Why not make dungeons scale per # of players?

Why not make dungeons scale per # of players?

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Posted by: Rifter.6591

Rifter.6591

Why can we not make dungeons soloable via scaling?

I see constant complaints about having to carry a MF player though the dungeon so he can get more rewards while rest of party suffers, and this IMO is a 100% valid complaint and the main reason i try and avoid pug groups like the plauge.

Or having to carry a crap class like ranger or engineer thorugh a dungeon(i personally dont think these are crap classes but ALOT of people do and dont want them in their groups)

So why not just make them scale to player number so if you only have a single friend or two online you can solo it or go at it with one or two friends?

And yes i realize you can exploit win most dungeons solo but im talking no exploit/rush runs but actually being able to do a normal run with fewer players.

Thoughts?

Why not make dungeons scale per # of players?

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Posted by: Beeca.9467

Beeca.9467

Sure i would not mind that but make loot apply to how many toons are in the dungeon.

80-Ranger/80-Necro/80-Warrior/
80-Guardian /80- Mesmer

Why not make dungeons scale per # of players?

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Posted by: Rifter.6591

Rifter.6591

Sure i would not mind that but make loot apply to how many toons are in the dungeon.

obviously everything would have to scale including loot.

I mean really this would be a win win situation as everyone would be happy. Want to run MF gear and no one will group with you? then go it alone if you can handle it in MF gear. Dont like pugs and only 2 guildies online? great go with three.

Really i dont see a downside to this and see it ending alot of the dungeon complaint threads.

Why not make dungeons scale per # of players?

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Posted by: Tachenon.5270

Tachenon.5270

I soloed (with heroes and henchies, that is) most of the dungeons in Eye of the North. Would sure like to be able to do that here, as well. I’ve tried a few – all spectacularly unsuccessful, with the exceptions of the Mad King’s dungeon and the Wintersday dungeon. Both took a looooong time and were more frustrating than fun.

The table is a fable.

Why not make dungeons scale per # of players?

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Posted by: Rifter.6591

Rifter.6591

I soloed (with heroes and henchies, that is) most of the dungeons in Eye of the North. Would sure like to be able to do that here, as well. I’ve tried a few – all spectacularly unsuccessful, with the exceptions of the Mad King’s dungeon and the Wintersday dungeon. Both took a looooong time and were more frustrating than fun.

Yeah i know how you feel, i tried to solo AC in my glass cannon lvl 80 beserker warrior.

Lets just say that was not my brightest idea……..

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Posted by: StormageddonBK.9842

StormageddonBK.9842

My first time in a dungeon was a solo effort and I couldn’t even scratch the health of the first low level enemy while I got 2 hit…

Why not make dungeons scale per # of players?

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Posted by: Rifter.6591

Rifter.6591

My first time in a dungeon was a solo effort and I couldn’t even scratch the health of the first low level enemy while I got 2 hit…

I managed to kill the first 2-3 mobs but as soon as i got to the point where i had to agro more than one at a time it was over i couldnt handle 2 normal mobs at a time. Didnt matter though i would never have been able to solo a boss not in a million years.

Why not make dungeons scale per # of players?

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Posted by: Unspecified.9142

Unspecified.9142

Sure i would not mind that but make loot apply to how many toons are in the dungeon.

I have to question which way you think the scaling should go. My guess is you think a full group of 5 people should get better loot than a solo player.

My question is, why?

Doing content with a group is easier for each individual than it is doing it solo. If you are in a group there is someone there to cover for your mistakes. If you are solo and screw up you pay for that mistake. There is no one there to save you. There is no good argument for why a group of 5 should get better loot than an individual assuming proper difficulty scaling.

While I personally would like to see soloable dungeon modes I’m not sure it’s in the best interests of the game as a whole. People hate PUGs. If you make PUGs unnecessary then there are no PUGs. No PUGs no social contact with new people. The fact is when people aren’t forced to group with strangers they don’t (generally). This has significant effects on any possibility for a community.

Why not make dungeons scale per # of players?

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Posted by: Rifter.6591

Rifter.6591

Sure i would not mind that but make loot apply to how many toons are in the dungeon.

I have to question which way you think the scaling should go. My guess is you think a full group of 5 people should get better loot than a solo player.

My question is, why?

Doing content with a group is easier for each individual than it is doing it solo. If you are in a group there is someone there to cover for your mistakes. If you are solo and screw up you pay for that mistake. There is no one there to save you. There is no good argument for why a group of 5 should get better loot than an individual assuming proper difficulty scaling.

While I personally would like to see soloable dungeon modes I’m not sure it’s in the best interests of the game as a whole. People hate PUGs. If you make PUGs unnecessary then there are no PUGs. No PUGs no social contact with new people. The fact is when people aren’t forced to group with strangers they don’t (generally). This has significant effects on any possibility for a community.

Except you could still group with smaller parties, i cant count how many times my guild(small guild of RL friends) has had 3 or 4 of us that wanted to do a dungeon but we all hate pugs/randoms so didnt bother and just farmed orr.

Also the loot should scale by number of players and not be better/worse for groups or solo’s. This would not reward solo’s for having a much harder time to go it alone and that alone i think would stop everyone from soloing, because if you dont get better rewards for solo and its much harder people will still group just because its easier, you just wuldnt need a full group.

Why not make dungeons scale per # of players?

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Posted by: Vorch.2985

Vorch.2985

I’d be ok with the addition of solo instances. Something like the bonus mission pack would be nice, especially if it focused on the lore before GW2.

I would not be ok with changing current dungeons into soloable instances. The VAST majority of the game can be done alone. I don’t want instances to turn into 55 monk or Shadowform assassin farming spots.

Here’s what people thought of GW1 when it first came out: http://tinyurl.com/bntcvyc
“A release is 7 days or less away or has just happened within the last 7 days…
These are the only two states you’ll find the world of Tyria.”

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Posted by: Quick Mouse.7635

Quick Mouse.7635

I’ve thought of this before but it would make it too easy to run dungeons by simply adding people right before the chest (not that it’s super-hard now). This coming from a guy who made his ‘living’ in gw1 running dungeons for people

Tactical Fury [TF] – Late NA/early OCX driver (SoS)
Spirit of Faith [HOPE] – RIP

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Posted by: Dante.1508

Dante.1508

Im cool if soloing gave me 10+15 tokens a trip plus bags.

I still think 60 tokens for a 5 player hard dungeon is incredibly low reward with the hassle and hours they require..

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Posted by: Morrigan.2809

Morrigan.2809

I would be behind this idea- if my husband and I could duo dungeons, I would actually do them.
I would really really like HotW arnour for my Engi

Gunnar’s Hold