Scalable Dungeons

Scalable Dungeons

in Fractals, Dungeons & Raids

Posted by: Punk Rogue.9856

Punk Rogue.9856

Here’s the thing. There is a lot of story that dips into the dungeons. The whole group with Rytok and gang goes off into the dungeons. This is world lore sort of stuff. As a solo player I want to see that. There are interesting parts that I am missing out on. I’ve pugged, and its fun when I want to faceroll monsters. But I’ve yet to find a party that doesn’t cry and moan if I want to watch the story parts. I say take the story out of the group dungeons or make the dungeons scalable down to a single player. Or maybe even have a story recap that plays all the cutscenes. Something that is earned by defeating a dungeon and can be pulled up and watched later out of the dungeons after the party disbands.
I’d even be happy if the story parts of the dungeons could be scalable experiences while the explorable parts were left as is. Allow people like me who can appreciate the story to take as much time as I want with it while the steamroll teams can kill monsters in exploration mode to their hearts content.
I almost think that part of the arguments against this may be due to the gear that solo players would have access to. As if there’s a badge of honor in having a specific item or whatnot. I hope this isn’t the case because like I mentioned above, I’ve pugged these dungeons and there isn’t any that I would consider hard. The most difficulty I’ve seen is when you get grouped with players that can’t hold their own. So the gear isn’t really a badge of honor, its just more gear gained by getting a lucky party roll. Though if this really is a stopping point of the scalable dungeon concept, make the drop rate less when there are less people in a party. I could easily live with that.
There was one point made in a post from awhile back that I’d like to quote, though I think the author may not see it the way I do.

“Making every dungeon solo will make the game a singleplayer game (like it happened in GW1) and no one wants that, you can already solo Rox and Braham instances so there is your “solo” instance to do.” -Azzer

This point depicts that the majority of people in GW1 played solo in dungeons. If this is indeed the case, then it stands to reason that more people wanted to solo dungeons than to play with a group in them.

I say give the majority what they want.

Scalable Dungeons

in Fractals, Dungeons & Raids

Posted by: Stooperdale.3560

Stooperdale.3560

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.

Scalable Dungeons

in Fractals, Dungeons & Raids

Posted by: Punk Rogue.9856

Punk Rogue.9856

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.

Scalable Dungeons

in Fractals, Dungeons & Raids

Posted by: Stooperdale.3560

Stooperdale.3560

“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.

Scalable Dungeons

in Fractals, Dungeons & Raids

Posted by: Llyren.3904

Llyren.3904

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.

Scalable Dungeons

in Fractals, Dungeons & Raids

Posted by: Ayrilana.1396

Ayrilana.1396

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.

Scalable Dungeons

in Fractals, Dungeons & Raids

Posted by: Punk Rogue.9856

Punk Rogue.9856

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.

Scalable Dungeons

in Fractals, Dungeons & Raids

Posted by: Maximillian Greil.1965

Maximillian Greil.1965

just watch the cinematics on youtube

Scalable Dungeons

in Fractals, Dungeons & Raids

Posted by: Avariz.8241

Avariz.8241

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)