Update the Dungeons?

Update the Dungeons?

in Fractals, Dungeons & Raids

Posted by: Lipzipper.3160

Lipzipper.3160

The standard and skill of arenanet has grown, why not update the dungeons?

Ima zip I’ma Lip, a Lip zippy dip.

Update the Dungeons?

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Posted by: RoseofGilead.8907

RoseofGilead.8907

Because they’ve (long ago) decided to focus their development work and talent on Fractals and Raids rather than Dungeons.

Update the Dungeons?

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Posted by: SlippyCheeze.5483

SlippyCheeze.5483

What rose said. Basically, mentally scrub out the word “fractal” and write in “dungeon without personal story attached”, and bam, you have the design path that anet followed here.

Update the Dungeons?

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Posted by: Eponet.4829

Eponet.4829

What rose said. Basically, mentally scrub out the word “fractal” and write in “dungeon without personal story attached”, and bam, you have the design path that anet followed here.

and “Raid” with “Dungeons made for 10 people.”

Update the Dungeons?

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Posted by: SlippyCheeze.5483

SlippyCheeze.5483

What rose said. Basically, mentally scrub out the word “fractal” and write in “dungeon without personal story attached”, and bam, you have the design path that anet followed here.

and “Raid” with “Dungeons made for 10 people.”

At least the description of the “chess” mechanic in a recent raid boss makes me think that raids are being designed with a different degree of mechanical complexity to them; while fractals and dungeons definitely have mechanics, they are not so involved.

I … kind of wouldn’t have objected if anet had avoided the word “raid”, though, because I’m pretty sure part of the forum and reddit complaining comes from people expecting “raid” to mean something very specific, and that’s not entirely what anet were after…

Update the Dungeons?

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Posted by: Walhalla.5473

Walhalla.5473

Why not updating the dungeons? The guys from the old dungeon team are either fired, left Anet or are now developing something different for GW2 ( most likely all 3 ).

Also the code of the dungeons seems to be a complete mess. Bugfixing for the dungeons took quite a while back then and in one of the recent AMA’s Anet “joked” about the dungeon scripts. Perhaps they even have to built them from scrap just to update them in a meaningful way.

Update the Dungeons?

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Posted by: Astralporing.1957

Astralporing.1957

What rose said. Basically, mentally scrub out the word “fractal” and write in “dungeon without personal story attached”, and bam, you have the design path that anet followed here.

That was somewhat true up until the point where they suddenly decided that fractals for some reason need to be a “stepping stone to raids”.

Now dungeons, fractals and raids all follow different paths and serve different roles. Except, of course, that, while Fractals are still alive, and Raids are on the peak of developer attention, dungeons are dead.

Actions, not words.
Remember, remember, 15th of November

Update the Dungeons?

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

The devs also said that they boxed themselves into a corner with the dungeons. They created an environment in which minor adjustments are difficult and major ones ridiculous. It was far easier to drop dungeons and start fresh, which they did (slowly) with fractals.

Put another way: updating dungeons would cost a lot of resources and slow new/updated content (including dungeons). It seems likely that the only way to update dungeons would be do re-use the settings/assets for things like Living Story. Or perhaps a new fractal.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Update the Dungeons?

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Posted by: Sister Saxifrage.7361

Sister Saxifrage.7361

What is the difference between dungeons and fractals that makes dungeons so much more costly to develop? Is it the event chains with scripted scenes?

Update the Dungeons?

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Posted by: Dragon Masher.5749

Dragon Masher.5749

What is the difference between dungeons and fractals that makes dungeons so much more costly to develop? Is it the event chains with scripted scenes?

I think it’s because there much larger maps, have multiple paths and people expect armor and weapon skins from them. Where as fractals are smaller in scale and you can artificialy scale the difficulty with the fractal system. All that aside if anet ever did decide to make new dungeons they could design them differently compared to old ones.

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Posted by: maddoctor.2738

maddoctor.2738

Dungeons were created by an old team using very old scripting tools. Remember when Aetherpath was added they had to remove one of TA’s paths? That’s because there was a technical limitation that didn’t allow more than 3 paths per dungeon.

Fractals and Raids were created using newer tools that make adding and tweaking them much easier. To “port” dungeons to the new system would be a great amount of work for minimal gain. Most encounter scripts would need to be re-written, basically creating dungeons from scratch.

I have a feeling that dungeons were created really early in the development of Guild Wars 2, using the oldest tools available to the developers.

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Posted by: Gambino.2109

Gambino.2109

Hard to believe fractals came out just three months after the game released. Even more that they are still being made center of attention

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Posted by: zealex.9410

zealex.9410

What rose said. Basically, mentally scrub out the word “fractal” and write in “dungeon without personal story attached”, and bam, you have the design path that anet followed here.

That was somewhat true up until the point where they suddenly decided that fractals for some reason need to be a “stepping stone to raids”.

Now dungeons, fractals and raids all follow different paths and serve different roles. Except, of course, that, while Fractals are still alive, and Raids are on the peak of developer attention, dungeons are dead.

U got proof that raids are on the peak of attention? Maybe for the community yes because its a delicate matter but fractals have gooten more updates quicker.

Update the Dungeons?

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Posted by: zealex.9410

zealex.9410

Dungeons were created by an old team using very old scripting tools. Remember when Aetherpath was added they had to remove one of TA’s paths? That’s because there was a technical limitation that didn’t allow more than 3 paths per dungeon.

Fractals and Raids were created using newer tools that make adding and tweaking them much easier. To “port” dungeons to the new system would be a great amount of work for minimal gain. Most encounter scripts would need to be re-written, basically creating dungeons from scratch.

I have a feeling that dungeons were created really early in the development of Guild Wars 2, using the oldest tools available to the developers.

but arah has 4 paths :/

Update the Dungeons?

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Posted by: TexZero.7910

TexZero.7910

What rose said. Basically, mentally scrub out the word “fractal” and write in “dungeon without personal story attached”, and bam, you have the design path that anet followed here.

That was somewhat true up until the point where they suddenly decided that fractals for some reason need to be a “stepping stone to raids”.

Now dungeons, fractals and raids all follow different paths and serve different roles. Except, of course, that, while Fractals are still alive, and Raids are on the peak of developer attention, dungeons are dead.

Really gonna complain about a system that has scaling difficulty being harder as you progress ?

Do T3 if you can’t handle T4 (and T4 is hardly a challenge)

Update the Dungeons?

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Posted by: Astralporing.1957

Astralporing.1957

Dungeons were created by an old team using very old scripting tools. Remember when Aetherpath was added they had to remove one of TA’s paths? That’s because there was a technical limitation that didn’t allow more than 3 paths per dungeon.

That’s an urban legend. Which was clearly not true, just look at Arah.

The reason they stated they removed forward/up was because noone was running it. Of course, they forgot to add that noone was running it due to bug that made finishing it impossible for 95% of players. Bug that devs themselves have introduced, when they tried to make the final encounter harder. And whose existence they later refused to acknowledge.

The part with old/new tools is true however – devs at that time were known to mention how they have no/only bad tools for things they needed to do.

So, fixing/redoing dungeons is not being done because they are a coding mess noone in anet even understands now, that their original creators are gone. It’s still no explanation for abandoning creation of new dungeons.

U got proof that raids are on the peak of attention? Maybe for the community yes because its a delicate matter but fractals have gooten more updates quicker.

Notice, how the explanation behind fractal design changes was given as “because raids”? Doesn’t it clearly tell you which of those two contents is considered more important here?

Though actually this time it’s not what i meant – i said “peak of attention” because, for raids it’s still currently the honeymoon time. The time when they are going to receive the best of developer’s attention in their whole history, probably. Eventually, that is going to wane and Anet’s attention will wander to another “new thing”. Whatever it might be.

Actions, not words.
Remember, remember, 15th of November

(edited by Astralporing.1957)