Q:
First off — I’m not demanding a response from the development team, I’m not even going to explicitly ask for one. I just want to explain a frustration that many of us have with the way Arah exploits are being handled and leave the topic here in case anyone involved would care to comment. IOW, please don’t just delete this post as “Addressing a thread directly to ArenaNet Staff”. I’ll be happy to edit out any offending bits if there are problems with it.
To the issue:
Arah has many exploits that involve skipping large portions of the paths, often resulting in players being able to bypass bosses completely and get rewards for only finishing a fraction of the path.
The way this has been handled so far has been to put up invisible walls, modify world geometry, remove waypoints, etc — in essence, playing whack-a-mole with these exploits. Things like removing waypoints are especially irritating, as it makes the run far more difficult for legit runners (e.g. the tar elemental wp in path 1 — since that was taken out wiping at Lupi requires a long run that is quite difficult for inexperienced players, and make pugging extremely annoying). Yesterday’s patch is a good example of this, as some new invis walls appeared in an attempt to prevent players from skipping from the starting zone to the corrupted lights (p3/p4), or from Belka to Alphard (p2), etc.
It’s been less than a day since the patch hit, and players are already reporting that they’ve found ways around the ‘fixes’. Furthermore, many of the old skips haven’t been addressed and are still exploitable (anyone up for a swim?).
It has been suggested on this forum many times that most of these exploits could be easily and permanently fixed by requiring all bosses in a path to be defeated in order to get the rewards. For instance, the first 3 bosses of p4 are optional, as is Lupi in all paths (optional in the sense that finishing the dungeon without defeating them will still give rewards for the path).
If skipping any bosses would keep people from getting their rewards, players would stop skipping bosses and selling the path illegitimately. Legit sellers could still sell the paths, and we’d know that they worked for it. This fix also seems much easier than redesigning the world.
All of this just begs the question:
Why not take steps towards making the dungeon unexploitable in general, rather than making small, ineffective changes?
Am I missing something here? Are there technical issues that prevent it?
I’ve always loved the ‘jumping puzzles’ in Arah. I don’t use them to exploit and get rewards, I just have a lot of fun exploring the dungeon with them and seeing some of the really cool views from the top of the ruins, or jumping to a particular boss to practice soloing them when I don’t have a lot of time to work my way though them. In my view it would be awesome to do away with the invis walls altogether and just leave the proposed boss requirements, but I realize that that’s not very likely.
Arah is about the only thing left in the game that I enjoy. The bosses are fun and have interesting mechanics Most other PVE content is now trivialized by the almighty zerg, or too difficult to do solo (e.g. Tequatl). Arah is (was) a haven for players like me who enjoy taking the time to explore a map and being challenged one-on-one against interesting bosses. Every patch that adds annoying mechanics (Alphard), invisible walls, or removes waypoints takes away a huge part of why I still play this game. After the last patch, I feel pushed farther away — not only because of the ‘fixes’ that only serve to make the path more frustrating (while not addressing the exploits), but because the dungeon community continues to be ignored.
(edited by dlonie.6547)