Hmm I stand corrected on the downsized claim that I made…
But it was just speculation of mine. I based it off of how I perceive things as a player that seeks for challenging and rewarding content and has seen essentially nothing but living story and gem store crap since first installing in July 2013.
As for the Aetherblade path I have to say I truly think it was a step in the right direction but it falls short in a few ways.
First of all, it’s not rewarding. If you’re going to release a new dungeon path that’s considerably more difficult to get done with random people than all of the other ones out there it needs to be worthwhile. Some people will do it for the pure sake of challenge because it’s what they like to do but a lot of people won’t.
Second of all, it still has the same problem that all of the other dungeon paths do… game engine mechanics limiting the AI of the mobs and repetition. Like everything else, people just LOS the mobs to stack and DPS them out with reflects when necessary. It’s not engaging combat and it’s obnoxious that this is the most efficient way to get things done but we hardly have much of a choice than to just go with the flow. As for the repetition… what I meant by that is that the exact same things are happening every time you repeat a path. The issue with “repeating a path” is that you’re no longer exploring it because you’ve done it before. After completing everything once, I want to still be able to explore something new. I’m sure I’m not the only person that feels this way and it’s why I’d really like to see some randomization incorporated to a certain degree.
It’s too bad that based off of what’s already been posted on the thread my wishes don’t seem to be viable to ask for.
Pretty pathetic that they must’ve downsized to the point of having hardly anybody doing anything other than recycled LS content.
Sigh. I wish they’d hire more staff then.
Let me list a few things about dungeons that I’ll use to justify the suggestion in the title.
- 90% or more of the people that do Arah P4 that I’ve seen in the past few months skip the first 3 bosses and only do Lupi to the end.
- Most teams are now also skipping wraithlord crusher+hunter along with mage crusher in Arah P3 these days as well and only doing Lupi to the end.
- A lot of people are skipping the entirety of AC P1 now and advertising + teaching it in exchange for gold on the LFG.
- People have been skipping Lupicus for months and months on Arah P1 & 2.
Why not just require everything to be completed in consecutive order? I don’t understand the neglection with dungeons. It’s absurd how many exploits there are and it’s pretty sad to see that it’s more common for people to not kill bosses that are supposed to be required.
By the way while you’re at it… make Korga in Arah P1 required to be killed to open the door entrance with those spiders. The staff of radiance could appear AFTER he dies and it could be given a 2nd ability that’s used to unlock the door. It’s already a fast enough dungeon and the last boss can be killed by AFKing with a reflecting crystal… so may as well.
30 (V IX XI)
25 (I X)
0
0
15 (VI)
Full berserker with full set of orrian with abyss dye and midnight fire dye
Scholar runes, sigil of undead slaying on Twilight
=)
I agree with the problems presented in the thread, but not the solutions. I dislike the idea of making this game more “casual friendly.” I’m actually very sick of seemingly ALL mmorpgs catering to the casual gamers. It makes it significantly more difficult to find meaning behind any ingame activities and competition.
What I would instead like to see is this whole official ‘daily reset’ crap totally scrapped and have everything re-acquirable 24 hours beyond the point that you completed something. As for dailies, you’d have the same amount of options but the list would simply refresh after the 24 hours pass since you last completed 5 of them.
Living World achievements would obviously need to remain the same.
Freaking support, omg. We can put teddy bears and books on our backs but not cloaks? What even.
Yeah this happens often and it kitten es me off as well. It’s partially why I try to avoid doing dungeons with randoms but mostly because I just can’t stand the ineptitude of people when it’s directly ruining everything for me.
Ever since the latest FotM changes, it’s not possible to create one of these with this recipe as it’s purely cosmetic and agony has been changed. It looks way better than the regular one and I want it.
For reference: http://wiki.guildwars2.com/wiki/Fractal_Capacitor_
“Since the ‘Fractured’ patch in November 2013, the Mystic Forge recipe for this item does not work. This is presumably because of the change to infusions on ascended equipment, as the Beta Fractal Capacitor is no longer possible to place into the Mystic Forge. We are currently waiting for this bug to be fixed.”
Please fix nao. Ty.
(edited by Purple Miku.7032)
3. AI (Artificial Intelligence) of mobs/NPC’s
First and foremost, I want to say that as far as AI goes this game’s characters are NOT horrific. However, there is always room for improvement and I think ArenaNet should strive for it. They’ve already shown wonderful things that they can do with the stupid Toxic Living Story mobs (Krait reviving downed Nightmare Court). However, there are a lot of things I’ve noticed since I’ve started this game that I want to point out in regards to mobs/NPC’s:
- LOS/Stacking
It’s incredibly easy and an overly used & abused tactic to clear everything in PvE. As much as I love free stuff, I’d much rather be indulged in a truly engaging fight. This is why bosses like Gigantic Lupicus are a challenge to many; they can’t just stand there and spam buttons. Some may hate it, some love it. The point that I’m trying to get across is that I think some adjustments need to be made to how the game’s mobs react when in a situation like this, or with LOS in general.
- Attack range/Aggression
I find it a bit silly how a mob can chase you only up to a given point before it gives up, returns to its original location, regenerates to full health, and forgets what happened immediately afterwards. It isn’t very realistic and I think once startled, it should take significantly longer for it to remain calm and still again. Perhaps a certain ‘aggression level’ could be implemented? Upon engaging in combat, the mob would start out at its highest aggression level and as time elapses, it lowers until it reaches the minimum level (whether or not this would be viewable by the player is up for discussion). The higher the aggression level, the more alert; increased attack range, etc.
When I think of what I’d love to see for mobs in this game, I think of risen travelling together in packs. I think of deer spotting a player and running off. I think of wolves spotting me and eyeing me down together. As it currently stands, a mob on this game mindlessly attacks the first player that walks within its designated circle and stops once killed or once it roams too far away. There’s plenty of room for improvement and I’d love to see more.
I have plenty more that I could mention but this thread is already getting a bit lengthly and I think adding more topics to it would only hinder the potential for discussion due to the length of the read. Let me know what you guys think!
(edited by Purple Miku.7032)
1. Cutscenes
They’re stale, uninteresting, and dreadful at maintaining interest. It’s just a bland background that was probably done in photoshop within minutes with two characters facing each other. This isn’t a cutscene, this is boring. It’s no wonder nearly every single person hits that bottom right button to skip.
Solutions
- Forget the background and start being creative. Use different camera angles, have the characters actually interact and engage with their surroundings. We want to feel engaged in the story, not be lectured of it. For reference, here is an example of a REAL cutscene. Just as before, keep the option to skip the cutscene if desired.
- An additional idea I’ve had for cutscenes that would certainly solve a lot of issues with parties would be to implement a way for toggling cutscenes on or off for a dungeon. This way groups of people that want to view the cutscenes would be able to without feeling pressured to hurry up and stop wasting others’ time.
2. Dungeons
The exact same things happen every single time you repeat a path, which is understandable but realistically is this the absolute best way to go about this? Do most people actually prefer to know exactly what to do every single time or is it more fun and thrilling to explore something new?
I’m almost certain that adding a bit of variety to dungeons would overall be significantly better off overall for GW2. In a previous game I played, dungeon instance maps were randomly generated. Every room on the map would be opened with a certain degree of uncertainty; the most you could do was predict the type of puzzle you’d find and/or what mobs would be in it. Ideas that I’ve had that incorporate randomization like this to some degree:
- Implementing an easy/medium/hard mode option for dungeons. Some of the things that could change would be similar to what you’d expect with increasing the scales for Fractals of the Mist; more powerful mobs, more mobs, possibly a unique condition. More obstacles, more objectives, more danger, a differing pool of options for rewards based off of difficulty setting as well.
- Add randomization to the steps that we need to do in consecutive order to reach the end goal. This would be a major change but I’ll do my best to illustrate what I’m thinking when I say this with Arah path 1, for example. The steps that must be accomplished in consecutive order are currently to escort an NPC to the Jotun observatory, which includes:
- killing an Ancient ooze boss for the ‘Blood of the Ancient’ and bringing it to an apparition
- killing off a bunch of champion crystalline entities
- killing off Legendary Shoggroth
- killing off Legendary Jotun Stargazer
As it currently stands, it’s really easy for one to know everything there needs to be known about the path and after experimentation with tactics, there is very little opportunity to thoroughly enjoy repeats of dungeon paths aside from wanting bonus loot or gilded coffers etc.
Possible solutions:
- Different order of objectives. I’m aware of how tough this would be to implement as it would require entire dungeon maps to change, but an idea is an idea.
- Building off of the first idea, different maps which would be generated psuedo-randomly upon loading the instance. An example of what I mean by the word “different” would be perhaps for the sake of Arah path 1 as an example, massive torn-down structures or dead trees in different spots with traps put in different areas. The degree of how much should be different is obviously up for debate, which is why I chose to be vague about it.
- Different bosses for each step (alternatives). To clarify what I mean, use the first boss in Arah path 1 (Ancient ooze) as an example. What if there was a chance of having it as the boss or possibly two or three unique bosses to the path? Tons of potential here with this, so I’ll leave it at that for now.
(edited by Purple Miku.7032)