Guys I’d like to avoid the topic of gear progression as much as possible because I like this not to get merged with that other bazillion post thread. What I would like to explore here is how does this theme of the never ending dungeon blend with a game that needs a critical mass of players in the open world for much of that content to stay viable.
With the new gear level and dungeon I just see more people parking there alts in favor of running a single toon and spending their time in an instanced dungeon instead of out and about in the open world.
Will instanced dungeons with the promise of the best gear in the game whisk players away from open world. With sPvP, WvW and now Dungeons taking a more prominent role in gear progression with endless “re-run me modes” will even more player disappear from the open world into these personal pocket dimensions.
We are already starting to feel the effects of a vacant world with players fanned out throughout the world and or off fighting the WvW battles, will adding more instanced content compound the population crises some servers and zones are in.
IMHO, ..The spontaneous open world multiplayer experience is this games strength however it has one weakness without a critical mass of players many of the best dynamic events are unplayable and the smaller one might as well be classic go kill quests with no one to share them with.
Vistas, jumping puzzles, crafting, socialising, WvW, sPvP, Instanced never ending dungeons and a huge world to explore, is it possible to give the players too much to do?
Will the introduction of a never ending dungeons with top end gear drops impact the critical mass of players needed to keep the open world viable.
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