It’s a one-time thing, you get one of those orange hint messages come up.
If people would actually use the search function for topics instead of creating new threads for the same thing, you would perhaps see that I already expressed my stance and offered a middle ground.
And instead of private messaging me and accusing me of avoiding your post lacks the most logic ever. I mean do you pm everyone who doesn’t insta-respond to you? Or am I special? Either way, please refrain from doing it again.
Let me ask you, what is wrong with coming up with a system that is NOT like WoW’s? Why do people want everything done for them these days? Have we really become that lazy and socially awkward? Or is it that you lack any creativity or just narrow minded?
I personally want them to expand on the system they currently have in place. Make it more cohesive and obvious. I want a system where the player has control over who they have in a group. No automated, mindless system. And NO cross-server. People need to earn server reputations again. People need to be held accountable for their actions and behavior. If you are a “kitten” to people in the group, you will find yourself blacklisted.
So long story short, you can’t explain why a LFD tool would make people sit in cities which you so loudly screamed, and you dodge the question because of that.
LOL you are just funny. All I have seen from your posts, is aggressive, insultive attitude. You aren’t here to really discuss anything, and to find some middle ground, but to attack anyone who opposes what you want. Acting like a creeper by sending aggresive pm’s out.
Sorry you are to lazy to use search feature. But I owe you nothing. I already shared my reasons, and solution. I am not avoiding your question, because I have answered it before you asked it. But nice try dramaqueen.
He does have a point. You are more likely to stay in a city if you have to keep spamming for a group. If you have a dungeon finder tool you can go do other things whilst you wait for your turn. You are also more likely to stay in a city whilst you wait for your turn if there is nothing to do outside of the city.
In WoW, you have to run lots of dungeons because it is really the only way to get gear that is decent for PvE. This is why everyone just hangs out in cities talking rubbish until their queue pops. There are no other gear paths, so what’s the point in going out of Orgrimmar or Stormwind?
In GW2 there are multiple gear paths so it’s likely that whilst waiting for a dungeon queue a player might be out farming some Karma, or possibly grabbing some crafting materials etc. Also, farming dungeons for gear in this game is a LOOONG process, unlike WoW.
I can understand why it seems that the LFD tool in WoW causes people to hang in cities, but actually it isn’t, it’s the lack of anything else to do.
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I’m sure there is a notification the first time you use it. At least that’s how I think I found out about it.
Anyway, the best LFG system I have ever seen is in DDO. They should probably use this as their model rather than the WoW tool.
Someone else said that also. Can you explain why DDO has such a great dungeon finder?
It works on a flag system, though you can automatically join a group by clicking join (providing the group leader has allowed this option). The system allowed you to see a list of all available groups. The list would show you the group leaders name, as well as any comments he wants to make (i.e Story Mode/Explorable Mode). Then you would see the quest or dungeon he required a group for. Then it shows which classes he wanted to join his group and finally the level range.
Someone looking for a group they open the group finder, find a group, click join and hey presto, they are in a group for the part of the game they want to do. The tool even filters out groups that you are not eligible for if you so wish. There is also a facility to whisper the group leader via the tool in case you want to discuss something before joining, or for those groups where auto-join has not been enabled.
The reason the tool was so good was because it was simple yet effective. It’s not quite what WoW has, but it is still far better than WoW’s pre-dungeon finder tool. It’s kind of a happy medium. There is no queue for a dungeon, you simply create your group and go. For a game like this it’s perfect.
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To me it seems like a design flaw. Whilst I understand that support classes are meant to spread their skills so that they are using a multitude of skills to affect the battle (i.e a mix of damage, healing and some utility), it is clear that unless you go all out DPS you are punished. Not only will you rarely get gold contribution for playing a support class in the correct way, you will also lose out on loot drops as you only get loot drops from damaging mobs.
Dungeons are the pinnacle of PvE in this game. They are meant to be hard. You have to knuckle down and perform. You have to build a proper spec and have a good mixture of stats to help survivability. If they are too hard either learn to beat them, or play a different part of the game.
There is already a LFG fuction in the contact list.
Expanding the LFG options for Dungeons will really help. Its definitely better then spamming map chat for AC’s dungeon run. Considering as more people hit lvl80, lower level maps get increasingly quiet.
The LFG function is useless when you can’t even tell what someone is looking for a group for. Nobody uses it. What’s the point of having something that isn’t fit for purpose?
What is required is a system that is useful and encourages people to use it.
I’ve played WoW for over 6 years. The argument is the simple truth.
I played WoW for over 6 years too and the argument is not the truth. People killed WoWs community. It wasn’t the dungeon finder tool. It was already on a downward spiral before the tool was implemented. What people always conveniently forget is that the tool was not even available until near the end of Wrath of the Lich King expansion (December 2009).
There are actually dungeon finders in many games now, and there is no evidence to suggest that the community went down the pan as a result of them being implemented. Most of the complaints for dungeon finders come from the community moaning about other community members, be it that they are under geared, or bad players, or just generally horrible people. Instead of helping other players, people feel it’s better to berate them, or ridicule them, or just generally be nasty.
ArenaNet have gone out of their way to try to help the community in this game get along, and in the main it’s working. I see the least amount of abuse in /map than I have in any other MMO. I see more helping going on in the channel than any other MMO. People seem far more friendly and ready to help than any other MMO. Therefore I am confident a dungeon tool could be implemented with some success.
For those interested, the spoiler contains my take on what happened to the WoW community.
The WoW community was full of awful people long before the dungeon finder tool was implemented. The WoW community caused it’s own downfall. My experience was that as the game became increasingly less difficult, more people were finding themselves with better gear and were thus fooling themselves that they were somehow good. That created a community full of people who believed they were superior to newcomers or those that might not have said gear.
Then we had the gear score debacle. Good tool in the right hands, but obviously as already explained above, the right hands in that game were so few and far between. Then came the dungeon finder tool and the beginning of the 15 minute dungeon runs. Rush rush rush, skip skip skip, oh you need that boss? Tough, I need my tokens fast…..!!!
You see? It was the people that killed that game.
Anyway, the best LFG system I have ever seen is in DDO. They should probably use this as their model rather than the WoW tool.
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Erm, this game is not World of Warcraft last time I checked. Why would the devs want to implement something in exactly the same way as that game? I’m not totally against an arena system, but I am totally against the World of Warcraft arena system.
I’m sure if ArenaNet do implement arena, they will do it with their own unique style and it will be a huge improvement on Blizzard’s version.
I approve of this suggestion. I don’t care about switching in combat, I’ve already got enough skills to use, but we should be able to switch out of combat with just the press of a key, much like everybody else can.
I’ve completed a number of different zones and the loot has certainly not been class specific. If it is meant to be, then it is not working.
So let’s buff exp for events? Or crafting? Or the literally 10 other ways you can gain exp in this game? Why must playing events constantly be the only option?
its not the only option, but its the major PVE content in the game…..its why people want to play this game for PVE, and you want to reduce their ability to take part? I really cant understand how you think thats a good idea….
come play GW2..where its a right PITA to find any of our signature dynamic content…..
not exactly the strategy I’d go for if I was a dev.
Well said.
Whilst I don’t condone a ‘top three’ system like the OP suggests, I do believe contribution should be taken into account. Otherwise what’s to stop people afking during events after tagging one mob? The best rewards should be given to those that work hardest.
I’ve never seen a system that works well at defining who “works the hardest”.
I’d design it assuming people will play for fun, rather than assuming players are all freeloading skivers.
The Warhammer version worked well. No matter what role I played, I knew I could reach the top of the table by working hard. Be that at healing, damaging or tanking.
It’s fine to say that people play for fun, but why should those who want to slack off get the same reward as those who try their hardest in an encounter? To me, those who work hardest should get the best rewards. The current reward system is fine IMO, all those that work hardest get gold contribution, the others get silver and eventually bronze. No need to change it.
I do want to see the way contribution is awarded adjusted. It’s not fair that support roles do not get the credit they deserve. Seems that right now, the only way to get good contribution is to DPS.
@ Ropestar
Hearts are NOT what this game is about. Events are. Buffing XP from them to make up for the loss of DE’s would be an unforgivable design decision. Hearts should never become the preferred method to level. Let’s remember they are only in place to help guide the players that need hand holding.
By the way who mentioned speed to level? It’s not related at all to any if my points. I am talking about getting enough XP to keep up with the curve. Too few events leaves holes in XP gain that are difficult to plug. This has nothing to do with power levelling.
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Whilst I don’t condone a ‘top three’ system like the OP suggests, I do believe contribution should be taken into account. Otherwise what’s to stop people afking during events after tagging one mob? The best rewards should be given to those that work hardest.
This is, in my opinion, an absolutely terrible idea. The biggest problem with this game right now is that if you’re not lucky enough to know where Dynamic chains start and manage to hop on the train you’re left with massive content gaps. Sure, you can WvWvW or craft for a bit, but those also take time and can be pretty boring compared to questing. I’d support a toggle in the main map that only shows up there that reveals every dynamic event on the map. Make it less painful to get a toon up through zones and get to the more enjoyable dungeons. There’s a reason everyone jumped on cooking to powerlevel and it’s not because events were too easy to zerg
What do you mean by “content gap,” and why is it bad to miss content if you know you can always get it later?
I honestly don’t care about powerlevers, one the best aspects of this game is exploring and that’s ruined when you spoon-feed people open-world event locations.
What he means is that it’s possible to miss out on many events right now and thus you do not have enough XP to carry you through the zones. And that is with the current system i.e long range on broadcast of events.
Reduce the range and suddenly there will be even less events showing up meaning that you are missing out on even more XP. This can be solved of course by adding more events or more frequent events.
Sure exploring is fun, but one of the reasons I explore is to find more events. When reducing the range of the broadcast you are reducing my chances of finding said events.
That’s an easy fix, if it’s even a problem. Give more exp to hearts, or anything else really, or like you said, add more events.
Not necessarily, if you really like exploring you’ll naturally stumble upon events. As it is now, it’s ridiculously easy to find events.
Your ‘easy fix’ would require considerably more development time. It’s far more productive to the game as a whole to have less events but keep the broadcast range high to attract more players.
Now you say it’s ridiculously easy to find events, and I would agree that on my main, it has been easy. But, when on an alt in zones that are far less cluttered with people as many have leveled past the starter zones, events seem to crop up less and less. Some of my toons I struggle to pick up enough XP to get from point to point because there are not enough events popping.
It’s not just me either. There are many threads on many different fansites talking about the same issue.
yes yes, I know you go to the karma vendor, but what Warhammer did right with the public quests was have an instant loot reward for the top 3 ppl that participated
No.
Who contributes more? The one that dps’s all the way through but does not ress people next to them., of the person running round ressing to keep the group alive and so the fight is won?
Does the warrior nuking contribute more or the guardian using support abilities to keep people alive? The elementalist nuking aoe or the mesmer buffing the whole group?
I’d love to see how you pick the “top 3 people”, the current contribution system is already screwed up enough.
Actually one thing Warhammer did get right in their PQ’s was participation. Everyone got counted from healers to damage dealers to tanks. ArenaNet could learn a thing from the Warhammer devs on that. Currently the only real contribution in events is damage. Everything else is worthless. So support classes get the shaft if they use their support skills. This needs looking at asap.
I don’t bother to use my support skills to help others in events, because I am punished for it. I just go DPS mode and hit as hard as I can. I do revive others if I get a chance however.
This is, in my opinion, an absolutely terrible idea. The biggest problem with this game right now is that if you’re not lucky enough to know where Dynamic chains start and manage to hop on the train you’re left with massive content gaps. Sure, you can WvWvW or craft for a bit, but those also take time and can be pretty boring compared to questing. I’d support a toggle in the main map that only shows up there that reveals every dynamic event on the map. Make it less painful to get a toon up through zones and get to the more enjoyable dungeons. There’s a reason everyone jumped on cooking to powerlevel and it’s not because events were too easy to zerg
What do you mean by “content gap,” and why is it bad to miss content if you know you can always get it later?
I honestly don’t care about powerlevers, one the best aspects of this game is exploring and that’s ruined when you spoon-feed people open-world event locations.
What he means is that it’s possible to miss out on many events right now and thus you do not have enough XP to carry you through the zones. And that is with the current system i.e long range on broadcast of events.
Reduce the range and suddenly there will be even less events showing up meaning that you are missing out on even more XP. This can be solved of course by adding more events or more frequent events.
Sure exploring is fun, but one of the reasons I explore is to find more events. When reducing the range of the broadcast you are reducing my chances of finding said events.
I’m level 35 and have nearly 4g. I play the trading post a lot, hence my low level but relatively fat wallet. The opportunities for making good cash are there if you want to work for them.
The problem with this suggestion is that it would require lots more DEs in each area to make it work. As it stands right now, you often have to rely on events that are some distance away in order to ensure you stay on the leveling curve.
This game is about co-operation and helping your fellow players. When you are on foot you are more able to see what’s happening around you and jump in to lend a hand, you are more involved.
As much as mounts are a nice convenience, I think they would detract from the style of this particular game.
What we need is a way to build multiple specs and a fast and easy way to switch to that build. If we had that option I think dungeons would be far smoother because many would create specific builds that are more suited to the style of play.
The problem is that many people are just shoving everything in their main damage traits thinking that killing faster is better. That’s probably fine for general leveling, but for dungeons you need more utility, more support, more defensive abilities/stats.
I haven’t bought a thing from the trading post. I sell a lot there but haven’t bought anything. I farm for the crafting mats I need, and pick up gear from other sources. Whilst leveling you can get pretty much everything you need from Karma vendors, story progression or drops.
It will be a refreshing change for you until you join the majority of people who get bored and trickle off, it will just take more time
It happens to all MMOs. People play, they get bored, they leave. It’s not a new phenomenon.
Well as I said in my first post, we knew what this game involved BEFORE it was released yet you still bought it with that in mind. If this game doesn’t give you what is required at end game, then there are plenty of others that do.
For many people this will be a refreshing change, myself included.
I don’t see how a static end game is linked to levelling up. They are two different parts of the game, they don’t need to follow the same rules.
The simple fact is, the game is the game, it’s always been known that this would be how it works, so let’s celebrate the fact ArenaNet did something different.
There IS loot/gear progression in this game, though it is all about aesthetics rather than building stats. The problem is a lot of people are on a power trip in these games and if they don’t become more and more powerful, they aren’t happy.
We knew that GW2 wasn’t going to follow other MMOs in the way end game works, it just amazes me that people want to change this game into a carbon copy of all the other games that are available.
If people want that type of loot progression, then there are LOTS of other games for that. I like the fact that this game is a bit more laid back than others and that I don’t have to be constantly attached to my PC to keep up with the gear curve.