind.
Eh, me? No. they are just activities my guilds play out. I’m busy RP-walking in dungeons so no plans on the next legendaries yet.
Right now my social guild is zerging in LA. Just sayin’
(( attaches string to Iris)))
TAKE ME WITH YOU!
(sob) I love my guild we do lots of stuff, but dungeons is not one of them. or more accurately ONE path a night is good for them.
need more dungeon… DFSSFFSRGTFDR!
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.