[Kr] Dungeon Speedclear & Fractals
www.keep-running.fr
Yeah but shifting your game to a mainstream one does not give reasons to flush what was great about its predecesor.
Just look at Diablo 3. It is shifting back in the good direction when the devs started to listen to the players (mostly people who were playing D2 and D2Lod)
To reply to the Op,
Yes the reward is currently abysmal. One of the main reason is that it does not scale properly at all.
Imo, you should be rewarded for many factors which are:
1.Time spent
2. Difficulty of the content
3. Size of the team
Now, with that there should also be added rewards and the rng of certain items should actually fixed. Right now it feels that the valuable drop you can obtain in fractal is almost as rare as obtaining a precursor haha.
But yeah. Rewards are currently abysmal in many area of the game. But it is worse in fractals and dungeons Imo.
I believe that right now, Gw1 is better than Gw2.
But Gw2 has the potential to be way better than Gw1. I hope that i will be soon true.
We don’t know :P
QFT
The fact this game launched with neither UW or FoW is a travesty of monumental proportion. Even ToPk would have been welcome kitten . Ogre slaying daggers and all (since we actually have ogres now).
If those things aren’t in the works already in the background then it would be hard for me to believe Anet hasn’t totally lost touch with the fans that made this sequel a possibility.
What I like to think is that they have them in development and are just taking their time because launching those zones (and they should be full zones, not just dungeons) and having them be awful would be almost as bad as not launching them at all. Take Orr for example, you could draw a lot of parallels between open world Orr and FoW; likewise for Arah Explorable dungeons and UW. But those were both met with heavy criticism.
FoW and UW kept people busy for hundreds of hours. For what? Small chance at super rare mats you needed a lot of to craft rare items (T6, Orr), or end completion chest that had a few unique guaranteed items (Orr temple karma vendors) and super small chance at highly valuable items (Orr temple boss chests). And if your party wiped or failed at an event you got kicked and had to start all over again (Orr temple chains). But a large portion of people hate Orr. Anet had lightning in a bottle the first go’round and I think it’s just taking them a while to figure out how to reproduce it.
This!!!!!!!! Absolutely true!
The LS is soon to be over!
this is probably the best thing that will ever happen to this game. Get ready for season 2
Season 2 teaser: Scarlet has been killed. The gods of Tyria decided that she was worthy of an ascension. Now, revived as a Goddess, Scarlett brings an end to the whole map of Tyria. The game is then closed for the rest of the season
And here is where a testing environment comes in handy.
Gw2 is a sequel to Gw1. Some will say in name other not. But when the core of its predecesor feels like it has been put to the trash, then maybe rename Gw2 to something else, and do not say that it a sequel to gw1 because Imo it is a shame of what Gw2 has become compared to Gw1.
People are asking for small thing, but they get the complete opposite. Tell me, who is playing the game? the Dev or the player?
Who makes a game healthy? The Dev or the player?
Who brings in a flow of money to anet? The Dev or the player?
Now please try to understand that both of them need each other. Both of them have to work toguether in order to make this game become greater.
I feel that right now, we are like guinee pigs playing a beta game and we are lead to believe that something great will come (CDI circus la la la).
Other companies are more transparent, they give the player their ideas, they discuss it, and hence making their game better. But why am I not seeing this here? Why is it that I only see 1 side oppening up to the other but nothing comes back to them. I see plenty of great ideas from playing, and then the feedback they get is ‘’great idea, we will discuss it during meeting’’. All i have to say to that is a big LOL.
Other companies even have things called hackaton where people are free to implement their idea in this testing environment. Companies that are able to this are actually able to acknowleged that there is talented programmer everywhere else and that they are not the only one who can do that.
It’s been months now that people have been listing bugs, giving idea etc. But where is all that. And this is what I mean by being negative. What I am saying trully shows that I am negative right now. And I hope like some other that this negative feeling diminishes and that I can finally start saying ‘’kitten this game is freakin awesome, the Dev litteraly surpassed themselves and they did take the ideas from the player’’.
I hope that I can say something like one day, meanwhile ill just be here and trying to voice my opinion on this forum since I can actually have feedback from other player. (nothing like on the french forum, since I speak french as a main language).
but it goes downhill when the love/hate ratio goes toward hate.
As someone who knows that the game has a lot of potential, I am willing to wait. But to what extent?
Well every thing has potential when you do not know how games work or how programing works or how human interaction works online. The “I quit post” tend to be on the lines of “I will stop paying” “I will hold my breath till something happens” “I will slam my head on the wall” its means nothing but a tantrum. This will lead to nothing as they all do in every forum on every game that has come or will come.
I do have knowledge of programming and applied mathematics and statistics. Your point is?
When I see that little things that could be implemented to the game that are not being added, or that bugs are being masked with other bugs something, I start wondering why it is like that.
For example:
Many exploits have been fixed in this game by adding invisible wall instead of fixing the thing properly.
Now, as I know and from what I read here, people are not asking for huge things. It is simply a collection of small little things that could be added to the game. But Indeed if you take all these small things, it does in the end become really big.
As someone who knows that the game has a lot of potential, I am willing to wait. But to what extent?
The game is beautiful
keep in mind that this game is also a business for anet after all.
@Farzo.8410
Every single race in tyria is free to believe in whatever god they want. If my sylvary wants to believe in the god of qwaggans, then so be it, ill wear a qwaggan armor and show my devotion to everyone!
It’s a game after all, so who cares in a norn wears a skirt or if a human wears plant on his body. Freewill my friend freewill
Your salad can believe in whatever they want, but your salad does not represent all the other vegetables.
Sylvari have their beliefs, Norn have theirs, Charr have theirs.
A Charr going ‘’CHARR HAVE NO GODS, BUT THIS HUMAN GOD ARMOR IS PWETTY’’ is pretty dumb and weird.
Similar to Norn who believe in the animal spirits. Suddenly starting to wear Human god armours.
Asura who believes in the Eternal Alchemy, now suddenly wear Human god armour.
All because it’s the latest in the store.
If you are a boy and you wish to wear pink hello kitty outfit, who am I to say that you can’t wear that since you are a boy?
If one charr decides that he wishes to believe in a god, then who are you to stop him for doing it
.
Adding such armor will not affect the lore at all, its pure cosmetic.
@Farzo.8410
Every single race in tyria is free to believe in whatever god they want. If my sylvary wants to believe in the god of qwaggans, then so be it, ill wear a qwaggan armor and show my devotion to everyone!
It’s a game after all, so who cares in a norn wears a skirt or if a human wears plant on his body. Freewill my friend freewill
farm gold to buy them. Purposely trying to farm certain materials does not work and is largely inefficient.
But Vol, there are times when farming a mob will provide the opportunity for both the desired drop, and other valuable drops. It really depends on the item in question. For Molten Lodestones, I agree that it’s better to just buy them or Cores outright.
I am still trying to find a place where I can farm a specific material in the game. But this did not occur :P
If I may add my own list,
1) better reward in general
2) increase karma gain
3) make ascended gear weapon obtainable by different means
4) Bring some instances from gw1 to gw2 and make it feel like gw2
5) Fix the useless classes (Engineer, ranger etc) (don’t flamme, i know that ranger and engi require skill, but for the casual gw2 player, this is hard)
6) Mounts ( I could see myself on a plane why not)
7) Fix the drop rate of many items (precursors etc)
8) Add unique drops to each dungeons (the obsidian edge was unique to fow, the crystaline sword was unique to UW etc)
9) Add more depth to the lore
10) Balance in PVP
11) More skills to use and more weapons to use for each class
12) Qol improvement (build editor in game) (possibility to save your builds) (increase the stack amount etc)
13) Fix overflows.
14) …. keep going
^ Try farming dfferent thing, since in this game diminishing return a big thing.
If i were you, I would focus on the TP (flipping), doing daily fractals and dungeon. It will take time, but it will take you less time than farming for that said specific material.
and yet, another thing about gw1 that was awesome that we do not find in gw2.
lol…..
In a business point of view, if this is implemented in the gem store, it will yield high amount of money.
@cesmode.4257
Its funny that you say that, because 2 days ago, i wrote something similar on a CDI and got myself a nice infraction haha. I said in the topic that instead of wasting our time collecting data that they ALREADY KNOW, it would be better for us and them to cut the talking and start the work.
The CDI is like a big bubble to make all the silly people believe that something will be done. But I still see nothing done. And beforehand, we have people posting suggestions in the forums, and yet these people get no feedback from anet and whatsoever.
The thing that kittenes me off the most is that I love this game and I know that there is so much potential to it, but it feels like nothing is going forward. I feel like we are left there blind and simply waiting for something huge to happen.
Then we have this phenomena called HYPE, and in the end we all get dissapointed.
To go back to the ascended gear topic, I saw since day 1 of the update that people were wanting more ways to get the ascended gear. And that my friend is something I agree with. It does not make sens that a game that is supposed to be grind free offers a unique path to obtain the said so gear. IMO, there should be ways in PVE, WvW and even pvp to obtain that type of gear.
Hence, we can say that right now, ascended gear is extremely vertical.
As a player, I do not mind grinding for some stuff I want, but for the more general player (casual player) this can be cumbersome.
Anyways….
So much potential in this game, yet it does not feel like its getting exploited to its maximum.
1. Download Gw1 client
2. Play Gw1
3. Realize that there is a lot of great content
4. Bring in the great content from Gw1, but make it so that it feels like Gw2.
5. Money
Proposal Overview
End of Fractal rewards (chest)
Goal of Proposal
Lack of diversity in the reward obtained from the chests
Proposal Functionality
The chest now gives diverse loot in addition to what was already given. Fractal token are already fine, ascended rings also. But at some point it just feels to linear. I mean that each time I go in fractal, I will end up at the end with x token, maybe a ring or not and pristine fractal relics. This feels redundent. By adding new rewards or chances to obtain some ’’Unique’’ loot it helps to remove the feeling of linearity. For example a end chest could have the following reward : x fractal token, x pristine fractal relix, a possible ascended ring, fractal material, x number of rare/ exotic weapons with a chance of ‘’unique reward’’, x gold and x karma. The variable x depends on the level of the fractal
Associated Risks
Happy players, that want to go to higher level to obtain better loot and feel that the time spent in fractal ‘’was worth it’’.
Proposal Overview
Rewards that scale with the difficulty
Goal of Proposal
Right now, it is almost not worth going into higher level fractals if you are not going with experienced players. The rewards obtained in lower tier fractals are already good, but as you climb up on the lvl, the difficulty increases, but the net reward you obtain is not increasing. Hence no incentive to go to higher level fractal for lesser reward (taking into consideration time spent in fractals, difficulty)
Proposal Functionality
It is simple, make the reward scale for the difficulty of the fractal.
Associated Risks
The associated risk is that people will be so happy about having good reward for the work they did that they will keep on playing fractals and actually have a goal to climb up to higher lvl for better rewards.
For the PvE topic would it be to much if it is about Fractals but also about dungeons in general?
Hi Arwen,
I have been thinking a lot about this. My concern is that the PVE thread may become cumbersome. I will think about it a little more.
Chris
I agree that it could be cumbersome, but I still think that lots of thing that could be improved in fractal could also find their way into dungeons. I guess it the CDI could strictly stay on topic (Fractal) but could also be a future reference to Dungeon improvement
Arwen
For the PvE topic would it be to much if it is about Fractals but also about dungeons in general?
12 days ago, I wrote a topic called ‘’This week, I give constructive Ideas’’ (link: https://forum-en.gw2archive.eu/forum/game/gw2/This-week-I-give-constructive-ideas/first#post3578668 )
For this week, I was curious to know what the PvE community would like to see implemented in Gw2.
Before the typical ‘’Angry Knows it all’’ tell me to write that kind of stuff in the CDI, I will simply state that many players that actually write really good thing on the CDI do not even get a response. I think for the sake of this game, it is important to give as much as possible visibility to good ideas from every players.
For my part, what I want to be added/fixed in this game is:
1. Unique reward for every dungeons (Fractal is an example)
2. Reward that scales with the difficulty (I saw a post regarding the reward in fractal that do not scale with the actual difficulty, and that my friends is something that should not stay like that. Reward players for the difficulty of the content!!!)
3. Make the weapons of the dungeon token merchant an actual drop in their respective dungeon and remove the weapon from the dungeon token merchant. By the way the armor section is fine the way it is.
4. In Gw1 we had titles that gave bonuses against specific ennemies or area (Lightbringer Title, norn etc). In Gw2, I think that this could fit really well in the dungeons and also in the fractals. (I gave an idea regarding that in my previous thread on the forum, the link is above)
5. Some players would really love to show off to others that they killed millions of undead by the mean of a /(emote name) animation. Just think about the /zrank or /rank in Gw1.
6. Today, I was looking at the world map and I started to count how many possible zones could be oppened to players. I counted 13 in total (tell me if im wrong). What are the Dev’s waiting for to make these zone explorable. (This would bring in huge amount of content)
7. Hum Hum, world boss…. (DAT WURM) (Fix it plz hehe)
8. (…)
These are the things that I would like to see in the game. Now feel free to talk about what you guys would like to see in this game and I will make sure that I keep track of it by updating this post
The fact that I write all of these things is that I care about this game and I want to see it to become even greater. I know that there is so much potential and all I could wish for it that the Dev make use of that potential to the maximum.
TL:DR : I’m french.
Normally I cringe at walls of texts on forums (people like myself suffer with being unable to read them if on a PC screen), but I’m glad I made the effort – there’s some interesting ideas in your post – esp in terms of titles and rewards
Probably because unlike most walls of text, this one was well laid out and not just paragraph upon paragraph. And while it was long it was concise and to the point.
I also like the idea and would love to see something like this added to the game
Good point re: walls of text. Also to the OP – if you were originally worried about your English…don’t be – it’s better than most peoples in a written form!! (mine included…)
Thank you
I think all in all it is a great concept but… needs to be refined.
Low rewards for low level difficulty will in fact increase the amount of discrimination in LFG dungeon groups.
difficulty is something people get used to… look in raids in WoW or inferno difficulty in Diablo. Initially only the best of the best can be able to do it. Now even average Joes are walking around with ease.
This Brings to the table that, after some time, no one will be willing to run lower difficulty levels.
Why do I want to run low difficulties and help newbies if I am getting lessor than I create a “LFG lvl 80s NO noobs no rangers” group?
At that point of time higher difficulty dungeon will essentially be “more time consuming” and “more focus needed” rather than being “more difficult” and it contains “guaranteed better loot”.
This really needs to be thought through as it may hinder the ability for new people to join dungeon groups
First of all, lets not compare WoW to Gw2. And as a fact, I never even played WoW so I know nothing about this game.
I would say that in Gw2 there is three type of players. Some that want to have fun and some that want to be the richest as fast as possible and some that want to have fun and have loot.
Sometime I do want to loot, and for that I go on my main character and start doing fractals and world boss. But sometime I want to get on my lower character and do dungeons to level up and do something different. Now there problem is that when I group with low level, I can’t finish it because it is to hard for low level. And then my solution is to reroll and finish the dungeon and then reroll back to get the exp. This is for me a big problem.
Let me say you something, if you truly want to get your reward as quick as possible then go on your lvl 80 and do the dungeon but I can garantee you that some player would not care at all for a reward if they could actually finish the dungeon and level up that way.
As a matter of fact, some player are selfish and will not care about helping other player and having fun (loot or no loot).
And if you ever played Gw1, the end game content that was considered Highly difficult had some form of requirement. For DoA you had to finish Nightfall, for Uw Fow you had to have an infused armor or you had to be closer to the star etc.
(My oppinion): we currently have no end game content that actually goes in the category of DoA like difficulty.
I know my background is kinda elitist, but sometime i would also enjoy play on my alts with other low level and actually be able to complete the dungeons regardless of the reward.
The difficulty is scaling real bad IMO
Yeah I understand what you mean. I guess it could work but if you decide to scale something that is random with whatever method there is, it will still be random.
Just look at it this way, lets say that every item is assigned a fixed number between 0 and 1. The items that are more common will have more fixed number attached to it.
Suppose a simple dagger has assigned number: 0.1345, 0.5678, 0.7589 and 0.9089. Now suppose that when you open a chest, it goes through an algorithm that generates a random number between 0 and 1 with 4 decimal place. Now let’s say that when the chest open the random number is 0.1345. You then get that simple dagger.
Let’s now say that you scale the random number generator to 77.5% (I’m using my example from the first post where 77.5% is the difficulty index) Now you have 0.775*(0,1) and hence the new interval is (0,0.775). Now your random number will be somewhere between 0 and 0.7750. Now with that chart of all the fixed values representing items, if you scale your number generator, you will scale the fixed value also otherwise it would not work. Now the simple dagger has the following number attached to it 0.775*(0.1345, 0.5678, 0.7589, 0.9089). The new number will be in (0,0.775) and you will still have 4 out of (Sample space) chances of obtaining this simple dagger. Scaling down in this way does not actually cut your chances of obtaining that exotic or rare.
This example is probably way way way way to simple compared to reality but you do get what I am trying to bring here?
But now suppose that the chest you open has the following probability:
0.01 exotic, 0.09 rare, 0.25 green, 0.35 blue and 0.30 the rest. Now let’s say that since you play at 77.5% difficulty the game now scales your chances of obtaining item with a certain rarity the following way.
(1-0.775)=0.225, exotics and rare now have 22.5% less chance to occur when opening the chest and the rest scales so that the sum of the probabilities add to 1. Now you have 0.00775 exotic, 0.06975 and 0.9225 for (green with 25%, blue with 35% and the rest with 30%).
Do you get that now since you play at an easier level, you would have less chances to obtain an exotic than if you would play at the maximum level. Simply said, difficulty and reward should come together. That’s what I think.
Because in the end if your chances of obtaining a certain item would not be impaired if you play with lower level char and hence in a lower difficulty, people would start abusing that. On the other hand, if you want to have the maximum possible chance to get a certain item you would play in the maximum difficulty which would be 100% (5 character lvl 80).
I think what is actually an issue here is that why a team composed of let’s say lvl 40, 55,76,41 and 67 have such trouble finishing the dungeon to get their reward? People that are level 80 that create groups and specify level 80 only arises because at the moment when someone of lower level joins it makes it way harder for them to complete the dungeon.
Now if the difficulty is adjusted according to the player level, people of low level will be able to actually complete the dungeon and actually get the reward (but a scaled one). And people that want the maximum will play in an all 80 group and get the maximum.
I would not have a problem with rewards scaling if it gave rewards based on personal level and not the average level of the group.
So a player who is level 60 for AC can run with a group of level 80 players and not drag down the loot to level 76 gear. Which is too low for the level 80’s and too high for the level 60.
For sure the reward should be scaled to the individual player with respect to the difficulty. But I’m happy that you actually see the idea behind that. If I have the time, I’m pretty sure I could build a mathematical algorithm that specifies the difficulty assigned to the whole group and the reward scaled to the individual player. But that will not be for now :P
It is true that 8 dungeons + FotM is not enough but for the time being, I would prefer seeing improvement in what we already have instead of implementing new content of the same type we already got.
I seriously would enjoy new content if its actually great quantity wise (reward, time spent etc) and quality wise (content, is it enjoyable or not)
I have one objection so far: why give low level players lesser rewards?? A lot of us like to play alts, but if you nerf rewards for alts, you make dungeons useless for low levels. It will also make low levels less wanted because they make your reward less if you’re running with one. No thanks.
I don’t want this to be intended as a nerf for lower lvl alt. I also have alts btw
What I really mean by that is that you receive the appropriate loot for your level. In the past day, I was doing dungeon with my main character and then at the end I would reroll to my alt to get the exp. The reason why I was doing that is that because It is way to hard to do the dungeon using my alt that has not that much gear (I know I can craft them). And even if I have my gear, people in dungeons will not take me in their group because I am not lvl 80. My idea from the loot and difficulty thing rises from the fact that if the dungeon could be scaled to the level of the player: ex: if I am lower level the dungeon would be a bit easier and at the same time even though the reward is reduced a bit since the difficulty is lower I would still get rewarded. Now I think I would enjoy leveling up with alts by doing dungeons and by getting an actual reward scaled to my level.
I am pretty sure that if you want a full reward, you would go to your level 80 character and do some dungeons.
I simply gave this idea as a way to make the lower level player have a chance to play the dungeon at a decent difficulty and hence making it possible to level up and gear up like that.
Dungeon Rewards and Token Merchant
Usually in MMO, PvE players will go to dungeons for the fun of it but also for the reward it can yield. I already love the token system but what I want to point out is the following: Now that I have my set of armor, I keep going in the dungeon because I like it, but now that I’ve done the dungeon over a hundred time, I have so many token that feel useless. What should I do with them?
Some players in my guild to me 3 days ago to just go to the token merchant, buy armor and recycle it for valuable. I personally think that is just to stupid and that in the end when you got all you wanted from the token merchant you have nothing more to do with these dungeons tokens.
What I propose is the following, make the weapon section of the token merchant a possible loot inside the dungeon, from either mobs, or champions or bosses and chest. Leave the armor section the way it is because I think it is already perfect that way. And make the tokens you have in extra worth something. One way for that would be to implement unique features such as, 1000 token for a consumable infusion specific to the dungeon that makes your armor better in the said so dungeon.
In numbers: 1000 token for 1% dmg reduction in the dungeon that caps at lets say 10% or 1% more dmg in the dungeon.
It could also be something like trade x number of tokens for a currency already in game such as laurel or karma (NOT GOLD, NEVER).
With that said, if people know that they can drop weapons in the dungeon (specific to it) and that with the extra token they can actually do something valuable with it, people will in the end feel rewarded. (That is my oppinion).
Dungeon titles
Slayer of ghost, Slayer of nobles, Slayer of nightmare court, Slayer of Blood legion, Slayer of dredge, Slayer of etc…..
People that love horizontal progression will probably love that kind of thing. Let’s say that after killing 10k Blood Legion in Citadel of flames you could have a unique emote , that would be so awesome. You could show in town that you are a true vanquisher of the citadel!
Think of this as the /zrank or the /rank of Gw1
Unique Rewards
Fractals of the mist is an example of a dungeon with unique rewards (In the dungeon). Ascended items, fractal weapon etc.
Now to make what we already have a bit more appealing to players, a unique reward could be added to each dungeon.
Make it as what the obsidian edge was to FoW.
An idea could be adding unique backpieces (that can be ascended through the mystic forge and with the stat combination of your choice) as a drop in the dungeons.
Example:
-Phantom bag: Ascalonian Catacomb
-Royal or bandit bag: Caudecus
-Vines, flower, thorns etc cape: TA
…….
Now again people who want to play through dungeon for unique skins (not attributes) would have another incentive to do so and play a dungeon for a backpiece skin they like.
Well guys, I could go on and on and on with ideas and things like that but I have homework to do
. Feel free to add constructive feedback to what I just said. It can be negative or positive. As a player I just want this game to be better since I like this game a lot already.
Arwen
TL:DR : Lazyness leads to no where in life, if you actually took the time to click on the post, well take your time and read it
haha.
Take note that I am a french player who does a big effort to write properly in english. Im writting in the .com forum since it is more likely to be viewed and read by more people than in the .fr forum.
Last week I made this topic : https://forum-en.gw2archive.eu/forum/game/gw2/Am-I-the-only-one-being-disappointed/first
After a lot of replies with lots of different oppinions on why update bring in a huge disappointment, here is what I propose in term of possible content that could be added to the game.
I will start by saying that I mostly play PvE and this what I mostly did since Gw1.
In the past weeks, I read a whole bunch of threads. Many of them were talking about the lack of end game, lack of reward etc. I actually agree and disagree on this one.
What is already great with end game is first off all, 8 dungeons with many paths, fractal of the mists, world bosses etc.
Now here is where I think this end game content could be improved and what I think could be added:
1. Dungeon difficulty
2. Dungeon Rewards and Token Merchant
3. Dungeon titles
4. Unique Rewards
Dungeon difficulty
Here is my background regarding dungeons. I am currently a member of the Keep Running [Kr] guild, previously named We Are Unstoppable [WaU] in guild wars 1. We are specialized in speed clearing dungeons and constantly challenging ourselves to go faster and find better ways to finish dungeons.
In Gw1 we were specialized in speed clears of DoA. And that guys, was first of all extremely difficult and also extremely rewarding. We used to log in the game at 9pm and make groups to practice DoA and then attempt to finish it as quick as possible. The amount of time we failed was huge, but in the end we kept going back in for the challenge and also for the reward (reward being loot and beating our previous time).
In Gw2 we tried to challenge ourselves into finishing Crucible, Ascalon, Sorrow, Fractals, Arah etc as fast as possible. It is challenging, but not as close as challenging as what we were used to do in Gw1.
With what we have currently in Gw2, I think the paths in the different dungeons are good, but maybe a bit to easy. To be honest, I don’t have the solution for that, but maybe, if the bosses were not to linear, maybe if dodge would not make us completely invulnerable, maybe if the difficulty of the dungeon could scale on the level of the player
Note: By the level of the player, I mean that a team at max is composed of 5 players with maximum level being 80. Now suppose the dungeon scales in the following way: For a complete team (5 players), Sum(i=1 to 5) (player(i) level)= Total level of the team, now this gives you an Index which is at max 5×80=400 and at min 5x(the dungeon required level) and the game adjusts its difficulty with this index. Take for example: Player 1: lvl 50, Player 2: lvl 65, Player 3: lvl 80, Player 4: lvl 80, Player 5: lvl 35. Sum= 310. Max Sum = 400. (310/400)*100%=77.5% of the index. Now the dungeon could scale to 77.5% of its true difficulty in order to make the dungeon livable for everyone. And people that actually want to be challenged would go with 5 lvl 80 player and play at the maximum difficulty with is on index 400 hence at 100% difficulty. Now people will say that this is a bad idea because some team will take a low level player just to make the dungeon easier. The solution would be to also scale the reward with such index. Taking my previous example 77.5% difficulty could bring in also 77.5% total reward and 100% difficulty could bring in 100%. I know this is probably a bit to simple, but its just an example. And to add an incentive to play to the maximum difficulty add something more (I will discuss that in Unique Reward).
I personally think that I would see less people saying in the lfg: Only lvl 80, no noobs, no ranger. The elitist can do their thing at max difficulty for max reward and people that are low level can actually complete the dungeon with an equivalent reward to their level.
Quality and quantity are two different things
But not necessarily mutually exclusive.
We all wish for it to be two dependebt thing. If quantity and quality could be toguether gw2 would quickly rise to number 1
Quality and quantity are two different things
Let’s hope a dev is reading all of this.
The post just above sums almost every non sens gw2 has compared to its predecesor
We should not buy gems. Not while they put random thing in there that are just not appealing.
Black lion chest epic rng and ‘’epic loot’’
Don’t bring this to the extremes. The point is that if devs brought out ideas to players and players would argue about it being good or bad would it be better or not?
I think it would.
And if you let the 10years old kid buy all that food and you let him eat it as he wish. At some point he will be sick and realise that it was not a good idea.
But then in the topic of this game. What is the point to the dev to bring in something that people will hate so bad that they will remove it. Is it not the point of making surveys with individuals to kitten if something will be appreciated or not.
When you were talking earlier about information the devs are taking from player experience in the game. Why would they dump in something that has 50% chance of being good or bad and let the player test it out (as if we were in a beta and the player base is the experiment sample for the devs). Would you prefer something like a proposal where the dev enumarate many ideas and people could be asked in game and on the forum (to make sure everyone can be included in the sample space) what they would prefer. Now instead of a 50% chance of good/bad you could maybe increase that to let’s say 60% good 40% bad.
I remember in beta when finishing the worm in the norn starting area to rate the event and give feedback on it. To me that is the best way to obtain valid information on the player satisfaction on a specific thing. But now that we are not in beta there is proper way to make sure that content released is actually wanted instead of throwing things here and there and then hoping that people will like it (or like I said in my first post, creating such a huge hype around some content that eventually disapoint you because you were expecting so much more).
(edited by A R W E N.6895)
I know. You should take a look at their cdi thread. I saw some kind of pattern there. I mostly saw response from devs when people were giving them essays filled with the same thing going on for 10 paragraphs. But no feedback was given to people who wrote the same thing but in a single line. Some people gave extremely good feedback but with a little bit of harshness and were given no reply.
How does a company expect to improve when they take only what seems positive/constructive but do not seems to bother with what is negative/constructive.
We all do mistake, and they will do mistake but if its to hard to take something that it harsh from an angry player how do you want me to expect them to make better thing and make this game grow.
A part of receiving feedback from player is also accepting critiscism. Sometime people have trouble being able to critiscise without being vulgar. What if that guy who said that the game is full of kitten but then started to be extremely constructive despise his anger.
When I see that kind of thing from players who are unsatisfied but a majority of people start saying to them that they should go rant somewhere elsewhere or devs saying that they won’t tolerate that kind of behaviour, how do you expect me to believe that they want the best.
Simply put, as a competitive entity when you are facing two types of critics (sorry for the image I may give here) the people that kneel and praise everything good and bad and the people that are not shy to show their disapointment. If I see onky replies to people that kneel and praise I start telling myself that there is a problem.
Myself being really competitive, when someone kittenes me off or critisize me (negative) I will do everything to prove them wrong. The bandwagoning people that are already happy with everything good and bad will still be happy.
I would love to get feedback from the Devs on this discussion. I know they said during interviews that they can’t reveal to much or can’t promise anything. But between watching an hour long interview to finally conclude that the same thing was said for the whole hour or getting a short announcement from the Dev that they are really trying to make this game better and that they are trully listening to player. I would take the short announcement.
I am starting to think that if they would trully consider player feedback on everything being launched the game may or would be better.
The living story it self is not a bad idea. I just think that the way it is delivered to us is what makes lots of people feel pushed toward it as if they don’t have a choice.
There is maybe a way to make that living story a better thing.
Yes but there is a difference between saying ‘’I am extremely disappointed’’ and ‘’I am extremely disappointed and this is why..’’.
I know lots of people, especialy in my guild, who love this game so much and would be willing to pay if it was for something concrete, but these people are not the type of people that usually go on forums and voice their oppinion. One really important reason why is that they are french. Myself being french, I am probably the only one in there being able to speak and write english. As I’ve noted in the past, on the guildwars2/fr forum there seems to be no one there (devs and players). It’s a ghost town.
Hence not everyone is actually able to voice their oppinion. But when they do, they don’t get as much feedback as people in the US would get.
My guild mates and me were from Gw1 before, and came to Gw2 right from the beginning. As a matter of fact, they love Guild wars so much that even though they are unsatisfied, they will keep playing the game because they love it. And by that, they are hoping that some day (soon or maybe never) that something good will be given to players (by that I mean ’’Content’’). These people have probably 1500+ hours of gameplay and none of them cry about the fact that they do not get precursors or all that stuff. They complain about the fact that the game has so much potential but it feels like Anet does not want to exploit the maximum out of their game.
Random fact: I have 500+ hours of gameplay and got 12 precursors. RNG is bullkitten. And as a matter of fact I am finishing a Bachelor in Applied Statistics and I don’t even want to start thinking about how that RNG is such a lie.
If everyone who gets frustrated with the game leaves it for two or three years, it might not be around to come back to in two or three years.
The devs collect a lot of data about player behavior and have confirmed that they are moving in the direction they want to be moving. If the game were in such bad shape they would not be continuing on this path. Do not mistake the vocal minority for anything more than what it is.
Collecting data is of no value whatsoever. It is what you do with the data that matters and that requires both technical savvy and wisdom. Are you suggesting that Anet moving in the direction they want to is Anet moving in a direction that will ultimately be good for the game? How would you know that is true? Is it from their management of the game to date?
Any reference to “vocal minority” is simply a rhetorical device to bolster ones position with…well, nothing. There is no “vocal minority” on these forums, there are only voices. The voices will be in the majority or minority. Do they represent the voices of all the players? No, they represent the voices of 100% of the players taking part in the discussion on whatever forum or blog they appear on. There is absolutely no way to know whether any one opinion represents a majority or minority opinion of the entire playerbase without querying the playerbase. The term is meaningless and I really wish people would stop using it.
With no religious meaning Il simply say AMEN to what you just said!
I just want to bring out something.
When someone likes a game so much, it makes him expect way way way much more from it.
To many casual player always say to people that are unhappy ‘’just change game’‘. This won’t happen. The fact that we like the game creates that dissapointment when you expect a lot
Just had to bring that up
And the fact that I am not playing Gw1 anymore is that I like Gw2 for what it offers and for its unique design, but it could be even better. I hope it will.
Give it another two or three years.
And I will for sure, but the Dev should atleast give up some hope to start with! Don’t you think?
And to get back to what I initially said, the fact that I like this game so much makes it harder for me to see it go the way its going. The feeling of dissapointment is simply getting stronger. And this is what I don’t want to see.
Now, there are solutions to that. Its the Dev job to find these solutions. But with the amount of suggestions and ideas that player bring in these forums, there is no excuse for the Dev to not bring to us something great (Story, content etc).
When you like a game so much you expect the best out of it. Thats all.
And the fact that I am not playing Gw1 anymore is that I like Gw2 for what it offers and for its unique design, but it could be even better. I hope it will.
They made a decision to go in a different direction. You may not like that direction, but that doesn’t mean the devs didn’t consider the matter before making this decision.
I am quoting this from : http://www.mmo-champion.com/threads/1264476-Verdict-on-Guild-Wars-2-s-innovations/page25
’’Well, they could have fights that are more involved without having a role trinity. Such as… Guild Wars 1.
GW1 only had one hard defined role in the Monk. Which wasn’t expressly a healer as one could take 8 damage skills to a dungeon/mission. Still one could run missions/dungeons fully without a healer/monk or means of direct heals. And there were no consumables in GW1 either.
It was all about composition, the puzzle and execution.
Where GW2 fails in it’s variant on GW1’s no trinity dynamic is lack of the “puzzle” part.
Most fights with bosses in GW2 are indistinguishable from mundane mobs. Most encounters are the same; kite, CC, damage, damage, damage. This is compounded by more limited class choices, interaction and input compared to Guild Wars 1.
In GW1 almost anything was possible within the gameplay systems. Almost everything was open to players, allowing for creative solutions to very complex encounters. Which did take in the common axis between damage in | damage out. But also added things like protection, timing, binary choices, environmental interaction, time constraints, alternate paths and so on.
The sort of problem with GW2 combat in fractals/dungeons/open world is that it’s badly designed. IMO, natch.
No trinity is totes fine… if you can pull it off.’’
You can also take a look at this article and the discussion it has created:
http://massively.joystiq.com/2012/12/19/where-guild-wars-2-goes-wrong/
You should also read this:
https://www.guildwars2.com/en/news/the-endgame-reimagined/
and
https://forum-en.gw2archive.eu/forum/game/gw2/Difference-between-GW1-and-GW2
@ A R W E N.6895
I want to ask you in GW2 how many times did you look up where to go and how to do something? How often did you pure solo it?
Now take how you played GW1 how often did you look up how to do things and how often did you solo things?I am trying to get at is that in a way of having too much info at your hands makes things less fun you out right need to forces your self into not looking on fourms or community web pages to try to work things out for your self to have the fullest fun.
Just images when mmorpg first came out it was all world of month well IM you made your own maps you had to work out what needed to be done on the spot. We have all the info on how to beat something with in hr of new content coming out the first time is fun and is great but once we work out the “best” way of doing things it becomes a grind.
I truly think this is the “WoW” effect to be the first to be the best it has comply consume mmorpgs and maybe all of online gaming. Its not about rpg any more and the players over all do not want rpg they want loot and to be better then others as a means of internet ego.
My best adviese i could give you is to take a step back enjoy what you can and avoid what you do not enjoy when playing gw2. Your always going to get your money worth if you skip things because there is no monthly fee. Try not to look things up try not to use in game “cheats” try to do every thing with some one you know and like.
To be honest, the only time I go on the internet to look up information is when I am crafting. Otherwise, I never used website to obtain the fastest way for dungeons. I’m in a Speed Clear guild with 2-3 world records on certain paths. So we are actually always trying to find new or better way to do dungeons.
As for Gw1, I went on websites to look at armor skins or to look up build.
You are right though that there is to many information given to the player, hence making it easy and in the end making the content fell a little dull. But it is not the point I am trying to explain here.
I’ve been playing this game with friends since the beginning, but the feeling I have toward the game right now is also a feeling shared by my friends (irl or ingame). I will quote my friend here ‘’new patch? Awesome’’ and exactly 10 minutes after ‘’nothing is working I guess I will log in tomorrow’’.
These two things that my friend said to me today after the patch is clearly showing that something is odd.
What I was trying to convey to everyone in this post is that something is wrong when you are made to believe that something huge is coming but in the end, what you got was… nothing great.
This was my reply, and I’m not part of that said so generation. I would be willing to wait years if in the end what we are promised will actually end up being in the game.
As a matter of fact, it is true that there is a lot of information on the game and every player can do what they want with it.
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