(edited by King Nathan Walker.9831)
Sense dungeons are dead now
PvP reward track ….. #facepalm …..
What we need is an automatic grouping device, so anyone can join and play them the way they like.
Then people, who have very rigid requirements, can either run them with their guilds, or use the old system.
If they want to bother at all, anymore, now the rewards are lower…
That way, new players would join them and get to experience them in a more fun, natural way.
As the vets originally did, before they figured out how to milk them for as much gold per hour as possible.
Of course, if that happened, the newer players would probably be being under-rewarded gold-wise, per hour, as it would take them longer.
But, what can you do?
At least they would have fun and be able to get their armours and stuff.
(edited by Tigaseye.2047)
Auto grouping device?
It’s been three years and this is Anet after all
So I think we simply need an alternative to getting shards, weapons, armors, and sigils
While yes PvP exists it only exists as an alternative to give people choice something GW2 is known for and having one viable option currently messes with that entire thing.
The complaints I’ve heard personally revolve around the shards because a person can go through all the pain of crafting a pre, Gift of Mastery, and Gift of Exploration then be stuck on the weapon gift because they need 500 dungeon shards from a dead dungeon. Then you also have the new people that have to beat the dungeon in the first place to unlock the pvp reward track.
We had choices and alternatives before and this seems like a reasonable request to either open up another path or return incentive to dungeons. Which is rather bull anyway MMO’s typically don’t destroy old content like this in an attempt to force people into the newer stuff. The new stuff should be enough to get people to move out of the old dungeons and into the new but I suppose it says alot about anet that instead of dungeons or even a raid wing on launch day they decided to nerf/destroy bits of the core making it much harder for newer people accomplish the same tasks the vets did with far fewer people..
Let’s not forget that this is exactly what they wanted, so…… I wouldn’t expect any changes/QoL on dungeons anytime soon if ever. Dungeons are dead, there have not been any real improvements for over 2 years, the design team is gone and now they nerf rewards so people will play other stuff. The only incentive to play is for people who don’t have the stuff you are talking about and there is supposed to be enough of them at the same time to keep runs going (of course there isn’t-but that’s the Anet belief) Time and time again, they forget that we players want to be rewarded for our time and difficulty, and before they were in a really good spot. Now the “joy” of broken dungeons is supposed to keep us players playing? (even the ones who have maxed their tokens, gear, titles) It just makes no sense!!
The ones who really suffer here are the new players who want to get these rewards but can’t because, as you guys are pointing out, it’s very difficult to find an experience party anymore. This really has to be one of the biggest bonehead moves they’ve done. If they are so concerned about liquid rewards, there are plenty of other rewards that would get all players playing dungeons again, but again when the focus is to de-incentive dungeons, I don’t anticipate them ever doing anything to improve the situation. Maybe when people get bored of HoT stuff?
Automatic grouping is much needed with the way the game has turned, and single-player story mode, please.
Just curious, what rewards, other than gold, do you think would get more people playing dungeons closer to the level they were at before?
Just curious, what rewards, other than gold, do you think would get more people playing dungeons closer to the level they were at before?
Add some guaranteed rare items with a tiny chance for the rares to become exotics.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
Auto grouping device?
It’s been three years and this is Anet after all
lol, I’m ever hopeful.
So I think we simply need an alternative to getting shards, weapons, armors, and sigils
While yes PvP exists it only exists as an alternative to give people choice something GW2 is known for and having one viable option currently messes with that entire thing.
The complaints I’ve heard personally revolve around the shards because a person can go through all the pain of crafting a pre, Gift of Mastery, and Gift of Exploration then be stuck on the weapon gift because they need 500 dungeon shards from a dead dungeon. Then you also have the new people that have to beat the dungeon in the first place to unlock the pvp reward track.
We had choices and alternatives before and this seems like a reasonable request to either open up another path or return incentive to dungeons. Which is rather bull anyway MMO’s typically don’t destroy old content like this in an attempt to force people into the newer stuff. The new stuff should be enough to get people to move out of the old dungeons and into the new but I suppose it says alot about anet that instead of dungeons or even a raid wing on launch day they decided to nerf/destroy bits of the core making it much harder for newer people accomplish the same tasks the vets did with far fewer people..
Yes, it’s a reasonable request and I understand the problem, as I was just looking at legendary requirements and wondering how on earth people were going to get their shards for them, now.
I think one of the reasons they did it, though, was because all the speedrunning and speedrunning-training groups (some of which were wrongly advertised as "everyone welcome groups), were giving a really bad impression of the game to new players.
It’s like the worst possible advert for a game, when someone is new, so is far more likely to just shrug and leave, if something is really disappointing.
I did a, supposed, “everyone welcome” run, when I was newish, which I just assumed was going to be an anything goes type thing.
But the person running it was dictating, every step of the way, how everyone should (or must!) do everything, in intricate detail.
The three other (also new) members of the group ended up ignoring his/her instructions, as it really was tediously boring and not fun at all and he, or she, just refused to continue the run and stood in the corner, talking to his/her guild.
…with me standing uncomfortably beside him/her.
Probably complaining about us “noobs”.
It was horrible, frankly.
That isn’t a good first impression of a game.
I was also in a couple of really nice runs, while levelling, with really nice people; but a lot of them were not enjoyable, at all, sadly.
When you, as a games company, know most of the people running your dungeons are just trying to maximise their gold profit (which, in this business model, obviously means minimising your profit) and are also, potentially, putting new people off the game (which, again, threatens your potential profit), of course you will seek to end that.
Especially as you launch a new expansion and the core game goes free to play.
So, you’re expecting a large influx of players, who you want to try to not lose.
But, I do think it’s a shame, as some of us haven’t even done the dungeons to the point of being bored with them, yet.
I agree they could give us other ways to earn stuff from them – I’m not against that idea at all.
But, I would also, ideally, like to see an alternative way of trying to ensure that people can experience the dungeons properly, as well.
I heard Anet fired their dungeon designers, which I think was a little harsh, as I don’t really think all this was their fault.
I think the fault lies far more in the way classes, gear, weapons, weapon types (i.e. melee vs ranged) heals and buffs are designed, balanced and/or applied in this game, than the way the dungeons were built.
The dungeons aren’t perfect either, but given the fundamental game design, I think it would have been extremely hard (virtually impossible, actually) to make a dungeon where all the classes and types of weapons were equally valid and no one decided it was far more efficient to just skip>permastack>melee.
But, I guess it was just easier to make the dungeon designers the fall guys?
As the enclosed, dungeon-type environment is what really exposed all the issues.
People said they didn’t enjoy the dungeons, so they (apparently) blamed the dungeon makers, rather than looking any further.
Shame really, as a lot of people enjoy a dungeon (and fractals and raids aren’t the same thing).
Just not when they’re all about maximum efficiency, no-fun runs.
It’s quite funny, actually – before this nerf, a few speedrunners tried to tell anyone, who complained about dungeons, that they enjoyed their speedruns and asked who were we to tell them how they should “have fun”.
Well, if they were really having so much fun, how come they immediately stopped having it when the gold rewards dropped?
Whereas, my WvW/EotM rewards also dropped (and they weren’t anywhere near as high to begin with), but I still carried on.
OK, I complained, but I didn’t just drop it like a hot potato…
(edited by Tigaseye.2047)
Since*
Also hrm, I reckon you won’t be the only one who wants the stuff. Group up with others who want it, organize your own party for running them.
One way to handle this would be something like the Ley Line converter so you can exchange the various shards and perhaps something like Bandit Crests.
Non-bugged unlike the current one of course.
Since*
Also hrm, I reckon you won’t be the only one who wants the stuff. Group up with others who want it, organize your own party for running them.
The problem with the “make your own group” thing, which has been used as the apparent cure-all answer to this fiasco since time (or GW2) began, is what if you’re new?
Or still new to dungeons.
You make your own group and then a bunch of new players join it and they all look to you to know where to go and what to do.
As you were the one who made the group.
Yes, you could say you don’t know what to do, in your description, but then one of two things will probably happen:
1. No one joins, as they’re all new too and need a little guidance.
2. An officious speedrunner type joins (for some unknown reason, now, as there are fewer rewards) and turns the run into a funless, nightmare teaching session.
As opposed to an automatic grouping system, where everyone is equal and there is no one in the leadership position (or viewed in that way) to then be blamed if it goes wrong.
Except then you get a group with a wide range or experience and playstyles that will stay intact up to the first challenging encounter and then the experienced players will leave and the newbie players get frustrated with the wipe. Unless you penalize more harshly than now for quitting a party while in instanced content.
RIP City of Heroes
Penalise them even more? As if that should have them clamoring to play dungeons. All they’ve done(Anet) leading up to the hot mess which is HoT is penalise players in one fashion or another to coerce them into playing how they want.
How about not reinventing the wheel and simply undoing the rewards changes? Then -I don’t know- give players the freedom of how they wish to spend their time in the game again -The whole selling point that led so many of us to abandon our other, more outdated mmos to begin with.
I’m trying to figure out the logic of Spvp being the very best way to get dungeon tokens. Dungeon running should be the best way to get them, but it isn’t any more.
This seems very backwards to me.
New player: I need dungeon tokens. Anyone want to run a dungeon?
Everyone else: No, are you crazy? No one actually does dungeons for dungeon tokens! You’re supposed to PvP for them!
Right.
i think we need an alternative way to obtain the dungeon armors, sigils, runes and weapons.
Dungeons haven’t changed in the least, so they aren’t “dead.” Maybe you mean that the gold rewards are gone and people are busy with newer content and so there are fewer LFGs for dungeons. Personally, even if they doubled the rewards, I’d still be more interested in the new zones, challenges, raids, and pushing my fractal level.
In the meantime, as suggested above:
- PvP reward tracks (do your dailies and you make solid progress, with a skin or two a week — more if you play regularly).
- Find a guild that specializes in dungeons.
- Wait for a month or two, for people to get a handle on the new zones and start looking for other diversions.
I was talking about penalizing for quitting a party mid instanced.
It’s not the “best way” sPvP, it’s the laziest way. The only reason dungeons are “not” anymore by some is because tokens were the secondary motivation to run them, the primary was the big chunk of liquid rewards. It’s gone now and not coming back and if you still want tokens why not just run the dungeon without the some slave master driving you get it done so the party can get to the next path.
RIP City of Heroes
(edited by Behellagh.1468)
For me there would be a simple answer, scale the dungeon difficulty and give players an option of Easy, Standard or Hard when they enter a dungeon. Standard would be the same difficulty as now, Easy would be aimed at a party of one or two players and Hard would scale up to an easy raid level, aimed at say 10 players. Increase the loot according to the number of people, so 2 people doing an easy dungeon would get loot as it is at the moment, but 5 people attempting a hard mode dungeon would get better loot. It could also act as a training ground for larger groups to learn to work together.
i think we need an alternative way to obtain the dungeon armors, sigils, runes and weapons.
Dungeons haven’t changed in the least, so they aren’t “dead.” Maybe you mean that the gold rewards are gone and people are busy with newer content and so there are fewer LFGs for dungeons. Personally, even if they doubled the rewards, I’d still be more interested in the new zones, challenges, raids, and pushing my fractal level.
In the meantime, as suggested above:
- PvP reward tracks (do your dailies and you make solid progress, with a skin or two a week — more if you play regularly).
- Find a guild that specializes in dungeons.
- Wait for a month or two, for people to get a handle on the new zones and start looking for other diversions.
Weren’t dungeon token rewards nerfed too? So it’s not just the liquid rewards. If anet truly wants to de-incentivize this content, they need to put in another method to acquire these items.
-Mike O’Brien
Because we can’t be angry about both?
Weren’t dungeon token rewards nerfed too?
Just the liquid gold.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
I’d love it if they allow us to select the difficulty of the dungeons. Solo-level comes to mind. I’ve stepped in one or two dungeons, but never again given the lack of rewards.
Might be time change the dungeons to selectable challenges given raid are now here.
If they made story mode for each dungeon soloable like Zhaitan and added tokens to the reward box at the end, people could use dungeons to work toward their goals.
I’d love it if they allow us to select the difficulty of the dungeons. Solo-level comes to mind. I’ve stepped in one or two dungeons, but never again given the lack of rewards.
Might be time change the dungeons to selectable challenges given raid are now here.
Since it’s instanced I would love to see a way to adjust difficulty, as long as it impacts rewards. I fondly remember City of Heroes, which is almost all instanced, and the difficulty setting finally made it possible for some of my lower DPS characters to do content while the high DPS characters (scrapper lock) could crank the difficulty way up.
RIP City of Heroes
I was talking about penalizing for quitting a party mid instanced.
It’s not the “best way” sPvP, it’s the laziest way. The only reason dungeons are “not” anymore by some is because tokens were the secondary motivation to run them, the primary was the big chunk of liquid rewards. It’s gone now and not coming back and if you still want tokens why not just run the dungeon without the some slave master driving you get it done so the party can get to the next path.
I know what you were saying but that’s sort of the point. Before they’d utterly gutted the rewards it wasn’t such a worry having to find another random through the LFG -plenty of players to choose from.
There’s better ways to draw players to other content- such as incentivising the newer contents by making their rewards even better.
Have levelling experience set to its original values from dungeons, and then once a player is eighty and working on masteries a flag is triggered which sets dungeon completion experience rewards to the new setting. Players are then free to choose what they want to play(they’ve spent for HoT right?)but won’t necessarily feel cheated for their time. Everyone’s happy. Everybody wins.
But now? What we have now is an abandonment of contents in a game that professed to never have obsolete contents. /shrug
I love dungeons, I didn’t play them enough to get every weapon and armor skin, but I played them a lot; all paths completed at least twice, and 100s of runs done, though granted most were in CoF, TA, or AC.
~yes I did them for gold
~yes I did them for dungeon tokens
~ and yes I did them to lvl quickly
But I also thoroughly enjoyed playing them. It was the type of content I loved playing and wanted to see more. Not perfect no, but fun. So I’m really dissapointed that ANet decided to abandon them all together.
Surprised even, after the great ratings for molten alliance dungeon and aether blade dungeon, and all the players begging for more, I was certain they would add more dungeons to the game, not forsake those currently available and step on the player base who loves them.
GW2’s policy has always been to have something for every type of gamer and every playstyle and content preference, but now I sense that balance is over. As we seem to be trending more towards raids and high lvl fractals for hard core players and kitten casuals who like dungeons.
Granted I realize raid rewards have to be better than dungeon rewards because they are harder to complete, but you can make them better without devaluing current content. If a dungeon can give 1-4 gold per path, than make raids give 4G per boss instead of two, that’s more than enough incentive to play raids over dungeons, and the reward is worthy of the difference in difficulty. There is no need to destroy current content just to make new content APPEAR more rewarding.
I miss the gw2 that valued all players equally…
PvP reward track ….. #facepalm …..
Not everyone likes to pvp duh!!!!!!!!
This is due to the Devs not supporting dungeons anymore
Imagine if they stopped supporting pvp……………yeah that’s exactly what the op feels right now
For me there would be a simple answer, scale the dungeon difficulty and give players an option of Easy, Standard or Hard when they enter a dungeon. Standard would be the same difficulty as now, Easy would be aimed at a party of one or two players and Hard would scale up to an easy raid level, aimed at say 10 players. Increase the loot according to the number of people, so 2 people doing an easy dungeon would get loot as it is at the moment, but 5 people attempting a hard mode dungeon would get better loot. It could also act as a training ground for larger groups to learn to work together.
I agree.
It would be really nice to be able to solo dungeons, without it being mega-challenging.
One of the best things, about this game, is that no content is outlevelled, so everything remains relevant.
However, simultaneously, one of the worst things about this game is that no content is outlevelled, so no (challenging) content can be reasonably soloed.
What we need is the choice to be able to either still do it in a group, once we have past the required level for the dungeon, or to solo it.
Choice is good.
(edited by Tigaseye.2047)