Scalable Dungeons
The dungeons do scale, they scale by level and that’s enough. PUGs shouldn’t complain when you watch the story clips in a story mode dungeon. You just found some bad people there.
I can remember in another MMO a solo option was put into the equivalent of story dungeons and it effectively meant no groups ran those dungeons. Anyone who spent more than 10 minutes looking for group just gave up and it did solo, meaning the next person would see no groups forming and would do it solo, and so on. You could argue that the same thing wouldn’t happen in guild wars but actually it would.
The dungeons do scale, they scale by level and that’s enough. PUGs shouldn’t complain when you watch the story clips in a story mode dungeon. You just found some bad people there.
I can remember in another MMO a solo option was put into the equivalent of story dungeons and it effectively meant no groups ran those dungeons. Anyone who spent more than 10 minutes looking for group just gave up and it did solo, meaning the next person would see no groups forming and would do it solo, and so on. You could argue that the same thing wouldn’t happen in guild wars but actually it would.
You could be right on the first point. Though I’ve yet to find a party that doesn’t want to skip through all the story bits.
In the game you mentioned, more people ran dungeons rather than gathering a group? Hrm… sounds like more people wanted to run solo than to run with a group. This post seems inadvertently supports the idea of scalable dungeons.
I would think that if people really wanted to run a dungeon in the game you mentioned, they would gather guildmates or make friends. I actually love running dungeons with friends. Though I only have two that will actually do dungeons. We’ve done some with only the three of us, but it’s a bit skewed and more of a chore than fun.
Perhaps this is the heart of the fear of allowing scalable dungeons. There would be less pugs to use as tools to get through dungeons.
I’m sure any who just read that saw that I used the word “tool” to refer to other players. That’s what pugging seems to be. Personally I’d rather run with people that I want to run with, friends. Which is still possible and desired in the scalable dungeons concept. In times that my friends aren’t on though, I’d still like to run dungeons myself.
“Hrm… sounds like more people wanted to run solo than to run with a group. This post seems inadvertently supports the idea of scalable dungeons.”
Nope not all. I suspected you wouldn’t believe the history even though I had no reason for misrepresenting it. Players who happily ran group content would run the story content solo/duo just because everyone else was running it solo/duo and it became a catch-22 situation.
I am very much in favor of giving us a way to rewatch the story after the dungeon is over. I too feel like I’m holding the rest of the party if I take the time to watch those bits.
There are other issues, it seems to be simply faster to do an explorable run of the dungeon then running story mode, and faster is easier to get peoples for, and what we’ve run a lot is easier. Scaling story mode down to a bit more in between explorable dungeons and world pve in difficulty might help alleviate some of this.
There is also the reward and time spent situation which must be addressed. Something like the reward in Fractals for running players through that have not done story mode before would be welcome. I’m sure it would of been to the folks that did 3 story mode dungeons with me yesterday.
If dungeons are scalable then the rewards must be scalable too. If a full group yields 60 tokens then doing it solo must yield 12 tokens.
If dungeons are scalable then the rewards must be scalable too. If a full group yields 60 tokens then doing it solo must yield 12 tokens.
Sounds fair to me.
just watch the cinematics on youtube
I fully support scalable dungeon. Scalable dungeon in GW1 work just fine. This is even without the suggested scalable reward. GW1 dungeons are like GW2 dungeons where they are designed for a specified determine range of player character levels. However at the same time GW1 dungeons are scalable to the number of players and the actual player level for the specified range of character levels. My reason for not supporting scalable reward is the difficulty would be the same (edit: for any individual) in all cases when the dungeon difficulty level have been correctly and fairly scaled according to the numbers of players and their character levels.
(edited by Avariz.8241)