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Posted by: CosmicChopsticks.2876

CosmicChopsticks.2876

For this post I will be using Cursed Shore as an example, but it could apply to many other areas.

A group of about 10 friends were in Cursed Shore last night (which was relatively empty to begin with) when the patch rolled out and all of the events reset. This meant that the Pact held very few camps, and there were no good safe havens in the south. Our group then spent a very enjoyable few hours moving south, capturing all the camps and eventually getting to the Gates of Arah. A few randoms joined us on the way, but it was largely just 2 parties from our guild. I actually got the feeling we were experiencing Orr as it was originally designed to be, but the number of players farming there stopped this.

This gave me the idea of adding something like this as a feature. You could allow 10-15 players into Cursed Shore as a dungeon/instance, with a final task of capturing the gates of Arah. All the events in between could be bonuses that would give you normal event rewards, and add a few npcs to your group for the final push on the gates. This would require a lot of co-ordination, as in places there are events that require 2-3 actions at a time, so the parties would need to split up to do this.

This would also lessen the complaint that players don’t feel that they make an impact on Orr; as you capture camps and move south, risen presence in the north would reduce and it would make the world feel a little more real.

Obviously there will be issues I haven’t thought of here, I just wanted to see what people thought of this, and if it would be a viable feature in the future.

Crazy (Jess/Dave/Chuck), The Karma Initiative [rddt]
Aurora Glade

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Posted by: castlemanic.3198

castlemanic.3198

you just turned an entire zone into a raid.

raids=bad idea for GW2.

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Posted by: CosmicChopsticks.2876

CosmicChopsticks.2876

This is my first MMO, so I don’t know about raids in other games. Can you explain why this would be a bad idea for GW2?

Crazy (Jess/Dave/Chuck), The Karma Initiative [rddt]
Aurora Glade

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Posted by: Evoked.2176

Evoked.2176

Zhaitan will be back, he promised…

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Posted by: Rallar.2986

Rallar.2986

For this post I will be using Cursed Shore as an example, but it could apply to many other areas.

A group of about 10 friends were in Cursed Shore last night (which was relatively empty to begin with) when the patch rolled out and all of the events reset. This meant that the Pact held very few camps, and there were no good safe havens in the south. Our group then spent a very enjoyable few hours moving south, capturing all the camps and eventually getting to the Gates of Arah. A few randoms joined us on the way, but it was largely just 2 parties from our guild. I actually got the feeling we were experiencing Orr as it was originally designed to be, but the number of players farming there stopped this.

I think he has a point in that the zone were intended to be traveresed upward to get a linear experience of the zone.

When you first travel in the map going through your story you are essentially intended to go through events to take over areas. But ppl just run through them (including myself).

The problem is that once you get to explore the entire content of the map there is no reason for you to truck along that path again because you just wp past it.

There needs to be incentive for larger groups to do stuff in these higher lvl zones aside from the zerg paths.

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Posted by: Iruwen.3164

Iruwen.3164

you just turned an entire zone into a raid.

And an MMO into an MO, somehow. People are already scattered throughout PvP, WvW, PvE, dungeons, story instances, capitals, overflows and so on.

Iruwen Evillan, Human Mesmer on Drakkar Lake

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Posted by: castlemanic.3198

castlemanic.3198

This is my first MMO, so I don’t know about raids in other games. Can you explain why this would be a bad idea for GW2?

Ah, no worries.

In other games, specifically world of warcraft in mind, a raid is a group composition of large numbers, 10 or 25, which is needed to complete an instanced environment.

what this does is it gates players ability to play any content that they want, because they are required to not only find 24 other players to join them, but also avoid elitist jerks who take command and ruin the fun of it, alongside a gear progression trend.

Take away the gear progression, as Anet has done in GW2 and you still have to find a rather large group of players to join in instances. Anet’s way of keeping instances in the game while allowing smaller groups is to maintain dungeons of maximum 5 players. On top of that, there are already in world large scale events that other players can join as they please that scales with the number of participating players.

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Posted by: CosmicChopsticks.2876

CosmicChopsticks.2876

what this does is it gates players ability to play any content that they want, because they are required to not only find 24 other players to join them, but also avoid elitist jerks who take command and ruin the fun of it, alongside a gear progression trend.

If this was implemented well, it could avoid that. In my example of CS, there is no extra content you can access by doing this “raid”. It’s primarily events that can be accessed outside the instance, just without the botters and farmers. It also isn’t for farming and grinding, as that is easier with more players. It is simply for the fun of it and the sense of achievement at the end.

All this suggestion is for is to try and allow other players to replicate the experience our group had last night, and maybe spread it to other zones as well.

Crazy (Jess/Dave/Chuck), The Karma Initiative [rddt]
Aurora Glade

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Posted by: castlemanic.3198

castlemanic.3198

what this does is it gates players ability to play any content that they want, because they are required to not only find 24 other players to join them, but also avoid elitist jerks who take command and ruin the fun of it, alongside a gear progression trend.

If this was implemented well, it could avoid that. In my example of CS, there is no extra content you can access by doing this “raid”. It’s primarily events that can be accessed outside the instance, just without the botters and farmers. It also isn’t for farming and grinding, as that is easier with more players. It is simply for the fun of it and the sense of achievement at the end.

All this suggestion is for is to try and allow other players to replicate the experience our group had last night, and maybe spread it to other zones as well.

Okay, i think i understand what you’re getting at.

you’re not trying to turn the entire zone into a raid, you’re giving the option to instance the area in a similar fashion to story missions so that a group of players can start the zone essentially the way it was originally designed, without having the area overly populated.

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Posted by: CosmicChopsticks.2876

CosmicChopsticks.2876

Exactly. There could be reward chests for completely the big events, but that isn’t what I’m trying to achieve here.

Crazy (Jess/Dave/Chuck), The Karma Initiative [rddt]
Aurora Glade

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Posted by: castlemanic.3198

castlemanic.3198

Exactly. There could be reward chests for completely the big events, but that isn’t what I’m trying to achieve here.

Then i’m for it. I like the idea, but the rewards should be the same whether it’s instanced or not so that the only incentive is for guilds to have progression at end game and for there to be no real difference between the two.