Only the elite dungeon areas of GW1 booted you with a wipe (UW, FoW, DoA, Urgoz, Deep). Even hard mode dungeons you only got booted if the death penalty got maxed. Plus there were res shrines at various points which served the same purpose as waypoints do now in regards to where you restarted after a wipe.
ye anet went kitten with eotn no question about that
I assume they can drop from Daily Reward Chest from events, but can they drop from for example Fractal Boss Reward Chest and/or Fractal Daily Chest?
nothing drops in fractals.
Only the rewards were truly improved.
they were? meh maybe gold for arah is nice, but this is still kitten -poor sorry
lol fuk this I’m out
why can we just waypoint and continue from where we left off if the party wipes? in gw1, we were kicked out of a dungeon and certain dungeons even cost an entrance fee but were highly profitable to run. why not have this same mechanic back instead of timegating rewards? I get your intention with timegating anet, but can we maybe think of some other way to solve the issue? or maybe less intensive timegating? an ac path nets like 20s afaik(been a long time since I played it)+an end reward of 1.5g. that’s almost 90% DR. this might give the game a little difficulty and actually introduce some form of risk.(waypoints could even be left in for alts to port to as a convenience in case you swap, just not rezzed at)
no and I’m not sure what they could do with these gameplay mechanics to make it challenging and fun rather than hard but annoying ala liadri fight..
ty bro, I saw scientologist and went “pls go”. do you know anything about the consistency though? you hear about instability in fractals for example and it usually means “mobs”. how does that work(that’s most of what I can relate to since I play/played fractals mostly xd)? can you actually piece “asura science” together?
Oh, you don’t bother doing that? You consistently take the minimal-effort route by choice then complain the game requires minimal-effort? Yeah, good idea to increase difficulty for all players just because you can’t be bothered to do something more than hit 1.
what the kittening hell are you talking about? I can be bothered, but it isn’t necessary and people who don’t do it happily level at the same rate as me.
What about players who don’t have the reflexes to perfectly dodge consistently? Its great you can take a level 11 mesmer and kill things one on one and its easy. And you’re right, it is easy. Go take your level 11 mesmer and aggro 2 things, or 3. The game doesn’t prevent you from increasing the challenge and risk yourself, so if you don’t want to, why should other players have the challenge and risk increased?
the game sort of prevents him from doing that by making mobs give virtually no xp.
And it will. Maybe not many, but it will, because there ARE players like these in the game.
And there are players that find this too easy. Please explain why you are more important than they are.
“Too easy” doesn’t lock people out of it. “Too difficult” does. That’s why.
Oh so you are more important then?
I’m sorry, I didn’t realize you wanted to exclude some players.
Being bored doesn’t prevent you from doing something. You can decide its not worth it, or that you don’t want to, but it is not impossible for you to do it. Being too difficult does make it impossible.
And you may consider turning the difficulty from 1 to 2, but that’s purely subjective. For all you know someone out there finds it to be at 6 or 7 right now. Your attitude is “too bad” while you crank it up to 9 (on their scale).
So you don’t like PvP, or WvW, and Dungeons don’t suit you… so basically you don’t want the difficult content the game already offers. So changes need to be made that will affect everyone?
hey bro, like it or not, there are many people in this game who don’t level alts because it’s too boring. which keeps them from playing and they eventually quit. just like having to hit a heal or dodge button every once in a while might keep the hordes of casuals from playing.
also did we humans at some point in time lose the ability to learn? people that suck at games can never get better now? when did we shift to a mentality that when something doesn’t go exactly the way we want it to, we kitten out? I’m thinking about 15 years ago btw, what are you guises thoughts on this?
I’m two skill challenges away from 100% world completion. Both of these are in Malchor’s Leap, and neither is obtainable on my own. One is at an underwater Statue of Melandur, which when contested cripples and bleeds and interrupts channeling. The other is guarded by a Champion Risen Knight who doesn’t seem to be willing to call a truce.
it’s ez bro. but if you can’t do it get a friend to help ;D
just curious, are you a warr/guard?
I have done open world pve on every class
I have too..
Have you actually done PvE lately because the stuff has gotten a lot harder, on my second Guardian i’m constantly being downed by krait and bandits now, three krait equals death if you cant remove debuffs etc…they last up to a full minute bleeding you cripple etc..Bandits/Pirates all have Torment now which when removed goes back on instantly and it stacks..
yes, I don’t see it being any harder tbh
I’m gonna go zerg champs in Queensdale and complain how easy this game is but continue to avoid Orr like the plague because the temple events are too difficult now…
What you guys want is not more difficult content. You got that. Go to Orr. What you want is better loot for your time and risk. That’s why everyone is zerging Queensdale champs. Good loot with low risk.
you don’t know me, stop assuming things about me.
That wasn’t directed at you specifically. Stop trying to start fights on the internet… By the way, that was my first post in this thread, yet your choice of words make the inference that I have repeatedly written to you, which I have not. Don’t assume people are talking directly about you, the world does not revolve around you.
the fact that people upvoted your post disgusts me. people posting in favor of the OP are the very people who never ever. zerg around in queensdale. or orr. anything that can be and is zerged by enough people in this game is not difficult. the only way to make truly difficult content is to limit the number of participants aka instances. what this thread is about – because you don’t seem to have realized it – is the small group/solo leveling difficulty being way off. leveling. leveling difficulty. have you seen any lvl60s in orr? your post only contained off-topic, ignorant remarks and I’m baffed that you weren’t expecting it to be called out.
I wrote the OP so I rightly assumed that you addressed me because that is normal forum usage if you don’t quote anyone, but even if not, your post only insulted everyone who agreed with the OP.
btw I lol’d at the war/guard bashing posts getting massive upvotes xdd
No you’re not. You’re saying that even a small difficulty increase in generic open world mobs will destroy the game for many players.
And it will. Maybe not many, but it will, because there ARE players like these in the game.
I’m sorry but who cares? in gear you outleveled by 2-3 levels, you can click a mob 3 levels above you in this game, press 1, go to the bathroom, come back and emerge victorious! this. is. not. acceptable.
There is a big gulf in the skill level between an experienced player and a new player. New players find open world PvE challenging so it is pitched at the right level for them. That’s good because that’s the environment in which new players learn the game. Experienced players find open world PvE easy but it doesn’t matter since they can skip the open world and do PvP, WvW, dungeons, or anything else.
you don’t get xp in spvp, wvwing is terrible upscaled and you won’t get anywhere with it and not many people take lowlvls into dungeons(even then you can only start doing that at lvl35, almost halfway in)
I haven’t really delved deep into the asura lore but every time I see asura jargon I cringe a little because of how forced and tryhard it sounds. what the hell is an “esopolitical parascientologist” for starters?
I would love to see an xp boost for fighting stuff higher than you, and remove the artificial difficulty barrier on things higher level than you, so if something is too many levels higher than you it just gets a flat 100% dmg buff and 50% dmg reduction bullsh** like it does.
The stat differences would make it hard enough, it doesn’t need that much artificial inflation, or atleast soften it so it’s like 10% dmg buff and 5% dmg reduction per level.
Being able to go to zones higher than myself and fight harder mobs to get leveling over faster would be awesome, the pve is way too faceroll even as an Elementalist probably the hardest class to play.
this would be a good thing to see indeed.
the ai could be improved for sure, but pve is going to be bound by the limits of ai in every game. I don’t think the game mechanics themselves really limit how difficult one can make an encounter. we just accept the framework and do the best we can, same applies to anet when designing the encounters. I do agree that we could use more depth in pve though(mechanics-wise). resource management(energy) perhaps?
Oh the game mechanics most definitely have an effect on it. I am convinced that the combat system and lack of roles hugely affect the way mobs work.
obviously, but within that framework, we can still have varying levels of difficulty.
GW2 cannot present open world challenge to the players with the best twitch reflexes. Won’t happen. Why? Game design, including evasion, invulnerability frames and glass cannon builds that generate high damage with little PvE risk. They designed the defensive mechanics and the gear choices around PvP, where combat is closer to being balanced, and the defensive mechanics are more important.
I don’t get your 1st point tbh..
To make GW2 PvE combat more challenging, mobs would have to behave more like players. The game’s mechanics make more traditional mob behavior easy for an unknown percentage of the better players.
the ai could be improved for sure, but pve is going to be bound by the limits of ai in every game. I don’t think the game mechanics themselves really limit how difficult one can make an encounter. we just accept the framework and do the best we can, same applies to anet when designing the encounters. I do agree that we could use more depth in pve though(mechanics-wise). resource management(energy) perhaps?
They don’t need to be more difficult, just not skipable. Skipping mobs kills the inmersion what kills the fun for me at least.
No. Anet is fine with people skipping mobs and it’s faster and more profitable not to fight them.
Because that’s EXACTLY what they want. To be more profitable and fast. That is ANet’s goal. All the other mobs wondering around in the dungeon was an accident with the mob spawning machine, it went crazy and they couldnt stop it so the extra mobs has to be skipped! Last thing I heard is that they are still developing a way to just single hand things to players without even logging in.
My god the kind of things you read online.
strong reading comprehension
The danger in asking for higher dungeon difficulty is they seem to think this means adding more boss HP, more invulnerability phases, and crappier camera angles.
Yes, dungeons should be harder. No, this will probably not come in the form of smarter mob AI.
lol +1
And the addition of the 3 upcoming fractals provides the perfect opportunity to fix many of the issues we have been dealing with for almost 9 months now. With dungeons also undergoing reward revamps, fractals shouldn’t be left out on its own again, since it can be some of the most challenging content in the game.
Here’s a few of the thing I think Anet should look at in order to make fractals a more appealing experience.
Coins
Dungeons are receiving an overhaul to how it rewards gold to the players. Fractals has always fallen behind in this respect, since none of the bosses ever dropped silver, and there is no monetary reward for doing fractals besides the Bag of Coin that gave 2s.Instead, there should be a reward for completing fractals based on the difficulty of fractal you are tackling.
- 5s per level of fractal you are attempting should be rewarded after the 3rd fractal
- 20s per tier of fractal should be rewarded upon the death of the Maw
This would provide the badly needed scaling reward structure that fractals is currently missing. For example:
- At level 10, you receive 50s (for lvl10) + 40s (for Maw T2) for a total of 90s
- At level 26, you receive 1g30s + 60s for a total of 1g90s
- At level 48, you receive 2g40s + 1g for a total of 3g40s
- At level 80, you receive 4g + 1g80s for a total of 5g80s
The reward would be similar to dungeons, becoming more rewarding as the content becomes more difficult (and also longer). Bear in mind that runs often take 1hr-3hrs+ in PuGs, and normally around an hour in optimized groups, I feel this gold amount is fair without detracting from dungeons.
The Level Cap
The hard cap at 50 needs to go. Good thing that there are a lot of ascended slots that enable it to be raised. Currently, the Amulet and Accessories have no option to add built in agony resistance, and ascended armors and weapons are on the way with the 500 crafting system. It makes no sense for this cap to remain in place at this point.New Tiers of Mist Essence
For use in future and revamped rewards.
- 1-9: Vial
- 10-19: Glob
- 20-39: Shard
- 40-59: Core
60-79: Pure Shard80+: Pure CorePoor Rewards from Chests
A similar problem to the problem faced in dungeons, the chests you get for killing bosses aren’t very rewarding (blues and greens and maybe a rare). Something that many people don’t pick up right now are non-agony infusions. How about giving them a chance to drop from chests.
- 1-26: +5 AR infusions drop
- 20-46: +4 random stat, +5 AR infusions drop
- 40+: +5 random stat, +5 AR infusions drop
And possibly, with a cap increase, higher rewards could be given:
- 60+: +4 two random stats, +10 AR infusions maybe drop?
This is a very simple way to give some greater rewards without much threat to any sort of balance, especially since the stats will be random without being so rare as to be frustrating, and can easily replace another infusion.
post under “Guild Wars 2 Discussion” if you want your thread read.
I’m gonna go zerg champs in Queensdale and complain how easy this game is but continue to avoid Orr like the plague because the temple events are too difficult now…
What you guys want is not more difficult content. You got that. Go to Orr. What you want is better loot for your time and risk. That’s why everyone is zerging Queensdale champs. Good loot with low risk.
you don’t know me, stop assuming things about me.
ANet continues to make or revises mobs to be harder, yet these threads pop up.
GW2 cannot present open world challenge to the players with the best twitch reflexes. Won’t happen. Why? Game design, including evasion, invulnerability frames and glass cannon builds that generate high damage with little PvE risk. They designed the defensive mechanics and the gear choices around PvP, where combat is closer to being balanced, and the defensive mechanics are more important.
Did you play BWE1? Was the open world hard, then? Mobs hit considerably harder then — hard enough in fact that ANet had toned them down by launch once the player base had been exposed to them, and they had data-mined and gathered feedback.
If open world was not hard for you in BWE1, it never will be. You might as well give up.
no but I’ve seen vids and liked what I saw more than this.. lol @ anet tho.. brb balancing on 1st time players feedback
I don’t get your 1st point tbh..
certainly will not happen. Remember the outrage that Gauntlet caused? I cannot beat the queen´s champions and others can, unfair, I want my reward too. Anyways, there are enough places for you to test your mettle beside open world pve.
lol ppl actually cried about the gauntlet?:’D
Personally I think the biggest mistake they made is decide on 80 levels. After level 40-50 the levels are just there for the sake of levels, it doesn’t unlock anything anymore beyond the usual trait points and it cause the leveling process to be spread out over too many zones.
not just unlocking but you’ve learned your class pretty well by then(at least as good as you can in open world pve) and the personal story is uninteresting after that as well so yeah.. lvl50 would’ve been more than enough. this would’ve had the side effect of giving people more content for any specific level, which is always good. nothing they can do about it now though coz it’d cost a lot of resources which is why I didn’t mention this in the OP. I don’t wanna see more levels in expansions however, only more areas.
no one finds open world challenging.
I for example find the last gauntlet person impossible, I can’t do arah, I have difficulty doing TA. Absolutely hate Orr. My boyfriend’s mum has difficulty merely leveling. So yes, people do find the PVE challenging. IF you don’t good for you. Start doing naked runs, go to higher level zones with lower level characters, etc.
do you understand the definition of open world?
no. this is bad game design. what I described is good game design.
Stupid and bad.
people not being able to play the game because you want a higher difficulty setting is not a good game design.
no one finds open world challenging.
Be creative. Make things challenging.
bad argument. I shouldn’t be the one to g_imp myself for challenging content, it should be presented by the developers.
Gimping yourself is easy, what should people do if they’re not up to your skill level? Should they not get a chance to hit level 80 or participate in events or something?
what skill level? open world was painfully easy the first time around… and yeah pretty much. leveling to 80 should be faster, but take more skill as well. that way, it means something. if someone can’t handle the basic skills required to fight a mob 2 levels above them, then they shouldn’t just breeze through the game at the same rate as someone who can solo lupi. why? because they have much to learn. and the whole point of leveling is teaching people the game nice and slow.
Be creative. Make things challenging.
bad argument. I shouldn’t be the one to g_imp myself for challenging content, it should be presented by the developers.
No, its a good argument. You’re just lazy and want things handed to you. You want the difficulty raised for everyone just because you’re so “elite”, and you won’t take any initiative in challenging yourself.
Lazy and entitled.
no. this is bad game design. what I described is good game design.
Stupid and bad.
I got you long before that ^ post but ……
no, I’m just not going to argue with an idiot whose best course of action is ad hominem and who continues to talk kitten when I’m obviously ignoring him
You’re doing it wrong.
no, I’m actually laughing my kitten off right now so I must be doing fine eh?
More personal attacks because he has no actual arguement.
oh kitten you got me
Kronus, meet pullnointer.
I’m well aware that guards/wars are top tier dungeon profs, but for open world, you can do well with every class.
Be creative. Make things challenging.
bad argument. I shouldn’t be the one to g_imp myself for challenging content, it should be presented by the developers.
(edited by pullnointer.1476)
just curious, are you a warr/guard?
I have done open world pve on every class
then unless you’re doing easy content with higher level character, you haven’t experienced real open world pve. Look at a warr breezing through mobs like it’s nothing, guards tanking 4-5 mobs in the same time while other classes struggle especially if one is a champ and a few veterans
bullkitten
just curious, are you a warr/guard?
I have done open world pve on every class
a lot of people are dead bored of open world pve and can’t get themselves to level more than 2-3 characters to 80. I think a considerable portion of the problem is it being devoid of any challenge unless you go kill mobs 3-4 levels higher than you, but that doesn’t even make the xp you get that much better, certainly not with the longer fights and the possibility of death added. can we maybe increase the base difficulty to match fighting mobs 2-3 levels above you? and have lower level events give considerably less and higher level events considerably more xp..
I’d like to see more interesting event chains as well, because at the moment we have like 1 meta event/map which aren’t that interesting generally and a couple events that have like 1 followup event.. I’ve heard of plans to add new events but what are we talking here exactly?
He doesn’t want a discussion, he only wants people to agree with him. Just let the thread die, in my opinion.
no, I’m just not going to argue with an idiot whose best course of action is ad hominem and who continues to talk kitten when I’m obviously ignoring him
No. This thread is open to the community for the discussion of makeup on Norn women. It’s only unpleasant for you now for two reasons. Mak-up isn’t lore breaking as you assumed, and you started insulting peoples intelligence. So if you had a real response to my point you should have gone with that. If not, don’t pretend to have a point when you know you don’t. and if you can’t counter a point, maybe your initial outlook of the make-up on norn, isn’t as accurate as you thought it was.
I just don’t care about you man, move on…
Huh, guess not.
pls go
I’m not talking tattoos here.
Neither was I, because tattoos are permanent whereas she could just temporarily put something on her face to make herself stand out.
Makeup isn’t breaking the Norn immersion because it can be used to help someone stand out.
that’s not at all what the normal vanilla face of norn looks like. the makeup female norn wear is bland, modern-looking and certainly don’t enable them to stand out. tattoos might on the other hand.
It is only contradictory to assumtions about norn culture. That makeup may serve a practical purpose. like the Vikings using it to protect against sunburn. So making it pleasing to the eye when you already use it is a natural progression in any culture. there is nothing contradictory between practicality and individual prowess vs pleasing to the eye.
yes, that’s why it looks like overdone modern western makeup.
“So making it pleasing to the eye when you already use it is a natural progression in any culture”
you are only insulting your own intelligence by assuming that I didn’t understand what you said the first time.
(edited by pullnointer.1476)
it is contradictory to otherwise established norn culture?
Others have already responded, but if ANet adds something, it’s obviously an addition to the lore, something we possibly didn’t know about before or has come into existence since the original Guild Wars.
Lore is not immutable, learn to accept change.
it’s obviously an addition to the marketability of the game
Also for all we know makeup could be part of the identity of that Norn.
“Hey did you see that one gal with half a blue face tear up all those Grawl?!”
“Oh yeah Linda Blueface, long ago she beat up a Minotaur and blueberries from her pie got on her face. Afterwards she started putting blue on herself and it became a thing.”
I’m not talking tattoos here.
It is only contradictory to assumtions about norn culture. That makeup may serve a practical purpose. like the Vikings using it to protect against sunburn. So making it pleasing to the eye when you already use it is a natural progression in any culture. there is nothing contradictory between practicality and individual prowess vs pleasing to the eye.
yes, that’s why it looks like overdone modern western makeup.
How does something break lore if it comes down from ANet themselves?
it is contradictory to otherwise established norn culture?
Maybe they don’t have better things to do. It’s not like you have to take time away from playing your character to apply the makeup manually. So, what’s the big deal?
Makeup has been used in culture since before the days of Cleopatra in Egypt and the Roman Empire. Never underestimate the need to look pretty.
the norn project an image of “practicality and individual prowess above all”, having every.single.norn.face. plastered with makeup doesn’t really match this… I mean 1 or 2 would be fine, but there is no female norn face that has no makeup(well maybe the scarred one, but the lips look suspicious to me..)
and you think this isnt control.. after posting this
i see i’ve made a mistake posting here, i’m out
I feel ya, this is essentially every single thread I make… xd
edit: lol @ Korsbaek
(edited by pullnointer.1476)
Ideal 1: Horizontal Progression. A game where the reward for overcoming higher difficulties challenges is simply the nobility of being able to do so, i.e. fashion, title, miniature. That is to say, all players of all skills must all equally have the same capability of attaining the best items in terms of power, gold and prestige.
Ideal 2: Reward is proportionate to difficulty.
Ideal 1 + Ideal 2 = disaster.
I take it you are not a gw1 player.
araris ftw
Since the beginning of the game, many changes have been done that made the game either more ’’casual’’ or more ’’hardcore’’. Many people don’t necessary see this , but it’s pretty obvious. Take for example those things:
-Personal Story – There have been complaints about personal story not being casual enough since many missions are hard by design unless you are X class or unless you bring friends to help you
-Recent change to Risen: Apparently Anet have fixed a bug to the Risen unit which magically gives risen 100 extra skills that hit for even more and also the morale of escort quests for temples that makes those quests nearly impossible
-Fractals: Fractals are not for everyone since it takes an insane amount of time where you have to deal with supposedly the hardest dungeons in game filled with jumping quests and traps
-queen’s gaunlet: Pretty obvious even though it was plagued with bugs.
The game used to be casual but now turns more hardcore. My question to Anet is really this: What kind of gamers do you really want? You cannot please all the parties because no matter what you try a side will always complain.