Would you like an open world dungeon?
No, I don’t want to play with randoms and pugs.
I don’t want to play with people refusing to listen and I don’t want to deal with the people who refuse to use their skill bar correctly, e.g. spam their auto attack.
Not to mention no way to deal with afkers or leechers.
That’s my opinion, perhaps people want that, I don’t know.
Nope.
It’s the same dance that we have with raids. Tequila and Wurm are kinda simmilar to raid boss thingy. I’m not big fan of raids but I’m not that much against them. But I would prefere to have my raid boss inside instanced raid, where I can actually do valuable contribution, than in OW, where I fight mostly with lag, lag spikes, and fps drops. Oh – and with lags (and no, my rig ain’t that bad).
But hey – that’s only mine opinon :P
2) as soon as you make it instanced to prevent overcrowding, its hardly open world anymore.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Nope. You already have few “open world dungeons” like Incendio Templum. They’re more about traps than fights and they have little good loot, but they’re here.
In this game, such thing would have only two outcomes:
Option 1. – The loot is meh, nobody gives a crap.
Option 2. – The loot is good, so bad players form up a blob and zerg the dungeon, farming it.
When the only point of the game is gold farming, you can expect even dedicated players to give up on old content and just do what gives the most outcome so they can acquire “end game” – Gem store stuff.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
(edited by Rym.1469)
1) A map just like any other, but with a roof, corridors and rooms.
2) Maybe a slightly lower player cap per instance to prevent overcrowding.
3) Hard encounters that require coordinated group play.
4) The further you go, the harder it gets.
5) Several hard to defeat bosses.
Sounds like the Tower of Nightmares.
I agree that an open world zone with group content would be a good idea. The problem is how to stop players tackling the content as a zerg instead of a group, which they inevitably would do. I’d therefore like to see a group based dungeon that acted more like an open world zone with group events happening in different places at different times. Players would have more choice of the events to do and where to go, there could be rare events that don’t start every time, and there could still be major bosses at the end that need defeating. It would essentially be a non-linear dungeon.
The Tower of Nightmares was actually pretty good.
I’m usually really sweet… but this an internet forum and you know how it has to be.
/i’m a lesbiab… lesbiam… less bien… GIRLS/
As a LS update after Dry Top is complete, perhaps. What an OW dungeon means in this case:
1) A map just like any other, but with a roof, corridors and rooms.
2) Maybe a slightly lower player cap per instance to prevent overcrowding.
3) Hard encounters that require coordinated group play.
4) The further you go, the harder it gets.
5) Several hard to defeat bosses.Basically, an open world zone for those who want more challenging open world zones and an intricate farming place that requires more than just following a crowd and pressing 1. I suppose Orr was designed to be slightly like this at first, but its integration into the main storyline prevents it from being truly challenging.
So not counting having walls what you want is exactly what they released with the new zone Dry Top.
Dry Top doesn’t really fill any of the criteria. It’s a PvE zone like any other, maybe slightly more difficult. Tower of Nightmares comes a bit closer, but it’s still not quite there, especially difficulty wise.
OW dungeons were a common feature in old MMOs, such as Vanguard, EQ and Anarchy Online. People often say they miss them, but I wondered how the GW2 fanbase would react.
The zone would have to be non-linear, of course, probably with very few waypoints to prevent teleport zerging. Usually, the dungeons in those old games were so difficult getting from point A to point B was a major challenge, so organizing a zerg was usually quite hard. The rewards were also different for different parts of the dungeon, so people spread out more. Not to mention that, with proper scaling and good anti-zerg monster skills, zergs aren’t a real problem anyway.
Others have said it, but this makes me think of tower of nightmares (although perhaps it was less difficult than you have in mind), a place I did enjoy. The only problem I had with that place is that bosses did not seem to scale back down after having scaled to zerg size (even if the zerg failed and left).
Not remotely interested in open world dungeons. It’ll either be a lag fest of 1111111 or I’d have to deal with other people that don’t know how to play their class effectively to matter. Neither of which are things I want to do.
I see hoards of 4-signet warriors lead by bearbow huntards through a loop in he maze that the bots found, to launch us into a new era of farming.
A winner-idea has you.
We already had an open world dungeon and I loved it. It was called Tower of Nightmares. So yeah.
We already had an open world dungeon and I loved it. It was called Tower of Nightmares. So yeah.
shutters
I still have the nightmares…. Please, not again.
We already had an open world dungeon and I loved it. It was called Tower of Nightmares. So yeah.
shutters
I still have the nightmares…. Please, not again.
LOL! did you mean shudders ???
I do hope you’re not installing shutters against said nightmares, they may not help you much :-DD