I like the dungeons, but dislike how much tokens are required to get anything worthwhile.
Fell off one of the branches by wind in the Storm Station, and upon respawn I was dead and it didn’t save my progress.
Yup, game rocks.8)
Nice post by the way.xP
They should first fix stuff that is currently broken instead of break more with new content.
What is this Mist of panderia you speak of?
1. waypoint cost. I’m not talking about city waypoint porting. I’m porting from city to a waypoint or a way point to the city. It is costing me money. If I’m in Orr and my wife wants me to play with her in the starter zone, or if I’m in a level 40+ zone, it costs money for me to get to her map. It’s as simple as that.
2.tools I was in 3 starter zones yesterday night and ran out of tools. I went to the vendors and all they had were Mithril tools. Why should I be forced to pay for it with Karma? While Karma is more readily available than ability to earn coin, the anti-farm code has made earning those very precious especially as I’m saving for the karma gear. There is a cap to how much karma we can earn.
3. instagib bosses I’m level 80 in full yellow gear. Sure it isn’t the best, but it isn’t terrible either and well above the quality of the map I like to play in: Norn starting Area because right now I don’t have enough copper ore and cooking mats.
- A. the escort quest: 3 dogs appear (standard mobs). They sometimes open with some kind of ability which will instagib you. this is with Aegis up. I learned after that to use scepter and torch. I have some seriosu issues with a guardian wanding mobs but that’s another topic.
- B There is a raid Event on this map in the centre with the Shaman boss. He has a breath that he breaths out that won’t instagib me, but will kill me over a period of 3 seconds. Try and roll out of the way, you won’t dodge it. I’m using sceptre here. Also, after transofrming to the ice form, he has a stomp that WILL completely override aegis and it will one-shot people. Either that or there is a pre-attack that eats aegis beforfe the big hit.
Most times I do him, I won’t die but there are times when he’ll just ignore all 10 people around him and just run towards me and chase me the entire fight. You can’t get away from him forever because he lays out multipel massive GTAOE’s that slow and DOT. If you run thru it, you’re going to die anyway. He will get to you and he will stomp or he will breath and stomp. Either way my toon is dead.
- C human starting area: Go to the bandit cave and attack the event mob there. He can regularly gib me if he targets me. It doesn’t matter if I survive 1 shot. 2 shots is still gibbed.
I wouldn’t normally just pick a post apart like this, but the whole “Anet make it impossible for me to make money to force me into the cash shop” is such a stupid arguement. Millions of other players are earning money just fine. Ever thought that maybe you’re just playing the game badly
Nope. i’m playing the game exactly hwo they designed it and how they advertised it. For me to HAVE to go to Orr so I can play another zone with a friend (or wife) is really as broken a concept as it can get. One way or another, we have to farm. Implying I shoul dbe in Orr to make some coin pretty much says exactly that – best place to zerg farm DE’s.
The very fact that they downrank you to fit the map says that by design, the player should be able to operate at any map without restriction of it not being max level map. Instead what we have here is downranking, just as easy to die, loot and coin and rewards that don’t scale but cost is still scaled for lvl 80. You’re asking me if the problem is with my playstyle; I’m asking you to consider that the game and design decisions is possibly at fault here.
1. Press H. Go PvP tab. Go to the Mists. Take portal to Lion’s Arch. Take portal to -insert race- main city. Exit main city to starter area. ??? Profit. And takes what… 1 minute?
2. Merchants in low level areas sell low level tools. I don’t know what you are on.
3. a. So you found 1 event with mobs that you claim to 1-hit you. Congrats. Go report the bug and move on.
b. If you die in close range, go long range. It’s not rocket science. I’ve done that same boss several time and never died there at long range. Not even close.
c. Because that bandit there is a champion mob and part of a -group- event. You don’t solo champions and expect to make it without dying (yeah, some are possible to solo, back off elitists). Learn to pick your fights wisely.
It’s not necessary to farm at all. All I’ve done is just playing the game. Exploring each zone. Doing dynamic events when I see them. Complete the heart tasks. Pick up loot I find. Do a dungeon here and there. I made plenty of gold. More than enough to afford max stats level 80 gear and weapons (exotic) and left overs for extra stuff.
I don’t farm Orr. I don’t speedrun dungeons. I don’t exploit. I don’t play the market.
Thank you to whoever got it fixed. It’s back and working again.
So a few days ago I researched Guild Politics 1 and the ability to set a Guild Emblem for my guild, but yesterday I checked on my guild and apparantly it has roll-back’d the two upgrades. I can’t change my Guild Emblem anymore either.
What’s up with this?
And while you’re at it, can I have my pre-purchase Tome of Influence back as well? Used that on my guild on the 1st day of headstart, and it never gave me any points…
Concerning Crafting, there is also a “Defeated” playlist that doesn’t work either.
Also, is there a way to play the custom playlist where it intermingles with the in-game music?
There is no “defeated” playlist.
FYI, using procmon, you can see there is a Defeated playlist.
I have no doubt they have more playlists than the ones I listed in my guide. But these are the only playlists confirmed by a dev to work for custom playlists. Defeated was not of one them.
If it’s a server-wide daily dungeon: I’d want it to be altered somehow. Or get a letter saying something like “My daughter snuck into CM and got lost. I don’t know how she got there or where she is, but find her and I will reward you greatly!” – not only that, but each time a party enters the dungeons, it’s random for THAT party. That means that each party, as long as they stay together, will definitely find the missing daughter, AND that each party will have a chance to find her in any of three paths, avoiding the idea of knowledge sharing between everyone. And of course, you’ll have to complete the dungeon too. It’s dynamic and allows for people to do many different dungeons, with a reward that they feel they earned. Of course, the reward will have to be worthwhile!
That might work pretty nicely too.
Thanks for the suggestion.8)
What is this “wow” thing people keep talking about?
Too much like wow, no we don’t want that.
Explain?
Never played that game.
Then to the final part of suggestion list.
A pretty simple one. Give reward tokens more use. Maybe have crafting recipes that use up dungeon tokens (each type of token used in different recipes). Maybe let players exchange tokens for crafting materials. Or maybe give them a use in the Mystic Forge.
Might add more ideas if I come up with extra things.
Open for opinions, ideas, suggestions, constructive criticism etc.
Not wanting: Flamers, haters, trolls, spammers, fanbois etc.
I guess this thread will get better feedback in this forum section.
First of all, this is not a suggestion to increase or decrease the difficulty of dungeons. So any elitists or speedrun farmers feel free to leave now.
I’ll start off by saying I love dungeons. They are well created, and offer fun and challenging group content balanced for a 5-man party. There is not much wrong with the actual gameplay. What I have problems with is the process before and after the dungeons. This is finding groups is difficult, and the reward system being unrewarding and giving little incentive to continue to play dungeons (or their different paths).
Group Finder
Current situation: The only way to effectively find a party is by using /map chat. This clutters /map chat with unnecessary LFG messages. The spam filter doesn’t help making life easier for those who have trouble finding people to play with as it starts filtering out entire sentences after a few times.
What we “need”: (I don’t like using the word “need”, “want” might be a better word choice) is a more effective way to find groups.
Solution: The solution is pretty obvious. Have a tool similar to the one that we had in the original Guild Wars. Let us choose what we search a group for, let us write a line for more details for what we are looking for and that’s it. It doesn’t have to be anything mega fancy, just something good enough to find people to play with without constantly having to advertise LFG in /map chat.
Rewards
One of the most hated things in the current dungeon set-up is the way tokens are handled, and there is not one universal solution to this problem. I’ve come up with several different ideas, that might help feel the dungeons more rewarding. As well as giving players more incentives to running more than 1 path for each dungeon.
Before that, let’s first see what’s currently going on…
Current situation: Exotic dungeon rewards cost tons of tokens, that take tens upon tens of runs to obtain. Tokens are soulbound, so it is not possible to run the same dungeon on different classes for a little variety, and there is little incentive to take the other (longer and more difficult) paths.
Now I’ve thought up some different ideas on how to improve the current situation.
Idea 1: The obvious one. Lower token cost of exotic dungeon rewards. Not necessarily the best single solution, but it would be a step into the right direction.
Idea 2: Another obvious one. Make dungeon tokens some sort of account-wide currency (much like how Gems are handled). This way players bored of running the same instance with one and the same class over again have more freedom with profession choice.
Idea 3: Daily dungeon path bounties. Have at each dungeon one path give a bunch of bonus tokens (2x or 3x bonus tokens for finishing the path once per day only). This will give players more incentive to run a different path every day, without penalising those who don’t want to.
Idea 4: Being similar to Idea 3, but have a weekly dungeon achievement. Like select 2 different dungeons every week, and have those give players bonus tokens for completing all 3 paths in both or either selected dungeon. This would players give more incentive to try out dungeons they might otherwise not be tempted to do.
Idea 5: Reward players for doing all 3 paths. Not just once, but every time a player finished all 3 paths in a dungeon, give a bunch of bonus tokens as reward. This will give players more incentive to run all 3 paths in a dungeon instead of farming the same path over again. Of course without penalising those who do only farm the same path over again.
Idea 6: Mentor bonus. When a group brings a player new to that dungeon instance with them, everyone in the party will receive bonus tokens. +20 or +30 bonus tokens for a completed run only (stacks; the more new players in a party, the more bonus tokens are received). The newbie status counts account-wide, so no mentor bonus is given if a player has already done that same dungeon on a different character. This would give players more incentive to bring along new players on their dungeon runs, instead of shunning them because they might slow down your run.
Idea 7: Story-mode bonus. Once a day give players a +20 token bonus for completing the story-mode instance in a dungeon. Maybe even give a normal +5 token reward for every completed story-mode run. This would give players more incentive to go back to story-mode to maybe help out a new player.
(continued in next post)
First of all, this is not a suggestion to increase or decrease the difficulty of dungeons. So any elitists or speedrun farmers feel free to leave now.
I’ll start off by saying I love dungeons. They are well created, and offer fun and challenging group content balanced for a 5-man party. There is not much wrong with the actual gameplay. What I have problems with is the process before and after the dungeons. This is finding groups is difficult, and the reward system being unrewarding and giving little incentive to continue to play dungeons (or their different paths).
Group Finder
Current situation: The only way to effectively find a party is by using /map chat. This clutters /map chat with unnecessary LFG messages. The spam filter doesn’t help making life easier for those who have trouble finding people to play with as it starts filtering out entire sentences after a few times.
What we “need”: (I don’t like using the word “need”, “want” might be a better word choice) is a more effective way to find groups.
Solution: The solution is pretty obvious. Have a tool similar to the one that we had in the original Guild Wars. Let us choose what we search a group for, let us write a line for more details for what we are looking for and that’s it. It doesn’t have to be anything mega fancy, just something good enough to find people to play with without constantly having to advertise LFG in /map chat.
Rewards
One of the most hated things in the current dungeon set-up is the way tokens are handled, and there is not one universal solution to this problem. I’ve come up with several different ideas, that might help feel the dungeons more rewarding. As well as giving players more incentives to running more than 1 path for each dungeon.
Before that, let’s first see what’s currently going on…
Current situation: Exotic dungeon rewards cost tons of tokens, that take tens upon tens of runs to obtain. Tokens are soulbound, so it is not possible to run the same dungeon on different classes for a little variety, and there is little incentive to take the other (longer and more difficult) paths.
Now I’ve thought up some different ideas on how to improve the current situation.
Idea 1: The obvious one. Lower token cost of exotic dungeon rewards. Not necessarily the best single solution, but it would be a step into the right direction.
Idea 2: Another obvious one. Make dungeon tokens some sort of account-wide currency (much like how Gems are handled). This way players bored of running the same instance with one and the same class over again have more freedom with profession choice.
Idea 3: Daily dungeon path bounties. Have at each dungeon one path give a bunch of bonus tokens (2x or 3x bonus tokens for finishing the path once per day only). This will give players more incentive to run a different path every day, without penalising those who don’t want to.
Idea 4: Being similar to Idea 3, but have a weekly dungeon achievement. Like select 2 different dungeons every week, and have those give players bonus tokens for completing all 3 paths in both or either selected dungeon. This would players give more incentive to try out dungeons they might otherwise not be tempted to do.
Idea 5: Reward players for doing all 3 paths. Not just once, but every time a player finished all 3 paths in a dungeon, give a bunch of bonus tokens as reward. This will give players more incentive to run all 3 paths in a dungeon instead of farming the same path over again. Of course without penalising those who do only farm the same path over again.
Idea 6: Mentor bonus. When a group brings a player new to that dungeon instance with them, everyone in the party will receive bonus tokens. +20 or +30 bonus tokens for a completed run only (stacks; the more new players in a party, the more bonus tokens are received). The newbie status counts account-wide, so no mentor bonus is given if a player has already done that same dungeon on a different character. This would give players more incentive to bring along new players on their dungeon runs, instead of shunning them because they might slow down your run.
Idea 7: Story-mode bonus. Once a day give players a +20 token bonus for completing the story-mode instance in a dungeon. Maybe even give a normal +5 token reward for every completed story-mode run. This would give players more incentive to go back to story-mode to maybe help out a new player.
Then to the final part of suggestion list.
A pretty simple one. Give reward tokens more use. Maybe have crafting recipes that use up dungeon tokens (each type of token used in different recipes). Maybe let players exchange tokens for crafting materials. Or maybe give them a use in the Mystic Forge.
Might add more ideas if I come up with extra things.
Open for opinions, ideas, suggestions, constructive criticism etc.
Not wanting: Flamers, haters, trolls, spammers, fanbois etc.
(edited by Milennin.4825)
There’s no problem with players griefing you in a PvP zone.
I do agree that the world completion achievement should not involve anything inside a PvP zone. Especially since WvWvW = Mists =/= World
I’m middle income I suppose. I don’t make several golds an hour, but am not broke all the time either. I’m currently saving up for tier 3 cultural shoulders, at 7g atm, and will probably take me till the weekend or so to get through regular gameplay. I don’t farm or speedrun dungeons. Just doing DE’s, hearts, exploration etc.
Trahearne: I personally find him to be probably worst character. :SPOILERS:
Posted by: Milennin.4825
At first I didn’t mind the character so much, even kind of liked him, but later in the story I found the focus on him became too much and took away from my character’s story.
I feel they somewhat made the same mistake they did with Nightfall. Have one character be superior to your player character and take the credit for what you and the rest of the NPC’s does for himself.
In several missions Trahearne bugged out and didn’t follow me on the missions. Had to kick monster butt all by myself and at the end of the mission he still gets credit for mission completion, it just feels kind of crappy.
I’d like to see a bigger focus on my player character next time (following expansion or something). I really don’t mind NPC sidekicks, as long as they aren’t infinitely superior to my character and take all the credit for what I do.
I don’t remember any patch to GW1 that causes masses to quit the game.
Population has just been going down over time. Although even now it still has an ok player base I guess. For a game that old and with the sequel that came out less than 1 month ago. Logged into Guild Wars 1 two days ago and saw that Kamadan is still at least 2 districts. Pretty impressive.
Because the game isn’t designed to have players be a anything they want to be on one character. If you like that kind of thing, RuneScape is probably what you’re interested in playing.
Just another gold sink scheme. If you use the cheapest salvage kit (15 uses) it takes you 34 kits for the 500. With salvage kits at 50c (they’re a bit cheaper I think) it costs 1.7g for the monthly achievement. Plus it takes items out of the game that might otherwise have been sold to merchants.
Yes, I’ve added you.
I’ll be playing on one of my mains later today (Roth), so I’ll talk to you ingame then.
I think people who like and want the gear will still do the runs. At least the ones that have enough time to do dungeons for tens of hours.
The following playlist formats are supported: .wpl, .m3u, .pls, .asx, and .wax
Ok has anyone tried using internet radio via a .wax file? Milennin says that .wax is supported and the primary use of .wax is streamed content, but everytime i enter the game with my “MainMenu.wax” file i get a critical error and the game crashes.
I’ve tried .pls as well and same result when trying to used streamed content.
I got the custom playlist information from a dev post during BETA months ago. I haven’t used or tested .wax files, so I have no idea.
I don’t know, but maybe they removed the .wax compatibility. Maybe someone else who tried can confirm?
Lol at all the bad players that could only farm the one easy dungeon path everyone else farmed and now have to actually play good to get through, but cannot do so because they’re bad players not used to any challenging gameplay.
Skin rewards are fine, but having to do the same dungeon over again for just 1 piece is nonsense.
I still don’t understand why the starting headpiece/gear choice is even part of the personal story. Its purely cosmetic, changeable, and (to my knowledge) is no way referenced anywhere in the actual story. I’d rather not even have these personal story questions as they feel like “commitments” to an an aspect of the character that gets no attention.
Oh, this is another thing, yeah.
I went with Air, but nowhere in my story does it seem to reference back to that choice I made there. The headgear piece itself is replaced within a few hours of gameplay for something better.
I’m interested in joining, and am mostly looking for a guild that I can do some dungeon runs with once in a while, and was wondering how you guys do your dungeons runs.
Like, do you run any combination of professions, or look for specific one set-ups?
Do you farm only the shortest and easiest paths, or do every and all paths till the end regardless of how difficult they are?
[Devquote included] Dungeon Gear Token Costs (Aka, whatever happened to anti-grind philosophy?)
Posted by: Milennin.4825
I have to say, for a company that said they were against the grind, this is the worst dungeon grind I have ever seen in an MMO – no MMO has ever required 70 runs of a dungeon to collect the gear associated with it, not even close.
You haven’t played RuneScape yet…=P
I would love account-bound tokens, but not going to expect to see a change.=/
[Devquote included] Dungeon Gear Token Costs (Aka, whatever happened to anti-grind philosophy?)
Posted by: Milennin.4825
I think rewards should be more like:
30 tokens for the boots / gloves / helm
50 tokens for legs / shoulders
80 tokens for chest
270 tokens for the full set
This way you should be able to get at least a single piece of gear from every dungeon run (assuming you don’t run the same thing over again). 2 different paths for the legs and shoulders. And all 3 different paths for the chestpiece.
3 days running all 3 paths once. It’d still be a grind, but much more do-able.
[Devquote included] Dungeon Gear Token Costs (Aka, whatever happened to anti-grind philosophy?)
Posted by: Milennin.4825
even rushed there is so much idiocy in the reward system that makes me wonder how it ever made it into the live game:
- AC/CM gear not level 80
- 1h weapons almost 3/4 the price of 2h
- soulbound tokens
besides dungeons:
- same price for cultural 1h/2h weapons
- cultural armor costing more than the commander book and not even exotic?
and that’s just the stuff from the top of my head.
That sums it up nicely.
Oh and by the way, I really liked the Factions missions rewards system. The faster you completed a mission, the better reward you got. What about implementing it to the dungeons in GW2, and giving better chest rewards to those who really master the dungeon and are able to kill each boss within some ridiculously short amount of time?
Extremely bad design. It promotes bad gameplay. Such as no one wanting to bring new players along because they only slow down the group. Very specific profession choices for maximum efficiency (this already happens in current situation). Rushing the hell out of stuff instead of teamwork.
[Devquote included] Dungeon Gear Token Costs (Aka, whatever happened to anti-grind philosophy?)
Posted by: Milennin.4825
Even though I like dungeons, it’s not fun having to run them like 50+ times just to get a set of gear that looks nice. Especially bad with tokens being soulbound…
I play Elementalist too, and mostly use staff in dungeons and at some parts dual daggers. It’s really possible to complete dungeons without dying (a lot), but it’ll depend on your skill as player, as well as how well the rest of the team plays like. It’s important people res each other when one goes down.
When you play Elementalist you need to know how to use your attunements effectively. If you’re being attacked, go to Earth attunement for the protection buff (and Magnetic Aura skill on staff against projectiles). If you need to recover health, don’t always immediately use your heal, but instead go into Water attunement for the regen buff and cast one of the heals. Dodging in Water attunement will heal you too with the right trait. Water can also slow down mobs for you with chill if you’re being chased.
Lightning is good for the swiftness buff, the staff’s Static field can be useful to stun enemies getting close to you. It also has a knockback and an AoE blind, all useful for when stuff gets too close.
Fire for nuking the hell out of stuff. Burning retreat can be used as a free dodge roll.
Concerning Crafting, there is also a “Defeated” playlist that doesn’t work either.
Also, is there a way to play the custom playlist where it intermingles with the in-game music?
There is no “defeated” playlist.
As for the question, nope. Unless you happen to own the songs, then you can add them to your custom playlists.
may i ask why my combat playlist start to play after i pull at least 5 mobs? i want it to start every time i pull even one mob
Because it’d be pretty annoying if battle music started playing every single time you go into any sort of combat.
I hate it. Makes /dance at least 20% less awesome.=/
Yeah, is bugged I’d say.
I guess I’m lucky with it cause all I wanted is the chestpiece, and that happens to be pretty cheap at current prices.
People don’t like having variety. Instead they prefer to run the exact same thing over again because it’s the easiest / fastest reward. ArenaNet might as well have launched dungeons without the other 2 paths and no one would have cared.
It’s hard to find dungeon groups that aren’t farming or running the easiest path only in general.
To play them for fun?
Hmm, I just did this path again with a different group and completely obliterated the graveling part. They didn’t even touch the two NPC’s that you were to protect there.
I don’t know how, but everything went so smooth and easy… compared to yesterday’s run there.
The token cost is also messed up.
Like it costs 210 tokens for the chestpiece, and 330 tokens for the gloves.
I haven’t been playing that much with friends, but when I do I help them out with their story. Cause I’m already level 80 and they’re in the 50-60’s still.=P
I’ve been playing level 80 dual dagger Elementalist, and he can easily take on multiple enemies and destroy them. Like the guy above me said, the key to playing effectively is to swap elements a lot.
Though I will admit that Elementalist seem to be much riskier to play than some other profressions. It requires more skill to stay alive as an Elementalist. You have to be on the move, dodge a lot and use your skills wisely.
For some reason it seemed really tough to find a group for Sorrow’s Embrace explorable. Other dungeons like Ascalon, Manor and Twilight seem to be done much more.
I did this one in a PUG and didn’t feel it was that frustratingly hard. It was one of the tougher bosses, yeah. It helped I had a few guys with me who had done this one before.
Though I don’t remember using special strategy really, besides trying to snare the golems to try to keep them somewhat to a distance.
I was probably in that group from earlier.xD But yeah, that part is pretty tough…
There should be some sort automatic filter (that can be turned off) to only show gear that’s actually usable by your profession.