Why Anet don't like dungeons?
Dungeons don’t sell for $50.
Dungeons don’t sell for $50.
They do for me, I buyed this game mostly for the dungeons.
They do for me, I buyed this game mostly for the dungeons.
Oh and thank you for your support! But it’ll be another $50 if you want to keep enjoying the game. Please understand.
Yeah I also think they’re doing it to sell HoT. Personally I think this is a bad idea.
ANet made a stupid decision to make the core game free. Heck if you want people to test out your game, give them a month of free trial… Heck, give them 2 months…
This was where it all started and caused everything else. They are nerfing dungeons now in order to keep the economy stable for all the new F2P players. It will feel more grindy to these F2P players so they can’t run around with legendaries and ascended gear and what not. People with HoT will have it a bit easier I guess. It ultimately comes back to wanting players to get HoT.
They are going into a direction where they cannot come back from… They will continue to have to balance the economy for all the F2P players.
A better idea would have been to give a month of free trials out and restrict half the game content, while still keeping the price tag. That way they wouldn’t have to go to these extreme lengths to mess with non-broken mechanics.
Dungeons don’t sell for $50.
They do for me, I buyed this game mostly for the dungeons.
At least Raids are like dungeons… with 10 people… and harder… Right?
People with HoT will have it a bit easier I guess. It ultimately comes back to wanting players to get HoT.
Raids aren’t easy and F2P still have fractals.
Dungeons don’t sell for $50.
They do for me, I buyed this game mostly for the dungeons.
At least Raids are like dungeons… with 10 people… and harder… Right?
And also time gated to once per WEEK.
It’s hard enough finding groups for dungeons during my evening since it’s so close to reset.
I expect I will have to do all nighters if I want to raid.
Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment
And also time gated to once per WEEK.
Each boss is once per week, if they stay to their plan of adding up to 6 wings in a year(if people enjoy raids) then you’re getting 40-45mins(if you’re doing everything on farm mode) x 3 wings at at least 2.5 hours a week by december, and more every 2 months.
If you’re really running out of time on just raids, you can start doing 8man completions and selling legendary armour crafting mats for piles of gold.
Nah, come on, they don’t hate them. Don’t be like that. They just… eh… they just don’t wanna support them anymore! They, uhm, plan to focus on other instanced content, and I’m sure they’d love it if you played that. They moved on and so… so should we.
wet noises and muffled sobs in the background
Mike and Colin were once kicked from a dungeon group for playing badly.
I think it is simply because ANet haven’t figure out how to create a good dungeon. Share your feedback on which part of the dungeon you have fun with and what make you enjoy them. When there are enough feedback, they might be able get the idea on how to create another good one.
I think the thing with designing for dungeons is that they are limited due to how the dungeons are, I.E., the themes and what not, plus having to develop new paths and the like. Fractals though are much easier to design I take it, just from their disconnected nature.
Essentially, fractals give them more breathing room to design without having to worry about how it’ll impact other dungeon paths…I guess is their reasoning. I just don’t like that now I have to have ascended armor, gonna try and get that legendary armor though, that should help.
Mike and Colin were once kicked from a dungeon group for playing badly.
/Thread
Anet does not abandon dungeons. It the players who only do dungeons for profit will abandon it. The rest who enjoys running dungeons will come back to it.
They’re doing it for inflation. If they wanted to drive people away from dungeons they could just as easily over-incentivise other content. The issue is that dungeons give gold magically, as if it just grew on an underground, spectral tree with graveling burrows under it. If you want your precious 100g to stay valuable you need this gold nerf, as otherwise the f2p players and their farming will make everything skyrocket. This is a bit of an extreme irl example of hyperinflation but… https://en.wikipedia.org/wiki/File:Germany_Hyperinflation.svg
Doesn’t pvp match rewards give gold magically? doesn’t champbags give gold magically? when ten people kill a champ and 10 champbags are put into the game where do you think those bags come from? F2Pers have been in the game for a while now, so maybe I’m not paying enough attention to the market but the only thing price that’s changed is leather sections and that’s because it’s a new epic meme on the gw2 4chan, a place for magically furrie charr neckbeards and erp guilds.
Dungeons have always given a pure gold rewards, just like the pure gold rewards that comes out of a champbag, albeit a smaller amount and the economy hasn’t suffered. This is just a poor excuse for anet not being able to design appealing content, they have to kill off the old content to ensure that there’s no way people will be playing 3 year old buggy content over the new stuff. The dev even admitted this himself, they don’t want people doing dungeons im unsure why people are still spreading this lie.
Dungeons give ridiculously high gold rewards compared to all other sources, pvp matches can take up to 15mins give you 30s for a ranked win and the matches last up ~12mins not including lose rate. You can get 1g/5mins with a good dungeon group. Champ bags give what, 2.5s per? and you get a bunch of champ bags in dungeons too, the actual gold being put into the economy is much higher than any other source.
The company isn’t necessarily making decisions for one reason, they’re just making decisions to solve as many of their problems at once, whether you think those are actually problems or not is something you might want to ask John, or someone else who makes big decisions/implements them/figures out the outcomes for.
They’re doing it for inflation. If they wanted to drive people away from dungeons they could just as easily over-incentivise other content. The issue is that dungeons give gold magically, as if it just grew on an underground, spectral tree with graveling burrows under it. If you want your precious 100g to stay valuable you need this gold nerf, as otherwise the f2p players and their farming will make everything skyrocket. This is a bit of an extreme irl example of hyperinflation but… https://en.wikipedia.org/wiki/File:Germany_Hyperinflation.svg
I would bet that dungeon runners don’t buy gems with gold. Anet don’t care about the cost of falsely manipulated super rare items on the TP (see last Halloween and the 100 Greatsaws game wide). So removing liquid gold imo is only to move players to a game mode where players are shown to be gem store consumers.
Unlucky since launch, RNG isn’t random
PugLife SoloQ
They’re doing it for inflation. If they wanted to drive people away from dungeons they could just as easily over-incentivise other content. The issue is that dungeons give gold magically, as if it just grew on an underground, spectral tree with graveling burrows under it. If you want your precious 100g to stay valuable you need this gold nerf, as otherwise the f2p players and their farming will make everything skyrocket. This is a bit of an extreme irl example of hyperinflation but… https://en.wikipedia.org/wiki/File:Germany_Hyperinflation.svg
No, they’re doing it because their economist explicitly said it was to disincentivize dungeons.
And if their only goal was to combat inflation, they would be replacing the gold reward with other rewards like mats.
It must be difficult maining a Paladin in these tumultuous times.
Time gated once per week meaning I can only do one raid a week????
Time gated once per week meaning I can only do one raid a week????
You can only get rewards from each boss once a week, but more bosses will be added over time, 9 total are expected by end of december.
Hi have a serius concern about the dungeons policy, instead of fix then and add more and make they more challenging. Anet appear that want remove then like they was the bigger mistake they ever made.
Dungeons are my favorite part of this game, 70% of my time in this game is expended inside the dungeons, discourage people for doing then is a very bad move. For the first time I fell like I could leave the game. Because one of the mains reason i buyed this game was do the dungeons.
Anet have a lot of ways of improve the dungeons experienced like was pointed in a lot of threads on this forum. You can add a challenge mode, you can add a solo mode, you can change the boss mechanics, you can add new rewards, etc.
Please don’t abandon the dungeons, instead make then better.
Thanks.
They abandon them nearly two years ago. Basically dungeons were their first attempt at challenging content and instead generated strategies and preferred item stats (stacking and zerk meta) that they didn’t see coming. They couldn’t figure out a way to break those player habits with dungeons so they decided that other newer systems provided them with the means develop content to de-emphasize these “habits”.
In their eyes dungeons are broke and the growing segment of the player base who live there, need to get out in the game world more.
RIP City of Heroes
Basically, Raids are the new Fractals, Fractals are the new Dungeons, and Dungeons are out.
Hi have a serius concern about the dungeons policy, instead of fix then and add more and make they more challenging. Anet appear that want remove then like they was the bigger mistake they ever made.
Dungeons are my favorite part of this game, 70% of my time in this game is expended inside the dungeons, discourage people for doing then is a very bad move. For the first time I fell like I could leave the game. Because one of the mains reason i buyed this game was do the dungeons.
Anet have a lot of ways of improve the dungeons experienced like was pointed in a lot of threads on this forum. You can add a challenge mode, you can add a solo mode, you can change the boss mechanics, you can add new rewards, etc.
Please don’t abandon the dungeons, instead make then better.
Thanks.
They abandon them nearly two years ago. Basically dungeons were their first attempt at challenging content and instead generated strategies and preferred item stats (stacking and zerk meta) that they didn’t see coming. They couldn’t figure out a way to break those player habits with dungeons so they decided that other newer systems provided them with the means develop content to de-emphasize these “habits”.
In their eyes dungeons are broke and the growing segment of the player base who live there, need to get out in the game world more.
Erm, no, they abandoned dungeons because they are too expensive to maintain and update. The legacy dungeons weren’t coded very well so they were notoriously difficult to work with. They don’t fix bugs in dungeons because most likely they’ll just break something else in the process.
Everything else you’ve said here is simply you projecting your own insecurities in regards to the zerk meta.
Because players don’t like dungeons, and they don’t want to throw good money after bad.
Raids are a gamble they’re taking, and fractals have a comparatively low development/maintenance cost.
They don’t know how to balance instanced content, that’s why they do a stealth selection so that some guilds test stuff before and decide what is meta, and the meta always sucks and looks horrible.
Because players don’t like dungeons, and they don’t want to throw good money after bad.
Raids are a gamble they’re taking, and fractals have a comparatively low development/maintenance cost.
Yes, players dislike dungeons so much that they had to remove the rewards to get people to stop playing them. If players disliked them this thread wouldn’t exist.
They don’t know how to balance instanced content, that’s why they do a stealth selection so that some guilds test stuff before and decide what is meta, and the meta always sucks and looks horrible.
Exactly! —’
Because players don’t like dungeons, and they don’t want to throw good money after bad.
Raids are a gamble they’re taking, and fractals have a comparatively low development/maintenance cost.
Yes, players dislike dungeons so much that they had to remove the rewards to get people to stop playing them. If players disliked them this thread wouldn’t exist.
Well, no.
People don’t like the dungeons, People like getting a ton of gold from dungeons.
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As far as ‘they don’t like dungeons’, they’re reducing the gold drop (but not tokens) and otherwise not really supporting them.
The reason they’re not really supporting them is because it’s not a good investment.
As far as reducing the gold drop, they thought it was too high, and don’t want people doing content just for the gold when there’s (they hope) more interesting newer content out there.
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To paraphrase your post; “If players didn’t like the very high yield/low effort gold farm from dungeons, this thread wouldn’t exist.”
Because players don’t like dungeons, and they don’t want to throw good money after bad.
Raids are a gamble they’re taking, and fractals have a comparatively low development/maintenance cost.
Yes, players dislike dungeons so much that they had to remove the rewards to get people to stop playing them. If players disliked them this thread wouldn’t exist.
Well, no.
People don’t like the dungeons, People like getting a ton of gold from dungeons.
~~~
As far as ‘they don’t like dungeons’, they’re reducing the gold drop (but not tokens) and otherwise not really supporting them.
The reason they’re not really supporting them is because it’s not a good investment.
As far as reducing the gold drop, they thought it was too high, and don’t want people doing content just for the gold when there’s (they hope) more interesting newer content out there.~~~
To paraphrase your post; “If players didn’t like the very high yield/low effort gold farm from dungeons, this thread wouldn’t exist.”
yeah; I have to go out and say the high yield low effort is only reason I play dungeons, I think they could’ve been done a lot better, and I don’t really play to enjoy, just for the gold bonus.
What about people who don’t have friends to do raids with? How is that “you need 10 players to do hard content” even a thing? Hard content should be hard for YOU, not begging someone else to not mess up.
What about people who don’t have friends to do raids with? How is that “you need 10 players to do hard content” even a thing? Hard content should be hard for YOU, not begging someone else to not mess up.
Do fractals. They’re as easy as (or maybe easier) than dungeons at low levels, and the fights have some meat to them.
I have consistently found in life that, if someone genuinely wants to do something, they will continue to do that thing because the act of participation is its own reward.
Those who truly love dungeon delving will continue to do so with no regard for the potential “monetary” payoff at the end of the run.
The dungeons aren’t going anywhere. They’ll still be in the same places. They’ll still offer the same challenges. And if that’s TRULY what you’re after… well, you have nothing to worry about, now, do you? :-) -Sid
If ANet relatively increases the rewards of new contents, it will essentially decreased the rewards across all old contents. The inflated price on trading post would also made the gold earned from dungeon less attractive.
I have consistently found in life that, if someone genuinely wants to do something, they will continue to do that thing because the act of participation is its own reward.
Those who truly love dungeon delving will continue to do so with no regard for the potential “monetary” payoff at the end of the run.
The dungeons aren’t going anywhere. They’ll still be in the same places. They’ll still offer the same challenges. And if that’s TRULY what you’re after… well, you have nothing to worry about, now, do you? :-) -Sid
This post disregards some fundamentals of MMO design, and also misses the bigger picture.
First, a good MMO is supposed to provide players with both intrinsic rewards (content that is simply fun to play for its own sake) as well as extrinsic rewards (loot for completing content). The extrinsic rewards are what help create that continuous feel of progression that keeps players playing long after the novelty has worn off. All content should have extrinsic rewards appropriate for the time and difficulty required to complete it. Dungeons aren’t generally as difficult to complete as high-level Fractals, but they’re more difficult than a lot of content and so they should have good rewards. That’s just part of how MMOs are supposed to work.
Second, even if we pretend that dungeoneers are singularly set apart from the rest of the GW2 community, playing strictly for the fun of the content without any due reward, they are also instanced group content not generally possible to complete as a single player, certainly not without a massive difficulty spike. As such, they require a vibrant community to function, a cloud of players interested in running them in order for them to be run at all. Pushing away players who are there just for the gold makes the content much more difficult for the ascetics to play since they’ll have a much harder time putting together a party. Even if I don’t care about the gold (and I don’t, not primarily), I still don’t want to removed because my potential teammates may not be interested in dungeon runs anymore.
I would really like to unlock all the dungeon skins someday. This change makes that much, much more difficult to do.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
The dungeons already have unique loot. It’s just not the crazy good gold farm.
I get people not wanting to admit it, but I’ve still seen nothing to show tat people are upset about anything other than losing the easy fast farm.
Why my guess is with how broken they are with players able to bypass the designed encounters & content. It would most likely take more effect to correct & fix then, then to build new content from the ground up with what they learned from dungeons & how players are bypassing said content. So in future the encounter & content they put so much effort in are actually played & experienced instead of skipped & killed before before the fights just begun otherwise what’s the point of building said content.
(edited by Bezagron.7352)
What about people who don’t have friends to do raids with? How is that “you need 10 players to do hard content” even a thing? Hard content should be hard for YOU, not begging someone else to not mess up.
It’s an MMO. If you don’t like to play with others, play a single player game.
‘would of been’ —> wrong
I think it is simply because ANet haven’t figure out how to create a good dungeon. Share your feedback on which part of the dungeon you have fun with and what make you enjoy them. When there are enough feedback, they might be able get the idea on how to create another good one.
Yes because that’s the reason dungeons were abandoned, not enough feedback.
kitten you dungeon community! Bunch of lazy kitten never get anything done! Go apologize right now!
If ANet relatively increases the rewards of new contents, it will essentially decreased the rewards across all old contents. The inflated price on trading post would also made the gold earned from dungeon less attractive.
You call me if Anet ever decides to nerf Silverwastes Chest [F ]arm ridiculous gold/hour. That’s what content should be all about! Skillfull, engaging, challenging and rewarding!
Why should casuals get more gold for pressing F on chests than doing dungeons?
Why are dungeons always the ones to be sacrificed? Is it not enough that they don’t support them, they now have to actively push people out and force them to other content where they’ll be shifting the rewards to?