Showing Posts For Tsubaki.8732:
According to that quote dailies were supposed to get you to go to different maps and try different things, not to provide additional rewards for just doing what you were going to do anyway.
I find that design decision somewhat “insulting”. It’s like “we know what is best for you, you REALLY should try out this game mode and that game feature, and we will remind you of it every day, because we are sure you will REALLY like it !”
There is a reason why I do not play PvP and why I never do fractals or dungeons: I know that I do not like them. I do not need to try these things out all the time to see if I changed my mind in the meantime.
So I would fully support a daily system with enough (5-6) options in each area (pve, pvp, wvw) so that you can complete the dailies within only one game mode and STILL have enough options available. But deliberately designing the dailies so that you have to “explore other game modes” as soon as there are one or two options within your preferred mode which you do not enjoy or simply cannot do (e.g. fractals) – that sucks.
To add to the complaints, here’s my take on the new dailies:
Log in, look at daily achievements list (I do only PvE), “hmm, I’ll take this and this and that, and this one I could do on that map, …”. Do 7 or so dailies which I like, half an hour later dailies are done, check progress on monthlies, doing well there, enough played for today, log off satisfied at having had a little bit of fun.
Log in, get daily reward “hm”, look at the pve dailies which were selected for me and which I cannot change, see that one is “do fractals” which I do not want to do, choose the “spend wvw badges” one as a replacement to get 4 to complete the dailies, all the other options are pvp or wvw stuff like “take a tower”. Ten minutes later, complete the 4 daily things to do and then sit there with nothing left on the “to do” list.
tl;dr: I play solo and pve only. Yes, I am weird. I used the daily achievement list and the monthlies list as a kind of suggestion of what to do during the 30-45 minutes I play every day (i.e. do some stuff and get rewarded for it). The reduction of daily PvE achievements means my “to do” list is shorter. No, I do not want to “do something else for a change”. I tried PvP, I tried WvW, and I do not like it, so you can shove those daily options.
These daily achievement changes and the lack of monthlies will simply mean that I will spend less time in game from now on (and eventually probably go play more of the other games on my computer).
I think highly of free for all, non-censensual open world pvp with dramatic consequences and free corpse looting -just not in GW2, that is not the place for it.
No it cant be a free for all. there would have to be a 2 faction waring much like woW with alliance & horde. what would be cool about it is that both sides would be competing for resources such as mining & farming stuff. Cuz 1 side takes it, & it’s gone! Incentive to fight for whats yours. & of course this could go even farther.
Have seen this in too many games.
One faction starts “winning”, the players of the other faction can’t get their mining/farming stuff, so they also cannot get the quest rewards/crafts for the new “awesome” equipment, so only the winning side has it and dominates even more, which leads to the losing players thinking “why should I do this, I get ganked all the time and can get no stuff, I’ll just play the other faction/switch to a server where my side is winning”.
Losing side gives up/leaves, winning side gets bored because there is nobody to kill. Look up e.g. Aion, they had to shut down servers because of this.
(edited by Tsubaki.8732)
Exactly. Overall, the materials drop at the same rate, but every player prefers different game content and so each player will have lots of one particular type of material and less of the others. For example, I have TONS of bloodstone and empyreals, but I have to go out of my way and play content I usually do not like to get the dragonite I need for my crafting. So if you have too much dragonite and want something to be done against it, always remember that OTHERS might actually like to get MORE dragonite.
Anyway, some kind of “put in some material, get a smaller amount of some other material” device might be a good idea. That would be useful for everybody.
I would LOVE an improved mouse cursor. Give us the option to make it two, no THREE times as big and let us choose the colour, to maybe something like bright flashing neon pink so that you can NEVER again lose it in the countless red/yellow skill effects fireworks. I cannot even tell you how often I died because I could no longer find my mouse cursor on the screen. It is one of my main problems, if not THE main problem with the game.
I use some 3rd party mouse cursor improvement which simply increases the mouse cursor size to like three or four times, which helps a lot, but after leaving the game window two or three times (I play on a multi-screen setup) it does not work anymore, so I would love an official fix within GW2.
Yes, that’s pretty much it. Me and many of my gamer friends (“casual gamers”, lol – we’re all 40+ and have played computer games since they came on tapes and took 20 minutes to load, and we’ve been through many mmorpg in recent years) all commented about the “jumpification” of GW2, that is, the feeling that much of the content seems to be designed around the “playstation target group” – the gamers who grew up with xbox/playstation controllers in their hands (as we like to call them, “the 12 year olds with four arms playing super mario/street fighter/…”).
Content designed around the likes/dislikes of that type of players usually involves precisely moving your character around, with limited time to react and having to use the correct skill button at precisely the correct moment, plus usually the frustration of “yes, I KNOW I have to jump here, then there, then there, but I just can’t get it right after 50 tries”. Think jumping Mario at precisely the correct moment or using some precisely timed skill combo in some fighting game.
I do not know that many OLDER gamers who like this kind of stuff, mainly I think because you need to have grown up with it to have the “skill set”, and most of the older gamers were already in their 20s when e.g. the NES appeared, or were already fully invested in “real” home computers and then moved straight to the PC instead of buying a console.
I knew about jumping puzzles when I started GW2, but I always thought they’d be some optional thing to do, like “I do not feel like killing stuff today, I’ll go do some puzzles”. That these mechanics (precise movement, limited reaction time even outside of fights) now show up more and more as OBLIGATORY stuff (i.e. necessary to get to other content) is worrying, it might mean that a lof of players will skill Living World content out of frustration.
I have literally met lvl 80s with <4% Map Completion…
That’s nothing special. My Mesmer (not my main) was lvld up to 80 ONLY in Queensdale. Without participating in the champ train, just by doing dailies and nothing else. I just wanted to see how long it would take to lvl to 80 only via dailies.
If someone enjoys doing stupid stuff like that – why not? After lvling up several characters the “correct” way, it gets boring :-)
Only 10 daily achievements is complicated at the moment.
Today for example, “daily reviver” takes a lot of time : there are not enough NPC or players downed to revive, because there are so many players everywhere that downed NPC are becoming a “critial ressource”.
I have noticed this, too. At first, the problem for me (as someone who never, ever will play pvp, no matter what, I just do not like it) was the lack of choice with the new dailies system – every day, there are only five or six options for me and I have to do five of them, even if they are annoying options I would have just ignored a couple days ago with the old system. But today, with the “reviver” daily, the synergy effect of several of the annoying new game changes became apparent: everybody is forced to do the SAME dailies in pve, and with the megaserver change, there are lots MORE players on the same map. All doing the same dailies, plus people who are there doing their hearts etc. So I am travelling around to my usual spots for the “reviver” daily" and – no dead NPC anywhere in sight. It took me ages and quite a bit of money WPing around to finally get it done. I guess the same will happen when “underwater killer” pops up again. I probably should switch to doing my dailies in the morning again, before I go to work, when less people are online.
You guys can thank the people who didn’t have the self control to leave a few dailies undone every once in a while and instead needed Anet to take them away. They are also a big reason for having the dailies and monthlies capped now which will really slow progress to any future AP skins.
If that was the real reason why Anet changed the dailies, I still fail to understand why they could not just have given AP for only the first five dailies per player per day. Leave in the choice but limit the AP handed out – instead of limiting the choice TO limit the AP handed out.
I mean, they did it with boss chests. There they limited the reward available per day and left in all the boss spawns instead of deleting all the bosses and putting in one single boss spawn per server per day to limit the amount of chests you can get.
I am disappointed about the new daily achievements. I do not like pvp (never have and never will), sometimes you cannot do much in wvw when it’s a bad matchup, so in 99% of the cases I complete my dailies by doing ONLY the pve stuff, and on most days I solo because I play late at night. With 5 or 6 pve options available and having to complete 5 of them to get the reward, this means that I have to do whatever is on the list that day, without having any choice. So if it’s something like “daily killer in region x” plus “daily events in region y” plus “dungeon completer”, it is extremely annoying, because the achievements cannot be “combined” in one play region and doing a dungeon is often not possible for me anyway.
I know that I am probably part of a minority of players (not liking pvp, playing solo, not too much time) – but previously, there ALWAYS was enough choice that I could find some good combination of things to do, but now it’s “these are the pve things you have to do today, no choice”. So I am pretty sure that there will be days when I won’t be able to do the dailies due to lack of options (because there are now fewer pve only options on the list) – this new system definitely is worse than the old one.
Some other ideas for NPCs:
Blind character born as a noble
Deaf character with a hyper partner that translates her sign language
Armless character with a talent for painting with her feet
Burn victim that’s emotionally scarred from a Scarlet attack on LA
I somehow have the feeling there might already be a game out there for you with characters like these … :-)
They whine because if you’re just trying to PvE and if you’re forced into an open-world PvP zone, and you’re being killed over and over, it’s not fun. I know this from experience trying to level for the first time in Aion.
Haha yes, been there, done that. I stopped playing Aion because of the forced PvP. I do not mean forced PvP as in “there is no PvP off switch”, but as in “areas which hold important PvE content are also PvP zones”. I have no problem with dedicated PvP zones you can go to when you fancy some trashtalk fun, but having to put up with players who are only there to grief others when all you want to do is complete your quest log is extremely annoying. Aion is a fun PvE game as long as you are in the lower level zones, because the other faction cannot enter. But later on, the other faction can sometimes enter the lvling zones with higher level players and farm newbies, and one area is even completely shared by both factions so that you are guaranteed to have PvP whenever you go there. So if you want to go to some quest spot to do your PvE stuff, you can be sure that some high lvl ganker is just waiting there to “lolnoob” you. Of course you could always bring a full party of friends, but sometimes you just want to log on and solo for half an hour, or maybe your friends are simply not online.
Giving players fun PvE stuff and then later on saying “guess what? PvP time!” is just bait-and-switch. Not nice. I specifically went away from Aion (and for what it’s worth, Lineage 2) because I had enough of PvP and GW2 promised that I never had to do PvP unless I wanted to. I go to WvW – when i feel like it. And that is not when I want to do PvE.
Something anet DOES NOT understand is that half the time a thief chooses a trait it’s because there is nothing better to slot. Another thing that they do not understand is that when thieves run out of initiative their chance of dying skyrockets because most of a thief’s survival comes from the spamming of blinds, stealth and evades.
Exactly. Thieves use those traits because there is nothing better available. Now Anet nerfs those traits, so that thieves are “finally free to use other traits”. Problem is, there STILL are no other traits worth taking, with the added problem that the only worthwhile ones now are useless, too, and the increase in initiative regen does not cancel out the nerf to the traits, so the overall situation is just worse than it was before they changed everything.
Already started a warrior and got her to 80, just bad that all the ascended stuff on my thief can’t be moved over. They want us all to play warriors and guardians, so I’ll just do that – I’d rather enjoy what little time I have available for playing than get angry about my lolthief.
Wow, none of you guys run an ele as well as thief do you?
Go roll one now and play it for a while. You will run back to thief with a smile.
I admit I do not play an Ele (I only have 80 Mesmer, Guardian and soon Warrior to compare), but generally “my class sucks so it’s not a problem when your class sucks, too” is not really a good argument.
The very short version of what is wrong with the changes is that you’re trying to make players try out other builds by nerfing the overplayed ones, but you fail to understand that these overplayed builds are not played because they are too good, but because everything else is too bad. So after the nerfs thief players can choose between bad and bad builds, and then the build of choice often becomes guardian or warrior instead. You should buff some of the less viable builds WITHOUT nerfing something else at the same time.
What he said. It does not reset 24h from when you clicked it the last time – it resets at the same time every day, and you can click it only once within a 24h period from reset to reset. Your example of 23.5h to next reset means that you clicked it right after (30 min after) the reset, that’s why you managed two crafts in one calendar day (the other, first, craft was before that reset).
You misunderstood. The “other jubilee-related daily achievements that include defending balloon escorts” you mention are bugged. They do not count towards completion of the queen jennah content anymore.
I did three of those dailies recently, and none of them gave me a point towards the 16 which I need to complete the content, and others complained about the same problem, so I guess it’s a general bug which seems to have been introduced with the invasion stuff (when first there were no queen jennah dailies anymore and then they “fixed” them – now they are back, but give no points for the story content).
Ah, if you can finish the Vorrp stuff, if, then you should be able to finish. Maybe check tomorrow as well? The Daily changes, for example tomorrow it may be “Take a balloon ride to Div Reach”, in which case it’s easy to get.
Sadly, these dailies are bugged (the last two I completed did not give me any points towards the queen jennah completion) and the devs do not seem to care.
Correct. The daily achievements apparently are bugged and do NO LONGER count towards the queen’s jubilee completion. I just did the daily hot-air balloonist, and it did not increase my living story completion points.
So I guess I won’t be able to complete this living story, because I won’t be able to do the pavillion achievements due to lack of players and the dailies (which are there to enable solo players to get their 16 points) do no longer count.
Or a Sylvari will pronounce:
“This Rose has Thorns. Here they Are!” Which I always heard as (idiotically and ungrammatically)
“This Rows has Thorns. Here They Are!”
In the German client, this is “diese Rose hat Dornen, hier sind sie!”, and when a female Sylvari says it, I always hear “diese Hose hat Dornen, hier sind sie!” (“these trousers have thorns, here they are!” …
I do agree that difficult content has its place in the game, but it should be a separate thing from the standard content/main achievement of an update. Every standard skill level player should be able to “finish” a Living Story, i.e. get the main achievement plus reward. And then there could be an additional, optional “hard mode” achievement/reward for those who think they are hot stuff (e.g. “OK, we sent the bad guys running and everybody who helped gets a title and some exotic socks, but we found out where the main villain is hiding, go do this instance for an additional reward – but this will be difficult”).
That way everybody can say “yup, did this Living Story and got the title/reward”, and the hard mode players can show off their additional shinies.
One additional thing: I really do like the way this new Living Story update works. In previous updates, I often had the problem that to get the overall reward, I had to do all those individual achievements, among which there always were quite a few which I really did not want to do. Either some pvp arena stuff, or dungeons, or win some other annoying minigame. And most of the time, you could only leave out 1-2 and still get the overall reward. Which was why I did not finish the last two Living Story updates – I could not leave out the annoying stuff (like e.g. Sprint/aspect arena) and still do the overall achievement. The new daily achievements for the Living Story really help out, because now I can ignore the annoying things and still finish the Living Story. So, keep this up please, and do not force players to do ALL parts of a Living Story update (e.g. new minigames) to get the main achievement.
So, what is the problem? You got to DO something every couple seconds to stay in stealth, and you need your skills/traits set up for it. It’s not as if you can just stay in stealth for minutes and still be attacking people (effectively) while doing so. As soon as you use initiative to attack people, you won’t have the initiative to keep stealthed. And, as people say all the time, a thief who keeps stealthing to troll people e.g. in WvW won’t bring many points to his server, he’s just an annoyance to solo roamers. I fail to see the problem.
I would not mind enemy players using lances, that way they would not be able to damage me when I melee them with my daggers :-)
Pole arms like halberds and especially lances (which do not work AT ALL unless you are sitting on a horse and charging the enemy at high speed) are completely useless in a game with a million ways to pull the enemy or place yourself right next to him in melee range.
The dominance of zerker gear is not the fault of the players, but of this game’s balance and design. It’s a direct consequence of GW2’s innovative “party-roles-shouldn’t-matter” battle design.
This sadly is the truth. If you do not have specific healer, tank or DD roles, all that’s left is “everybody hits the mobs and tries to stay alive”. And that means doing as much damage as possible, thereby reducing the time you have to “try to stay alive” against the cheesy one-hit kill skills. Of course the different classes bring different skills, which is why people want a guardian or mesmer in the group. But when in doubt if you should go more damage or more support for your character, it is probably better to go for more damage.
Well, there are still people who do not use Facebook. Like me. But I guess there are enough others so that they reach their 1 million :-)
Spent several gold, too, without getting ANY race win. Then I decided to try the “bet on the random moa” option, and with that I suddenly got three wins in a row. Maybe I just got lucky or maybe there is something special about that option, don’t know.
It’s true that they really could have done more to make the story a more enjoyable experience. There simply should be more information from the NPC. More cutscenes or more dialogue. I was not around for the first Southsun event, so I did not know any of the NPC yet (e.g. I had no clue at all who Canach was). I could piece together the most important info about the whole Southsun settler situation from the dialogues, yes, but it took the short stories here on the website to really make me understand what was going on (and I do not visit the website regularly, so it was pure luck that I actually found them).
As for this last instance which started at Kiel – Kiel herself always had a “living story star” over her head and the in-game mail did not specifically instruct people to go there. The end dialogue from the Canach solo instance could just as well have meant that Kiel wanted to blow up some Karka nests to save some settlers from Canach’s plan (in fact that’s how I understood it first), of course now in hindsight it makes sense that she was talking about the ship. The instance could just as well have started at some random other settler camp by talking to some random other NPC involved in the contract stuff. Or maybe by talking to Kiel who could have popped up after you get the Karka queen achievement. Anyway, I knew “there is something new”, ported to pearl islet and clicked on all the NPC, and eventually found the new option in Kiel’s dialogue. But that was more trial and error.
To sum up: the story needs more actual story – in game, not via a website most players do not visit regularly, and definitely not by having to visit fan websites where people post guides.
To make this clear: Ability to enjoy content solo = good. Ability to enjoy content in a group = good. Losing the ability to do either = not good. You have the ability to dynamically scale difficulty based on the number of players present and thus support anything from solo play to full groups and all the iterations in between, so can you please make use of it?
I completely agree and I’m stymied as to why ANET seems to have such trouble grappling with this concept. I assume it’s because of some sort of technical limitation of the game, because conceptually, “many people want to play with their friends” does not seem all that hard to grasp. Why must it be only 1 or only 5 as opposed to “1 to 5?”
This. So many times this. It should not be “solo OR 5 man”, it should be “1-5”, as in “you can solo if you want, or you can bring any number of friends up to 5, and the content will scale accordingly”.
I play the game together with 2 real life friends, most often only two of us are online. So if we do not do dynamic events, we are kind of screwed in this game when it comes to dungeons, because most of the instanced content is not designed for only two players – and we do not like picking up random other players to fill up the party, that’s just how it is.
So “solo or full party” for us means no partying up for dungeon content, because we can’t do it with 2 people, and no partying up for the solo content, because it’s solo only. So me and my friends could only play together in the open world.
It really cannot be that hard to make content scale for 1-5 players. Just adjust some numbers for the mobs and avoid stuff like “you need 4 people to each click a switch and one to open the door at the same time”.
From my understanding you’re supposed to make a mine safe by using the skill with the matching picture, and make the mine blow up by using the wrong skill.
What you’re doing is just straight out detonating it when he’s on top of it. To detonate it, do you use the right skill (with the matching icon), or do you use the wrong skill?
No, you do not use a skill to make the mines explode when he is on top of them. The mines explode AUTOMATICALLY when he walks over them, if you made them green.
The part about making the mines explode by using a wrong skill on them is a WARNING for you NOT to do that, not an instruction to do that to damage the boss.
a.) there is simply too much “join my guild!!!11!” spam. Whenever I play an alt who is not representing a guild, I get spammed to death by people asking me to join their guild – from lengthy explanations like “we are a smallish guild with players age 16-50 who like to … blah blah blah” to simple guild invites without any chat message at all. The first one or two times I might respond and politely decline, but after that, it’s just “ignore”. Same as I simply hang up the phone when some advertiser calls to inform me about some incredible insurance savings.
b.) even if I would be looking for a guild to join, I probably would not consider ANY guild which randomly whispers other players or sends random guild invites. Simply because that gives the impression, like someone already posted above, that this guild is looking for ANYBODY to join without caring about what kind of people those new guild members are. So I’d expect a guild full of rejects from other guilds where people actually have to apply and are given a trial time, i.e. exactly those people I do NOT want to be together with.
edit: wow, what a weird text filter, if you write “that” and then “it’s”, it gets filtered because the forum thinks you want to write about female breasts :-)
having no possibly way to counter or evade; which only leaves you Vulnerable and to use your “Creative Imagination” to Determine where they are or might be.
Requirements and Experience- None is needed, 0% Cooldown———
At the Beginning, they set the Stage for the Fight
Near the End, they Stealth & Reset the Fight
In the End,
in Stealth; they Decide if you should Live or Die
Is Stealth Responsible for many qutiting the game?
Just give it a rest. Thieves have been nerfed enough, right now they are good at exactly ONE thing: killing players who do not know how to handle stealth. At everything else, they are bad – even at the one thing they really SHOULD be good at, single target burst damage, other classes easily beat them.
I have seen more THIEF PLAYERS quit because of what the thief class is like than players of other classes.
I guess everything has already been said – still, here’s my opinion.
I, too, am disappointed that the living world content ends with a 5 man dungeon. Simply because of the “bait and switch” thing which is going on here.
All the previous content was solo stuff, even the instances in the last patch were solo content. Never ever did the devs mention that the END of this story would be a dungeon which is not soloable. The content started slowly, with promises that better and better content would be coming forth. And now we have this dungeon which those players who enjoyed the story BECAUSE it was solo content cannot finish, and the only replies to the question WHY the story suddenly is no longer soloable content is “because kitten YOU”. This is simply bait and switch – people were lured in by the solo content, but to get to the story end and to the reward (the gloves + achievement), you need to finish a dungeon. Lots of players would not even have started the living world content, had this been known before.
I am in a very small guild of only me plus two rl friends. We tried the dungeon, but we failed at the end boss after pretty much dying through the dungeon (of us three, only I played any mmorpg before so I am the only one of us who has any raid experience from other games, and my friends are VERY casual players who can play open world content well enough but have no real experience with organized party play, assisting etc., so it was a bit of a mess and they are a bit “demoralized” by the whole experience now and are reluctant to try again). There really should be another way to finish this content, without having to do a dungeon.
Short answer: no
It will not run it, it will crawl. That is just a “I want to see lolcats and facebook” machine.
Indeed, we had no warning and for the sake of the people who don’t appreciate said mechanics of the game in the above posts, this isn’t really a fair option.
The in-game mail from Moto on April 1st specifically mentioned that you should hunt for those chests “today” (April 1st) because that part of the event would be gone afterwards.
Like others already posted above, this is a known issue with Macbook Pros which have a separate graphics adapter (ATI, Nvidia) and do not only use the integrated CPU graphics (HD4000, …), it is not a Guild Wars 2-specific problem. The power supply simply cannot keep up with the combined demands of the CPU plus the graphics card when you use programs which heavily use both (i.e. games) – and so the battery not only does not get charged, it actually gets drained and, if you play long enough, the computer may actually power off. An obvious solution would be a bigger power supply (e.g. Dell or Lenovo have 150+ Watts power bricks for their notebooks), but sadly it seems for Apple looks are more important.
Monthlies and dailies reset at 0:00 UTC, which for US west coast is 4:00pm PST. So, we are in March for all servers.
I’VE NEVER EVEN HEARD OF UTC UNTIL YOU JUST TAUGHT ME ABOUT IT.
I stand by what I said,
Resetting the Monthly before the First of the Month of March was
So Not cool.
They cannot have individual server time for every player in the world, depending on where he/she lives. And if they chose a server time based on pacific standard time, people in Australia would complain “why hasn’t the new monthly already started, it is already March for half a day and the monthly is still the one for February?”
So the best thing they could do was to base the server time on UTC, which is called “coordinated UNIVERSAL time” for a reason, it is a world wide time standard.
Also, +1 to the player above who posted that leaving monthlies (or pretty much ANYTHING with a time limit) until the last day is a bad idea. That’s just risky. What would have happened if your internet provider had trouble today?
how about we try it for a week or so before we jump to conclusion as things stand the guild mission are not working so NO ONE knows what the rewards are or the limitation of the rewards for not being in the guild that is running it.
We already know what the limitations are when you’re not in the guild which started the event, there are official posts about that. If it is a bounty hunt and you are not in the guild which started it, all you get is standard event rewards (karma, xp, money). You do NOT get guild merits. If it is some other event with a chest at the end (guild puzzle etc.), you get the chest rewards, but again no guild merits.
So you cannot “lvl up” your own guild by participating in other guilds’ events, you actually have to get to art of war 5 / guild bounty hunt and then do your own guild events until you can get other guild event types.
Are the lost items all available in game right now? Or will others be added as the Living Story continues? Because I could only find two refugees, and two lost items.
From the post right above yours:
Initially, you will see two refugees. When further phases of the event unlock, and the refugee area in Lion’s Arch grows in size, you will find new people to talk to who may also be missing items.
A couple of simple fixes for the daily/monthly achievements.
2 – Please limit the PvP and WvW activities to the PvP achievements.
There already IS a category for daily PvP stuff, so those things should never, ever show up in the other daily achievements category and use up one of the choices there. There is a reason that there are two daily categories – many players do not want to do PvP, ever. And even though it is a worthy goal to try to encourage players to give PvP a try, there are other ways of doing so than by inconveniencing them.
Also, in my opinion the daily achievements should always be possible to be completed alone, without a group. That does not mean that there should never be choices like “complete a dungeon”, just that there should never be several choices which a solo player cannot do, because in combination with other choices which are maybe solo doable but need a certain minimum level, that could end up leaving not enough choices for lowbie solo players to complete their daily achievements.
The new dailies are OK, I like that there is some variety (although the daily combo sucked, but that was because it was buggy and made me waste 15 minutes trying to figure out what I was doing wrong).
I have to agree with several other posters in this thread: dailies should be something you can do on your own while just playing the game the way you normally do, whether that is dungeon runs, casual exploring, running around for an hour from event to event or whatever. Yes, if all a player does is stand in town playing the TP, he won’t be able to complete pretty much ANY daily, but that really is a very rare special case.
But dailies never, ever should require a player to group (as in “complete a dungeon”, I do not consider participating in an event while other players are there, too, to be “grouping”). Dailies are intended to be doable for casual solo players who log on and just kill some mobs and who do not have more time than maybe an hour every day. Introducing more complex dailies would just punish casual players, while others would still be able to do them every day.