Very disappointing news for you guys
At the same time, more Developers leave Arena Net.
Goodbye to Martin Kerstein and Kate Welch.
I’m still waiting for some particular LS writers loving Sylvari.
As for future dungeon development – after hearing that Aetherpath took so much from Devs, I don’t know what to say.
Please hint that you’re working on expansion and that’s the reason why you are so mysterious and slower than a chilled snail with everything.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Also sadfais, I got an infraction for talking about Archeage on page 2 :<
Same. I got a ban for it.
Meanwhile, Nova doesn’t get punished at all. Obviously internet dating the forum moderator.
inb4anotherinfraction
I agree.
I didn’t have time to read every post in here, but I for one am tired of little stupid changed to dungeons (boxes gone in CoE, golem moves now, troll in hotw, yayy….). These changes do nothing but make me learn a slightly different speed run. It is the same OLD CONTENT. The AC update was the only half decent one and even then pretty un-needed imo.
New dungeons with better AI, new boss encounters, new rewards. This is what is needed.
“Nerfing” ways to do dungeons fast is simply frustrating old players, it doesn’t change the meta, it doesn’t make me more inclined to bring new players, etc. But the gamescon interview was really depressing over all, so.
Something that would help is if you could gather a thread for each dungeon (perhaps you’ve all already created one per dungeon?), and list out the major changes that you feel the dungeons would need to make them better, in concise bullet points. That way it’s easier for us to provide them to the development team.
Every time there’s a public outcry about something, this is what Anet asks for. People are foolish enough to oblige. It cools them off because they think Anet is finally listening. And Anet gets away with doing nothing.
For example, see WvW forum: this has happened several times there already.
I’m sorry but Anet isn’t a sloth demon. They don’t sit there finding excuses to be lazy. You want Anet to listen? Treat them as if they’re humans with human limitations, capable of having stress, don’t like having their toes stepped on, or being yelled at and insulted, and actually provide constructive criticism (as per the standards listed in the sticky on the general discussion forum I do believe, and not some rude, self-esteem inflated kittenization of constructive criticism in which the devs are outright insulted).
Whoa there, Bono! You are asking too much.
Something that would help is if you could gather a thread for each dungeon (perhaps you’ve all already created one per dungeon?), and list out the major changes that you feel the dungeons would need to make them better, in concise bullet points. That way it’s easier for us to provide them to the development team.
Every time there’s a public outcry about something, this is what Anet asks for. People are foolish enough to oblige. It cools them off because they think Anet is finally listening. And Anet gets away with doing nothing.
For example, see WvW forum: this has happened several times there already.
I’m sorry but Anet isn’t a sloth demon. They don’t sit there finding excuses to be lazy. You want Anet to listen? Treat them as if they’re humans with human limitations, capable of having stress, don’t like having their toes stepped on, or being yelled at and insulted, and actually provide constructive criticism (as per the standards listed in the sticky on the general discussion forum I do believe, and not some rude, self-esteem inflated kittenization of constructive criticism in which the devs are outright insulted).
Whoa there, Bono! You are asking too much.
You’re probably right. I need to go to home depot to buy some materials to create signs to protest with! BRB
Lets not make this too toxic of a post.
What I take from it is that Anet listens to a lot, most of what we post. I believe. Anet also “thinks” and “considers” a lot of things. This doesn’t really mean anything. I don’t want to hear that you are thinking about this or could do this, I wanna hear what you are actively working on. The only thing they’ve ever really been actively working on is the living story Expansion like features are far and few in gw2. What do people expect in expansions?
Well look at gw1 or other MMO’s and thats what they expect. The amount of content Anet has added to the game is not the problem, its the type of content. The recent living story doesn’t have much replayability. Dry top lost its replayability pretty quickly for me at least, which was about 2 weeks. The living story instances have absolutely no replayability. They are fun and interesting to do(sometimes very little gameplay, too much dialogue cicking), and at the end, the achievements are not hard at all. They are not replacement for dungeon type difficulty. About 5% of them have actually been difficult.
Simply changing boss encounters and bug fixes in dungeons isn’t enough to make up for the lack of new content in that area. I sincerely loved the dungeons in GW1, they alone are what kept me playing for 2 more years until GW2 launch. TA aether is my favorite part of this game and i feel the effort put into it was well worth. The extra achievements and puzzle aren’t necessary for more dungeon as people have previously stated in this topic. Personally, I love the rewards from it as well. They reflect dungeon concepts from GW1 with incredibly rare rewards, but not unattainable (fractal tonic :P) It saddens me that the focus of the game is on casual content and more TA aethers are unlikely to happen, but I figured I’d throw out my 2 cents.
Sea of Sorrows
It feels like every time the community wants something done it comes down to PR blackmail to even get a response. The devs are seemingly just scapegoats of a bigger problem, and that is the management and general direction of the game we’re seeing.
If the community was told 6 months ago that we’d be seeing nothing but LS content for the next year I doubt the majority of end game PvE’rs would be playing right now.
Granted the feature patch in April was a good step forward, everything between has just been a spiral of letdowns and the recent interviews have given a lot of people closure; the amount of times I’ve heard “I’ll give it a couple more weeks to see if anything happens and then I’m out” and then false hope ensues.
(edited by doddbox.8153)
It saddens me that the focus of the game is on casual content…
Well it is a casual game.
It saddens me that the focus of the game is on casual content…
Well it is a casual game.
You’re speaking with authority on this subject?
It saddens me that the focus of the game is on casual content…
Well it is a casual game.
I feel like “casual” is thrown around to mean a lot of different things.
There is no reason that Casual can’t also involve Difficulty.
Casual simply means less time invested. I play this game more casually than I have any other MMO, and it’s casual nature is why I love it. Doesn’t change that I very much enjoy the challenges it has more than the “press 1 to win” fights that make up much of it’s content.
What makes this game great for casuals is the lack of a gear treadmill and difficult progression. That combined with a lack of raids or really any content that is designed to take hours pretty much makes it perfect for someone who can’t devote that amount of time and devotion. Doesn’t mean that those same people can’t learn to solo Lupi or smoke lvl 50 fractals.
Here’s my feedback, for whatever developers might see this:
-There is nothing you can change in current dungeons, in a reasonable timeframe/workload, that will really revitalize the people that like dungeons. Bug fixes are nice, but a less buggy path is still the same path we’ve been running for 2+ years, just with less bugs. It doesn’t make the dungeon any less stale.
-You’ve had the same amount of time to collect metrics, listen to players, absorb feedback. Take that information and make something new and wonderful, that will engage players and keep them chomping at the bit for more. If you have to weave it into the LS, so be it. Try dedicating a team to it, like you have WvW/PvP in the past, and see what the results are. I’m guessing you might hit a home run.
-As has been pointed out, a couple hours of content every two weeks is not a replacement for permanent content. If you really want people to stick around and enjoy your game after they’ve been here awhile, provide good, lasting content for them to enjoy. This goes beyond the people that hang out in the dungeon sub. It’s true for all your players, given enough time.
I’d like to clarify a few points.
The Competitive Team is responsible for all more-advanced content in the game. This includes: PvP, WvW, and profession skill balance/game balance in general. This is a pretty big group of areas of responsibility, as you can see. The team’s resources are spoken for in areas that will have impact on the most amount of players, or on changes that are less of impact to them, resource-wise (smaller projects/changes). As such, we have no immediate plans to revamp dungeons due to this resource constraint. That’s not to say that the team will never have time, in the future, to do large projects like the TA Aetherpath or similar with other dungeons. As Mike O’Brien said in his recent post, if we ever permanently stop working on a particular area of the game, we will tell you all.
Your feedback from this sub-forum has been reaching the team. As you recall, CC Danicia was active here in the past and delivered that feedback to developers. We will continue monitoring your feedback here and responding as we can.
Something that would help is if you could gather a thread for each dungeon (perhaps you’ve all already created one per dungeon?), and list out the major changes that you feel the dungeons would need to make them better, in concise bullet points. That way it’s easier for us to provide them to the development team.
What are we working on right now? Feature Pack 2 (in ~two more weeks), Season 2 of the Living World (coming back this fall), the WvW Fall Tournament, and the World Tournament Series PvP global tournament are just some of the things we are currently working on that we can tell you about right now.
Here is the million dollar question -
In Living Story Season One, we saw 3 new (unique) dungeons – Aetherblade, Molten Facility and TA Aetherpath. The resources, at that time, existed to make these dungeons.
Will there be dungeons associated with Living Story Season Two? If not, WHY NOT?
They have had the resources to do this in the past. We definitely want this. Why is this not a priority in Living Story Season Two?
We want Dungeons. You have made dungeons as part of living story. It seems ridiculous that we arent getting dungeons as part of season 2.
omg Nevets is so correct, Teq and GJWurm is just hell to get organized if you don’t have halfway decent people with you that are capable of communicating (well, Teq isn’t as big of deal anymore as long as people are familiar with the fight), but Wurm is so critical that TTS secretly jumps maps every 5-10 minutes, but only alerts their teamspeak people who have “tacos” in a private voice chat that only the members of the TTS guild can hear, so it makes it harder for trolls and deprioritizes pugs from taxi-ing into the new map until after the confirmed players get in first (but to make note, not all the leaders in TTS do this, and it depends on how many people turn up).
as for the whole dungeon content, well i am not too upset with it to be honest, i don’t really need new dungeons right now, though in the future i am open to new ones. my only issue, and i have a post about this already, is that i don’t feel like for the time spent on the dungeons, some dungeons don’t feel worth the time spent. i mean, even if you don’t raise up CoE, HotW, and CM, which have a bit of a learning slope and can be really rough with bad team comps or new players, i feel like specifically Sorrow’s Embrace path 2 and Citadel of Flame path 3 need some love.
i am aware that pro speedrunners, hardcore dungeon guilds, and just many good players in general, usually don’t have a problem with these paths, but that doesn’t mean they are easy, and they are far from being time profitable, unless you are of those elite groups. i mean, i don’t even care that Ren claim to run SE path 2 in like what, 16 minutes? 18 minutes? but they also claim to do Aetherpath and Arah path 4 in 20, soooo… yeah, while the rest of us normal people spend 1-2 hours on Aether and Arah p4, so then, if we are trying to make gold, we might as well just do all the easy paths and never do anything harder, basically.
now i will admit, that CoF p3 sometimes isn’t as kittenome CM runs, or some CoE runs, or some HotW runs, but it is consistently annoying and feel like it should get some more love, just a bit, i’m not saying like 2 gold or anything, but like maybe AC price 1.55 etc. but as for SE p2, yeah, i did that once and it took over 3 hours, and my friend who did it with good players who were experienced took him 78 minutes, for… 1 whole gold oh my god, soooo rich, and it only took the same amount of time as clearing all paths of AC and SE 1/3 and CoF 1/2 but for one WHOLE GOLD OH MY GOD SO RICH!
i mean seriously, i’ve gone through path 1 and 2 of Arah consecutively in half the time my only run of p2 SE went. if Arah gives you 3 gold, then i think SE p2 should give 3 also, which to be honest, i find that SE path 2 is HARDER than Arah, but hey, that is okay, this just means Anet can take the time to make Arah harder, so it can live up to how hard and long SE path 2 is ^.^
i think if gold reward was increased for the harder and less popular dungeons, then some people would be inspired to try to get better at them and do them anyway, sort of like what happened with AC, that seemed impossible at first, and then everyone just kept doing it because “LOLZ 1.55 GOLD FTW”, and then everyone got good at it, so to be honest, after Anet finally fixes Detha, i would suggest, to be fair, to drop the gold reward to 1.30 or 1.25 for AC, since it’s almost mind numbingly easy, but in return, up the gold on CM, HotW, and CoE by 20-50 silver, depending on the path of course, and i swear, at least up SE path 2 to 3 gold, like seriously, and watch no one wanting to run it anyway, i mean, aside from like 6 guilds who “do it in 16 minutes” :p bah!
How difficult would it be to add some older stuff back in, perhaps as fractals?
Example, The Mad King Realm from halloween 2012, Kessex Toxic Tower, Clocktower, SAB, Queens Pavilion etc. Even recycle some current dungeon encounters into shorter fractals, Lupi fractal anyone?
There’s a multitude of content already in-game that simple needs to be re-enabled right?
If none of that is possible or falls outside the current Living Story requirements. How about a reward pool for dungeons, instead of getting 1 gold for completion, the entire party will get 5 gold, or 10 gold, split up between them. People who are good enough to solo or duo dungeons will then get more rewards for their harder work, a new party system would obviously have to come with this to avoid people kicking for more gold.
Dungeon “gambits” Like the Queens Gauntlet, each gambit will increase/decrease rewards and difficulty
It saddens me that the focus of the game is on casual content…
Well it is a casual game.
You’re speaking with authority on this subject?
Sure.
I feel like “casual” is thrown around to mean a lot of different things.
There is no reason that Casual can’t also involve Difficulty.
Casual simply means less time invested. I play this game more casually than I have any other MMO, and it’s casual nature is why I love it. Doesn’t change that I very much enjoy the challenges it has more than the “press 1 to win” fights that make up much of it’s content.
What makes this game great for casuals is the lack of a gear treadmill and difficult progression. That combined with a lack of raids or really any content that is designed to take hours pretty much makes it perfect for someone who can’t devote that amount of time and devotion. Doesn’t mean that those same people can’t learn to solo Lupi or smoke lvl 50 fractals.
I’m unclear on why you’re telling me this.
After the Fractured incident i’m simply too afraid to suggest anything. Wait and see.
But … The team being so overwhelmed with stuff to do they have a skrittload of time to gather feedback, suggestions, opinions, cupcakes. In theory of course. Unless they decide dungeons are permanently off the table.
i hate this featuer patch is only abut pvp site of ting becous i dont to pvp i to pve farming and duns(fractls) daily and guild evends but pvp is to mindblowing fustered if ur new to it
In my opinion improving existing content is much better idea than adding completely new content. Most importantly a new dungeon (or even a path) requires lots of resources because they have to design terrain, dialogue and encounters from scratch (including models for everything).
If same effort was applied to existing dungeons, we could have fixes and improvements for several paths / dungeons. From a living story perspective, corruption of Mordremoth could spread to existing dungeons and give enemies additional attacks / mechanics. If you want to keep dungeons accessible for casuals, add “casual mode” with -50% health, -50% damage and party size scaling.
Either way, a real effort has to be applied. Spending on average 1 hour per week on dungeons doesn’t really cut it. I’m pretty sure dungeon forum can give some very good pointers what to do but we (or some of us) really need to know that something is going to happen.
Aside from technical issues being posted here, Let’s talk about boss enoucnter and dungeon design specifics. One of the main issues we have and how it is currently being addressed is that, more difficulty =/= more health/higher numbers. We want more complex fights, we want encounters to take multiple stages, and over all, we want dungeons to be a fun / cooperative 5 player experience rather than just a series of corner stacking fights.
Currently, the main issue we have that I could think of with the following dungeons have many common themes, and those are:
1) Apprach an Encounter
2) Look for LOS and stacking spot
3) Fight said mob against LOS/Stacking spot
4) Loot whites/blues/greens
5) Rinse and repeat til the end.
This applies to:
1). AC Trash Encounters, Kholar, Troll, etc Endboss
2). CM Trash Encounters and most of the bosses
3). TA Trash encounters and the following bosses:
a) MALRONA, Fyonna, Tree, Leurent guards, Leurent, The Deflier, etc
This list goes on, as you can see the problems is very obvious. This is worst in FOTM because all of a sudden, instead of spending a minute two 2 minutes at a wall or each encounter, each pull to kill time is doubled at a higher level. Does that mean the fight is more difficult? no, not really, it just means we’re going to get bored much quicker.
Now let’s look at a good example of what you guys have done. Season1, Molten Duo fight is perhaps one of the best encounters you’ve added since Lupi. (I will use Lupi encounter as a bar for now). Molten is a fight that has the complexity level of a lupi encouter at a lower level fotm. At a higher level fotm, since you guys only fine tuned the health of both bosses, the fight was only difficult for parties that do not know their max dps rotations (or parties that did not bring enough dps). Again, this is Anet’s frame of mind, how do we make things more fun and challenging?!?!!? Let’s give them more health so the players will have to fight them twice as hard. Is that the correct answer? Well, luckily for MD encounter, it worked out. Because the sheer fact that you get a very small window for dps, and if you miss it. Then hell, it’s going to be a tough fight regardless. This is what makes MD the example of a good fight.
TL-DR: Greather the complexity of the enoucter, the more fun we will have.
Ideas/Suggestions:
1) Redesign some current boss encounters to have multiple stages per fight (Look at lupi/ MD for example).
2) Higher level FOTM should include bosses that has more abilities on top of more health.
3) Pacing between fights to fights can be solved with more Jumping puzzle or coordination related puzzles, vary them! ie. sub 20 Asuran FOTM can have jumping pads that sticks. 20+ Asuran FOTM can have jumping pads that flahses and goes away every now and then. (This feature is implemented in game but in a different part).
4)TA AEtherpath, Ooze clearing poison on the ground, with Slick and Sparki is a cool fight! Why is the ooze mechanic not re-used in fotm? And I don’t mean the thaumanova reactor level , because in general I think you guys did this one great!
If I could remember and find it, I think someone on reddit did a drawing of re-designed world boss encounters long while back. I thought that was very creative and some of those redesigned fights seemed very challenging and fun to play. It’s awesome, because Anet, you guys did listen and gave us some really awesome new world boss fights. Now it’s time to look at dungeon bosses and do the same.
80 Elementalist/Guardian/Mesmer/War
[SAO][Rx][Noob]
On a side note. I just saw Ivan’s separate thread about improvements that can be made to Arah. Would it be a good idea to have separate thread for each of the dungeons and one big one for FOTM? anyone?
80 Elementalist/Guardian/Mesmer/War
[SAO][Rx][Noob]
Why are Dungeon Rewards time-gated?
If i don’t have time during the week to play all 3/4 paths every day, why can’t i do all those during the weekend?
If then people would only do the easiest path of dungeons, then add better rewards to the harder dungeon paths’ end chest + more tokens.
I see that gold rewards have to be time gated, but please don’t do the same with tokens and chests.
Polling
We could probably do a poll (even though I highly think it’s unnecessary) in terms of what people’s favourite dungeons are at the moment and which ones the least (if possible).
Or like, list the top reasons why certain dungeons are well-liked or well-disliked.
Skippable Cutscenes
As much as I was happy with the changes in the dredge fractal, I’m literally surprised by how little effort has been made in terms of making the cutscenes unskippable, even though I’d imagine that these are changes that can easily be implemented (I’m not an expert for how to make that work, but if I’m wrong about it please correct me). What’s the deal with unskippable cutscenes and how much manpower needs to be directed for that sort of thing anyways?
Directions for Newer Contents
Anyways, my point of making this post is, already I’m predicting that most people’s favourite dungeon in the entire game is Arah and that they should continue to do something similar in the future instead of designing a path like Aetherblade.
And as many others have stated their opinions, even if you do nothing to the dungeons at the rate it is in, when we get new content like a whole new dungeon like Arah, you have no idea how much rejoicing there will be in this community. We would soooooooo easily let go of things like the bonewall not disappearing at Alphard, which is just ridiculously tedious for no good reason at all.
On a sidenote, I also would like to say that a dungeon like AC Story Mode with a non-linear setup is a very nice design that would be a cool feature in whatever new possible contents we might get. I’d just like to give that a special mention since it might easily be overlooked since Arah isn’t like that (even though I honestly see the potential in Arah Story Mode for this non-linear approach…).
(edited by xallever.1874)
And… about people being bitter with the dev team… I remember Danicia mentioning that it was her job to translate the players’ frustrations into something that can be positively absorbed by the devs.
I guess, overall, it’s more helpful for the devs to read 5 pages of positive inputs rather than having to skim through 20 pages of rants. But… I’m also just saying that it’s Anet’s job to be able to filter whatever good stuffs they can find amidst whatever is being posted here.
And… about people being bitter with the dev team… I remember Danicia mentioning that it was her job to translate the players’ frustrations into something that can be positively absorbed by the devs.
I guess, overall, it’s more helpful for the devs to read 5 pages of positive inputs rather than having to skim through 20 pages of rants. But… I’m also just saying that it’s Anet’s job to be able to filter whatever good stuffs they can find amidst whatever is being posted here.
Sifting through this forum’s posts; the ol’ Morale-Killer.
Is it their job? I must’ve missed that hook when hearing about the game.
And… about people being bitter with the dev team… I remember Danicia mentioning that it was her job to translate the players’ frustrations into something that can be positively absorbed by the devs.
I guess, overall, it’s more helpful for the devs to read 5 pages of positive inputs rather than having to skim through 20 pages of rants. But… I’m also just saying that it’s Anet’s job to be able to filter whatever good stuffs they can find amidst whatever is being posted here.
Sifting through this forum’s posts; the ol’ Morale-Killer.
Is it their job? I must’ve missed that hook when hearing about the game.
It still is. Obviously, there are things that can be done to make their jobs easier.
I remember someone writing the proposal for Chris in the Fractals CDI so that he could easily submit that as a report. But he asked the community to help him and they did.
Even if the community didn’t, he initiated the CDI and he should communicate whatever he got from it to whomever he’s supposed to report it to anyways, whether it’s in a jungle format or a very clean resume format.
Dungeons are only a means to an end(Tokens, Mats, gold), and not supposed to be run for the sake of running them so therefore there’s no need for more dungeons. Way too many dungeons would just split the dungeon community’s small numbers down even further amongst different dungeon instances and make finding a team for certain dungeons even harder.
Dungeons are only a means to an end(Tokens, Mats, gold), and not supposed to be run for the sake of running them so therefore there’s no need for more dungeons.
shrugs I run dungeons for the sake of running them. If you get together a good, regular group, dungeon runs can be a lot of fun in and of themselves. This is especially true for Arah, where depending on the group, can be either a blast or a nightmare.
The problem is that after running all paths of Arah 100+ times, fun or not, it’s stale. It’s boring. It’s mindless. The only fun is in teaching new people or getting drunk and trying to keep it together. We absolutely need new content if they expect us to stick around — why else would we?
Maybe that could be a new daily! “Run Arah with a BAC >= x%” xD
Dungeons are only a means to an end(Tokens, Mats, gold), and not supposed to be run for the sake of running them so therefore there’s no need for more dungeons. Way too many dungeons would just split the dungeon community’s small numbers down even further amongst different dungeon instances and make finding a team for certain dungeons even harder.
If you view things that way, then you might as well view the entire game in that manner. Guild wars 2 is obviously a very cosmetic game with horizontal progression, yet reaching that point only requires a lot of gold = real life money. There needs to be more emphasis on the actual content.
What happened to playing something because it was fun? Not because it had a good reward. People complaining about TA aether and what not sayiing there is no incentive. Thats kinda sad because it being a fun cool path to do should be part of the incentive. SAB did this extremely well in my opinion. I did SAB because it was super fun, not because I was looking for a reward. Tequatl and the Wurm are the same way for me.
Fun content and rewards go hand and hand. If one is lacking then there is always a problem.
And… about people being bitter with the dev team… I remember Danicia mentioning that it was her job to translate the players’ frustrations into something that can be positively absorbed by the devs.
I guess, overall, it’s more helpful for the devs to read 5 pages of positive inputs rather than having to skim through 20 pages of rants. But… I’m also just saying that it’s Anet’s job to be able to filter whatever good stuffs they can find amidst whatever is being posted here.
Sifting through this forum’s posts; the ol’ Morale-Killer.
Is it their job? I must’ve missed that hook when hearing about the game.It still is. Obviously, there are things that can be done to make their jobs easier.
I remember someone writing the proposal for Chris in the Fractals CDI so that he could easily submit that as a report. But he asked the community to help him and they did.
Even if the community didn’t, he initiated the CDI and he should communicate whatever he got from it to whomever he’s supposed to report it to anyways, whether it’s in a jungle format or a very clean resume format.
Was kinda asking you to clarify that aspect of their job, at least where should I look to know about it.
Dungeons are only a means to an end(Tokens, Mats, gold), and not supposed to be run for the sake of running them so therefore there’s no need for more dungeons. Way too many dungeons would just split the dungeon community’s small numbers down even further amongst different dungeon instances and make finding a team for certain dungeons even harder.
I’m sorry, but you are wrong in every single way.
Dungeons are only a means to an end(Tokens, Mats, gold), and not supposed to be run for the sake of running them so therefore there’s no need for more dungeons. Way too many dungeons would just split the dungeon community’s small numbers down even further amongst different dungeon instances and make finding a team for certain dungeons even harder.
If you view things that way, then you might as well view the entire game in that manner. Guild wars 2 is obviously a very cosmetic game with horizontal progression, yet reaching that point only requires a lot of gold = real life money. There needs to be more emphasis on the actual content.
What happened to playing something because it was fun? Not because it had a good reward. People complaining about TA aether and what not sayiing there is no incentive. Thats kinda sad because it being a fun cool path to do should be part of the incentive. SAB did this extremely well in my opinion. I did SAB because it was super fun, not because I was looking for a reward. Tequatl and the Wurm are the same way for me.
Fun content and rewards go hand and hand. If one is lacking then there is always a problem.
I have fun when I take my shiny farmed gear to wvw and stomp on people or test my various builds on my 20 characters.
It doesn’t matter if this game has 10 or 100 dungeons or how “fun” they are because once you run a dungeon once the novelty wears off and then it just becomes a tedious repeated exercise.
WvW and PvP on the other hand is infinitely more varied because players behave differently, have different builds, and almost every fight is different. Therefore dungeon runs is simply a means to an end for me to get the gear needed to perform in wvw or skins to decorate my characters. The novelty of dungeons wore off for me at least a thousand runs ago.
Dungeons are only a means to an end(Tokens, Mats, gold), and not supposed to be run for the sake of running them so therefore there’s no need for more dungeons. Way too many dungeons would just split the dungeon community’s small numbers down even further amongst different dungeon instances and make finding a team for certain dungeons even harder.
I’m sorry, but you are wrong in every single way.
That which can be asserted without evidence, can be dismissed without evidence.
You’re dismissed.
Dungeons are only a means to an end(Tokens, Mats, gold), and not supposed to be run for the sake of running them so therefore there’s no need for more dungeons. Way too many dungeons would just split the dungeon community’s small numbers down even further amongst different dungeon instances and make finding a team for certain dungeons even harder.
I’m sorry, but you are wrong in every single way.
That which can be asserted without evidence, can be dismissed without evidence.
You’re dismissed.
So…you’re saying that dungeons should only be ran for their rewards and not because we find them fun? If that’s the case than sites like GWSCR.com are useless as well as the guilds that participate in those things.
just when i was about to buy gems again ….
why dont you give us a “dungeon-designer”? an simple editing tool for the dungeon-environment, enemy-models and weapon/armors?
these would be simple : stretch/pull objects, some premade stuff like rocks, premade textures and the option to edit them ?
then go for a top 10 dungeon competition, get all the maps and models made by the players + a list of possible encounters. now let us vote.
then, take the models, check it for backdoors, add the needed encounters and implement them
some dungeons the community wanted, without even developing it.
i really love the game and a lot things about it, but if anet doesnt have the ressources, why not let us help?
id have ideas for 3 or 4 totally different dungeontypes, different weapon and armorsets and im willing to use my freetime on it.
anyone else thinking like that?
just when i was about to buy gems again ….
Buying them only lets them know that you think they’re doing everything right.
Dungeons are only a means to an end(Tokens, Mats, gold), and not supposed to be run for the sake of running them so therefore there’s no need for more dungeons. Way too many dungeons would just split the dungeon community’s small numbers down even further amongst different dungeon instances and make finding a team for certain dungeons even harder.
I’m sorry, but you are wrong in every single way.
That which can be asserted without evidence, can be dismissed without evidence.
You’re dismissed.So…you’re saying that dungeons should only be ran for their rewards and not because we find them fun? If that’s the case than sites like GWSCR.com are useless as well as the guilds that participate in those things.
In that statement I simply pointed out he dismissed my statements without any evidence and why it is ridiculous to not back up your criticism with any evidence.
The evidence is that he and I and several others run dungeons for other reasons than you mentioned.
Stop being silly.
It’s interesting. For the longest time the dungeon subforum community felt ignored. And I’d say rightfully so.
In the light of that the regulars were a united front against this neglect.
Now it seems that there might be some improvement on that part on Arenanet’s side and what happens? We start tearing each other apart and lose our united front because resentment sits too deep in some and others still hope.
It is a pretty sad sight to behold.
Can we function as a community only if we have that “common enemy” feeling? Or can we get past that and try to work constructively towards “a better future”? (I know it sounds incredibly corny.)
you may keep them to rear new and interesting variants in your basement.
(edited by Silberfisch.3046)
Its embarrassing that you believe anything will change. It was a typical PR response to quell the uproar.
Seems it worked on most people. I dont want to live on this planet anymore.
I’m not saying that I will believe anything until i see it actually happening. But I’m also not going to put my head into a sand dune and do nothing when there actually might be a chance.
If that is embarrassing, so be it. I can live with that.
you may keep them to rear new and interesting variants in your basement.
Its embarrassing that you believe anything will change. It was a typical PR response to quell the uproar.
Seems it worked on most people. I dont want to live on this planet anymore.
Ultimately you’re correct, but for some reason I find it amusing to list all of the sh** that needs to be fixed in Arah. I was happy to participate in that lol
I’m not saying that I will believe anything until i see it actually happening. But I’m also not going to put my head into a sand dune and do nothing when there actually might be a chance.
If that is embarrassing, so be it. I can live with that.
A small group of vocal people are toxic in this subforum. Yes, straight up toxic. By endlessly complaining you don’t improve anything and all you do is make developers and people that matter avoid you.
why dont you give us a “dungeon-designer”? an simple editing tool for the dungeon-environment, enemy-models and weapon/armors?
these would be simple : stretch/pull objects, some premade stuff like rocks, premade textures and the option to edit them ?
Speaking as a software engineer, this would be anything but simple. Designing such a tool in a friendly enough way that it can be given to users would take a lot of developer resources up for a long, long time.
Don’t get me wrong, I’d love to see one, but there’s just no way that they’d have the resources to develop something this complex if they’re too shorthanded to add new dungeons.
then go for a top 10 dungeon competition, get all the maps and models made by the players + a list of possible encounters. now let us vote.
then, take the models, check it for backdoors, add the needed encounters and implement them
some dungeons the community wanted, without even developing it.
This would also be a lot of manpower. Infrastructure and employees for accepting submissions, reviewing them, pushing them out, ranking them, etc. Developing encounters will take a lot of their effort, too, unless we just wanted some stale, boring generic cookie cutter encounters repeated through out all of the user-generated content.
i really love the game and a lot things about it, but if anet doesnt have the ressources, why not let us help?
Unfortunately, in this case it’d be because they don’t have the resources to allow us to help :-/
The true meaning of CC is crowd control.
Its embarrassing that you believe anything will change. It was a typical PR response to quell the uproar.
Seems it worked on most people. I dont want to live on this planet anymore.
We don’t need to believe it to still give them our ideas. If they don’t do anything, we wasted time and ideas, some/many of which we probably already had in our heads. If they’re not lying and actually want to do something, but we didn’t do anything because we’re like “nope”, we kittened ourselves over.
I prefer the chance to just have wasted time/ideas instead of wasting an opportunity to make dungeons better, how small that chance may be.
@Swifty: Lawl.
Its embarrassing that you believe anything will change. It was a typical PR response to quell the uproar.
I have that feeling, too. I’m already halfway out the door on GW2, so all of this really happened at a good time for me. Either:
a) They listen, they restructure, they start communicating, and we open a new chapter for this game, the developers, and the players, or
b) This ends up dying out in a few days, is never spoken of again, and all ANet communication continues in the form of marketing hype that doesn’t bother to keep their customers in the loop on what the product they’re paying for actually is.
If it stops looking like (a) is possibly going to happen, I’m gone. If (a) does happen and the result is a(nother) confirmation that future content will not focus on challenging, instanced, group content like dungeons, I’m gone, too.
Not that I’m special — it’s just a good time to be on the fence, since we’re about to find out one way or another if we’ll ever get what we want. If I felt like you described, I wouldn’t bother even reading these forums anymore.
I’m that person that has decided that after 2 years of this kitten, they’re not worthy of my ideas or time any more.
OMG WE GOT A RED POST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This is what they want. Excitement. That feeling like somebody cares and is listening to us.
Feedback?
Nothing more than a buzz word.
(edited by J Eberle.9312)
Its embarrassing that you believe anything will change. It was a typical PR response to quell the uproar.
Seems it worked on most people. I dont want to live on this planet anymore.
I don’t think people have bought it as much as they are just willing to spend their time in an attempt to help things happen. I’m not spending money on gems even though I do want some of the things in the store. I’m not anticipating anything happening but I do hope it does. I just see no point in sitting here kittening about things, that’s just as pointless and repetitive as trying to be constructive.