Anet we need more dungeons/raids

Anet we need more dungeons/raids

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Posted by: tattyana.2356

tattyana.2356

Anet I love the game I really do but guild wars 2 really needs some new dungeons and the addition of raids. Not large scale raids even 10man would be fine. Thanks

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Posted by: Vayne.8563

Vayne.8563

Kill me now. lol

God forbid any MMO should come out not focused on dungeons and raids but the open world.

We need lots of stuff…but in my opinion raids is not part of that equation.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

raids?

the scarlet invasion is a raid.

we got scarlet raid going on in 13 maps!

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Posted by: KingClash.3186

KingClash.3186

They’ve said raids will be coming but with a spin to them, Idk how this would even work considering there is no trinity and the game leans towards zerging very heavily.

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Posted by: KazNaka.4718

KazNaka.4718

Kill me now. lol

God forbid any MMO should come out not focused on dungeons and raids but the open world.

We need lots of stuff…but in my opinion raids is not part of that equation.

The open world is full of zerg and lagfest. It simply is not fun. There are no skills involved, just button mashing and running.

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Posted by: Lucius.2140

Lucius.2140

Even if we forget a lot of things the game need and we centered in group instances, a dungeon that requires a lot of coordination between players is needed before raids.

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Posted by: TheDaiBish.9735

TheDaiBish.9735

Kill me now. lol

God forbid any MMO should come out not focused on dungeons and raids but the open world.

We need lots of stuff…but in my opinion raids is not part of that equation.

The open world is full of zerg and lagfest. It simply is not fun. There are no skills involved, just button mashing and running.

So instead of trying to improve this, the answer is to funnel small groups of people into instances?

They’ve said raids will be coming but with a spin to them, Idk how this would even work considering there is no trinity and the game leans towards zerging very heavily.

With imagination.

Life is a journey.
Time is a river.
The door is ajar.

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Posted by: mahri.8410

mahri.8410

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Posted by: Vayne.8563

Vayne.8563

Kill me now. lol

God forbid any MMO should come out not focused on dungeons and raids but the open world.

We need lots of stuff…but in my opinion raids is not part of that equation.

The open world is full of zerg and lagfest. It simply is not fun. There are no skills involved, just button mashing and running.

The open world, or meta achievement bosses, it’s very easy to confuse the two. I’m talking about the open world. Orr when it wasn’t zergy (and there have been times that’s been true). That’s also open world.

I don’t want a game with nothing but zerged boss battles. I want a game with open world content that isn’t zergy. It’s certainly not impossible.

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Posted by: Pifil.5193

Pifil.5193

Not large scale raids even 10man would be fine. Thanks

When they add “raids” (whenever that will be, no doubt they’re still discussing them) then it shouldn’t be capped at a particular number of people, you can have a minimum of 5 people, but a raid should be able to scale to have all your guild in it.

Doing that without turning it into a champion farm would be best.

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Posted by: Wolfheart.1938

Wolfheart.1938

No we don’t. We need to make the current ones better, more engaging and dare I say overall a little bit more difficult.

Besides, they are already adding 3 fractals to FotM by the end of 2013

“We have no first-person view because stupid people would lock into it”
“You can’t have more than 10 HS decks because that would confuse people”
“30 fps is more cinematic”

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Posted by: Morrigan.2809

Morrigan.2809

Kill me now. lol

God forbid any MMO should come out not focused on dungeons and raids but the open world.

We need lots of stuff…but in my opinion raids is not part of that equation.

The open world is full of zerg and lagfest. It simply is not fun. There are no skills involved, just button mashing and running.

The open world, or meta achievement bosses, it’s very easy to confuse the two. I’m talking about the open world. Orr when it wasn’t zergy (and there have been times that’s been true). That’s also open world.

I don’t want a game with nothing but zerged boss battles. I want a game with open world content that isn’t zergy. It’s certainly not impossible.

That would be great- open world content that rewards some strategy- complicated event chains that rewards participation and has fail consequences.

I would laugh myself to death while cheering if they added open world content that wipes a zerg because it is a zerg.
Don’t know how that can be done- but boy it would be awesome to see

Gunnar’s Hold

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Posted by: zenleto.6179

zenleto.6179

I would love to see a massive open world dungeon underneath Wayfarer/Diessa/Frostgorge, and maybe Fireheart. The remnants of the Molten Facility. A number of instances for various purposes. And no set up for zergs.

Fire up the Hyperbowl ma, we’re going to town!

Would you like some hard cheeze with your sad whine?

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Posted by: Silentsins.3726

Silentsins.3726

That would be great- open world content that rewards some strategy- complicated event chains that rewards participation and has fail consequences.

I would laugh myself to death while cheering if they added open world content that wipes a zerg because it is a zerg.
Don’t know how that can be done- but boy it would be awesome to see.

There’s an upper limit to the complexity that they can give to open world bosses, for various reasons. This has been demonstrated in multiple games throughout the genre from EQ to WoW to Rift to this game, and countless others. Perhaps the most complex open world encounter that this game can muster is Bath temple, and that’s barely as involved as a first tier lair raid from just about any equivalent MMO. Without complexity and a demand for teamwork, the only way to increase challenge is through numbers, i.e. hit points, damage, ect. Is it a surprise that the end result is zergy?

I would love to see a GW2 version of Elite Areas, such as in GW1.

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Posted by: TheDaiBish.9735

TheDaiBish.9735

There’s an upper limit to the complexity that they can give to open world bosses, for various reasons. This has been demonstrated in multiple games throughout the genre from EQ to WoW to Rift to this game, and countless others. Perhaps the most complex open world encounter that this game can muster is Bath temple, and that’s barely as involved as a first tier lair raid from just about any equivalent MMO. Without complexity and a demand for teamwork, the only way to increase challenge is through numbers, i.e. hit points, damage, ect. Is it a surprise that the end result is zergy?

I would love to see a GW2 version of Elite Areas, such as in GW1.

I can’t say I fully agree with this statement.

I’d say it’s harder to, but the more players you have, the more aspects to the fight you add in order to keep the . This way everyone has to take note, the collective group has to organise, smaller groups are given their own roles ect.

Life is a journey.
Time is a river.
The door is ajar.

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Posted by: Silentsins.3726

Silentsins.3726

I can’t say I fully agree with this statement.

I’d say it’s harder to, but the more players you have, the more aspects to the fight you add in order to keep the . This way everyone has to take note, the collective group has to organise, smaller groups are given their own roles ect.

It’s been tried. Many, many times. Even this game has the cannon in Teq, the portals for the shades in Balthy, ect… but they’re of limited relevance to the actual fight. This is open world content. Do they design it with guilds talking to each other on a voice chat in mind or an impromptu group? If the latter, how do you challenge the former? How vital do you make each individual role, when you don’t know how coordinated or experienced each group/individual member is going to be?

What about technical issues, can the lag caused by a big group make you fail the encounter (nothing sucked more than failing a Lilandri attempt in the pavilion thanks to the zerg down below causing a spike at a bad time)? Even old school open world bosses that were designed for cutting edge groups were limited to 3-4 attacks for this exact reason. You see the same out of Teq, Shatter, ect.

Open world content is never going to be as nuanced as a traditional raid, both due to technical reasons and because open world content is simply not a controlled environment.

Something similar to guild missions might be possible… but that in itself is somewhat gated off, which was the large part of my point to begin with. Also, even the current guild missions are relatively simple content.

(edited by Silentsins.3726)

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Posted by: Northelius.5381

Northelius.5381

There are enough dungeons in this release……. -.- In some add-on like Maguuma or Crystal Desert… sure why not…. but more here? No way, you guys have enough farming areas as it is.

As to raids….. i agree here partialy. Raids are the best part of mmo. The only thing similar to raiding in GW2 is Queen Karka, due to her respawn time and tactics including more then spaming 1 skill. It’s still not enough though.

I would love to see a boss in WvW for example, that spawns once a week and give very nice bonuses after defeating him. But it would have to include tactics like siege equipment, using stuff in environment and ofcourse pvping with other servers for it. That would be fun raid!

There was some comments about 10ppl raids… how is it raid? 20-30…. something like guild mission with really complicated tactics to add not just kill it…. but 10ppl? Pointless. No fun whatsoever.

The best idea for a raid so far though includes revamping the storyline. Imagine if Arah ended as you approach Zhaitan and you shoot him down…. the end. And then – you have to go open world and do an epic fight on the ground after watching a scene in the skies where a huge pact ship blows him off to the ground! A fight much larger and far better then the instanced one right? It would just have to be done as Jormag. I mean couple phases of fighting, many diferent things to do… not just spaming skills. And it’s Zhaitan so it would have to be some epic stuff. THAT i would just looove to see, it would be a gigantic plus for the ArenaNet.

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Posted by: Nuka Cola.8520

Nuka Cola.8520

Again, TC, you’re wrong~ We don’t need more Dungeons, we NEED dungeons because what’s available is a joke. Look at FF14 dungeons, they’re amazing compared to the crap we have. Challenging, unique, beautiful, extremely rewarding and have long last appeal for that same reason. Anet, learn to build a dungeon people will enjoy for over 3 days czu you clearly forgot how to do this since GW1.

Fact: every Thief tells you to “l2p” when the subject is to nerf stealth.

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Posted by: Naus the Gobbo.5172

Naus the Gobbo.5172

I don’t care about raids or dungeons. I care about the world, which fits perfectly concidering that ArenaNet wants the world to be the main focus.

I do however want complex mechanics. I am tired of mindless zergs with minor ‘get out of the red circle’ moments.

Just because they don’t want to do instanced raids it does not mean there shouldn’t be raid-like mechanics.

What we do in life echoes in eternity
http://www.youtube.com/watch?v=T6zkT2uZAGA – GW2 – A world of wonder

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Posted by: Gehenna.3625

Gehenna.3625

The open world, or meta achievement bosses, it’s very easy to confuse the two. I’m talking about the open world. Orr when it wasn’t zergy (and there have been times that’s been true). That’s also open world.

I don’t want a game with nothing but zerged boss battles. I want a game with open world content that isn’t zergy. It’s certainly not impossible.

Hate to say it but I think I agree with you on this.

It’s what I would want, although I also would like to see UW and FoW make a return.

I think where we perhaps differ a bit on your idea, is that I have sincere doubts Anet is capable of doing what you suggest. The reasons for that are twofold.

1) I don’t think the game mechanics allow for more than zerg content and a couple of lame tactics for bosses (500 red circles at a time and insta-kill moves). So whatever they make new in content will be more of the same. The key element is just what gives the most gold/hour. That’s where the players will be.

2) Resources. Lots of discussions on how much GW2 is making but management gets a budget. It’s not so much what Anet could afford as it is what they are allowed to afford themselves in development. So I think they could have a bigger budget but as long as the game meets their targets, they have no business need to increase their development budget.

Those two points is why I think that even though it’s technically possible what you propose, I doubt it will happen.

It’s a game forum. The truth is not to be found here.

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Posted by: Morsus.5106

Morsus.5106

More dungeons would be great. EDIT: What about an event dungeon? Like gate’s on a Tamini fort open up to let out a wave of enemies and if you complete the event you can enter the fort and kill a boss inside?

(edited by Morsus.5106)

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Posted by: LanfearShadowflame.3189

LanfearShadowflame.3189

I don’t know about dungeons. I think they need to continue with some of their revamping of existing ones first. Having the occasional temporary one with a LS arc is nice for a change of pace as well. But overall, I think we have enough static dungeons.

I am interested to see how Anet deals with raids. They’ve said that they’re working on something, putting their own spin on them. I look forward to seeing what they come up, and welcome interesting challenges.

At the same time, I think they could revamp the world bosses some and make them more interesting/challenging, at which point more people might view them as ‘open world raids.’ They could borrow some of the mechanics from the Scarlet invasions to spice one or two up.

For example, Tequatl. Same static spawn spot. No one ever uses the lasers. People sneak around behind the bone wall to hit him instead of taking it down. Etc. Etc.
So lets spice it up:
-Randomly spawns around the map, give him a little marker so we can see him when we hit M
- Will move from area to area. Just like how Scarlet will jump from battle to battle, make him do the same. Give him some regen, like he’s retreating to lick his wounds. Give him the ability to spawn his bone wall elsewhere so he can play ‘defense’ (and remove the ability for people to sneak behind it to hit him). Make us chase him, or conversely, make him chase us (based on a goal, like needing to lure him into a trap)
-This is a dragon’s champion, have him call for waves of reinforcements. Set these up to require coordination and teamwork. (example: Defeat 3 concurrent waves of reinforcements in 5 minutes – would require splitting) While the people that break off to kill the reinforcements, make it so the champion is invulnerable. Or make it so that he needs to continue to be hit to keep his health at [its] current level (but not lower) so he doesn’t regen.
-Add a twist, we need to lure him to what is his normal static spawn point, and shoot him with a laser at a specific time to weaken him enough to finish him off, otherwise he doesn’t actually go down
-Make it failable. If we don’t kill the reinforcements in time, if we don’t keep him from regening, if we don’t get him to the laser at the right time, etc, make the event fail and make it mean something: ravage the map, destroy all the outposts and force us to rebuild, add a ‘poisoned air’ environmental effect (something similar to Tormet or DoA environmental effects), lengthen is respawn time, etc

Long example, but hopefully you get my point. Something like that would make it interesting, would allow it to vary from battle to battle, would make losing impactful (at least until the next time), and should add enough challenge that everyone isn’t griping is the same old thing. (Although there will always be some)

shrug

I think that’s enough of my randomness.

Don’t look at me like that. Whatever you’ve heard, it’s probably not true.

(edited by LanfearShadowflame.3189)

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Posted by: Akari Storm.6809

Akari Storm.6809

Ideally, what I want is a new permanent dungeon in at about every 4-6 months.

Revamping of dungeons? No, just leave them alone. That ship has sailed. AC up to last bosses were better imo. People didn’t stop doing AC because of the revamp to the last bosses, they stopped because getting to them is a hassle now. Changing the Queen Spider, Graveling and Kholer behaviors just turned the AC dungeon into a huge pain. I actually like the end bosses now better than then, it’s just that knockdowns for extended periods of time isn’t fun. Kholer get’s infinite adds now? That ain’t fun in Fractals either.

Raids. To me raids are content built with guilds in mind. Sure, in the early days of MMO’s all raids were open world. The challenging part was beating the boss with other guilds trying to snag the kill. Once instanced raids came along, it allowed for tuning of mechanics to test the skill ceilings and gear set ups of players trying to defeat it.

Guild Mission are ok for okey dokey material, but I think many of us want to hop into an instance with “LOADS” of players we actually know (usually guild members) and go fight a boss. 5mans are ok, but for me and many like me, raids were a way to do content with many in the guild. Even 10 mans would be better. 8man missions/dungeons and instances in GW1 were a nice set up. Always liked that over 5mans in just about every other MMO. Can’t forget 12man elite missions.
As many things that I dislike about WoW and it’s treadmill design, I think when it comes to dungeons and instanced raids, 99% of MMO’s are hard pressed to do better. Dungeons wise, I mean you could only skip a few mobs here and there, usually meant that you were choosing a particular route to end boss. Majority of the time though, you to fight your way to boss. Bosses couldn’t be glitched for the most part. Majority of bosses here can.