Showing Posts For Neofalcon.1325:
I’ve been doing a lot of Boss Blitz over the last few days, and pretty much the only way to get gold is to get into an organized megaflow. This means you need to get taxi’d in by someone, and of course the megaflow is always full.
Meaning I’m forced to sit there, right click on the character portrait, and then click “Join in Crown Pavillion”. Again. And again. For a half an hour, or longer. Nonstop.
It’s horrible, mind-numbing, and just makes me want to stop playing GW2 entirely. Which sucks, because when I finally get in I actually really enjoy doing the Boss Blitz.
The solution to the problem seems really simply – if it’s full, just enter into a queue for that megaflow, just like how you used to enter into a queue for your home server’s instance if you were in an overflow in ye olde GW2.
This just happened to me too.
Please tell me that when this gets fixed, those of us that already did it will get it unlocked. It took more than an hour, and I don’t think I can handle having to do it again…
I’ve really enjoyed the few games of Belcher’s Bluff I’ve played against other players, however, I’ve noticed that most players just run by while I have my table out, stand there in confusion, or start the game and have no idea what they’re doing.
I think it’s a really fun mini-game, but I suspect that having to go to a vendor somewhere and burn money on kits to learn how to play is turning a lot of players off of it. I think we’d see a lot more people playing it if some free (non-vendorable) kits were distributed somehow – perhaps as a % chance when completing your dailies, or as a low drop chance in the next update’s version of Kite Fortunes.
If given a non-vendorable version of the belcher’s bluff kit, most players are going to use them when the alternative is to simply delete the item, and this would get a lot more people to learn how to play the game.
This is similar to the way Anet encourages people to buy boosts by giving out free boosts with dailies, and incentivizes players to participate in the other activities by having activity-specific dailies.
(edited by Neofalcon.1325)
To avoid lasers is easy but there is no way how to counter golems pull and if they will pull you you will die in 70% times.
This isn’t true – they only have that pull skill when they’re charged.
This means you need to prevent the golems from touching the lasers so they don’t get supercharged and pull people.
The way to do this is to have everyone in the same laser section (so they don’t run through the lasers when they change targets) and have everyone be as far forwards (towards the wall moving away from you) as possible, so the golem doesn’t hit the back wall when it momentarily pauses to use skills.
In the third phase, it’s impossible to prevent the golem from getting hit by the low-wall. However, there’s only ONE of those during this phase, so the golems only get charged once every 20-30 seconds, whenever you have to jump on a barrel to avoid the low lasers. This isn’t a huge deal, however, as you can just dodge-roll/stunbreak/stability out of this one.
Once my group figured this out, we had no problems with pulls and the fight was relatively easy.
I think the biggest problem is the way the reward system is structured. Having all the worthwhile gear simply be available for a large number of tokens makes running dungeons feel boring and grindy. Furthermore, having full sets with the same stat configurations encourages simply farming a single dungeon once a day.
Honestly, WoW really figured out how to make doing dungeons and getting rewards work well – it’s part of the reason the game is still so popular. I think GW2 should take a few notes from the WoW book, and bosses (possibly just final bosses to prevent farming) should have known loot tables (of which one item is guaranteed to drop for each player) with bind-on-acquire exotics with set stat configurations. In the event that this would make acquiring exotics too easy, it could be pairs of rares and exotics with the same stat configurations, with drop rates determing the rare:exotic ratio. Perhaps exotics could be guaranteed from the final boss, or exotics ONLY drop from the final boss, with other bosses having masterwork/rare loot.
As long as the different stat configurations are smartly distributed across all the different explorable mode paths of all the dungeons, this would give players incentive to run all the different paths in the game.
Tokens would then serve the purpose of letting you buy gear you need eventually, in the event you get really unlucky. (Or a way to gear up alts)
This system would work even better with the existance of ascended gear, because these exotics are no longer the max-stat items in the game.
Also, this is a bit unrelated, but GW2 really needs a good dungeon finder system, especially with the introduction of FotM. If it teleported players into the dungeon (like WoW does) it would further encourage people to run dungeons – why make the whole group pay several silver and sit through an extra loading screen before they get to start a dungeon? (Perhaps it could only allow players to teleport in if they’ve completed the story mode version).
(edited by Neofalcon.1325)