I agree with this, its about efficency not cost.
I also had a differant build and sometimes armor set for any given situation not because those situations required a differant build but because that build made it more efficient.
Travelling to the nearest city then to where you was going is not efficient its a pain in the backside.
You and some guildies might decide to do 1 path of each dungeon in a day, So to be a well oiled team you may want to rework a trait or 2 depending on the dungeon but that means porting to the nearest city, then the time to respec then port back,
This is anti efficent and just makes life harder, not money wise but time wise.
Answer to the laurel farming concern hit it woth dr after you get 1 in a day so no new map completions reward em that day.
I like this idea alot..
People talking about birthday presents remember why they were a big dea?
HoM maybe?
Maybe in 6+ years time they will be worth something again but at the moment there is no way of knowing that, infact my guess is they will be soulbound.
More challenging content where a zerg isnt the answer.
Should make a world event with a 1 hit kill in a 600 meter radius.
Yeah dont rush, the game upto level 80 is really easy tbh and when you get to 80, its still easy, so you might aswell take your time.
Instanced housing would remove players from the open world, a bad move..
I made a thread asking for this and the mods closed it….
So +1 to the OP.
Why are people complaining they would have to buy a whole game just to get these items, these items were for loyal gw1 players who worked hard for them prior to gw2’s release.
You have no right to these items or a substitute for them.
I would like to know how people know this is 100% caused by guesting and not a huge increase in the interest in these events from the current server population?
Oh look I can log in now AND the missus is due home! /facepalm
Same here and Ive been given the whole day to play and this happens
I thought OP was gonna be a troll but hes serious O_O
Part of the problem and pain of GW2 is that there are not enough things to do other then dungeons. No.
Fixed it for you.
Nah, I’m just saying, even if T3 was made exotic, you’d still be transmuting it for the skin, rarely if ever the stats. Making the armor exotic would only be a psychological comfort.
Which is exactly what the OP wants imo
A-net just make T3 cultural exotic to stop this nonsense, no need to make it cheaper.
A zone in gw1 was an instanced area with a large patch of land.
And gw1 wasnt popular?
I see people everywhere moaning end game content is lacking.
And dungeons are tiny confined area’s.
I want a big open area a party can explore that has high level enemies as I said 85+
And dungeons have paths, this dosnt you go in you find the first event marker and start it and that starts the entire chain of events, not 2 or 3 but arouund 10.
The mobs in Orr are laughable in dificulty btw, too spread out and not really mobs.
And no Risen here either.
Its true that alot of people played in FOW bcause very efficient speed clears were created but over the years there were also countless groups who did this for the challenge, no skipping mobs or lookin for an easy way around,there were groups who went in wanting to kill everything and complete the quests for the challenge,because if you go in and play it that way it is a challenge.
Dungeons forc fouping up and it works, think of the zone as a giant dungeon then but 10x more epic.
Make it so that you cant stay once you have the final chest though, and no respawning enemies.
Its not an idea for a farming area, its an idea for challenging content you cant faceroll.
The idea is you will have to work like crazy to reach the end chest.
southsun isnt a good comparison btw.
I don’t agree with forcing group content.
Yes having group content is great within an MMO, but if players want to experience zones they should not need to be in a group unless it is a dungeon. Now don’t get me wrong I’d love to see how some of the older GW1 areas have changed in the 250 years that have passed between GW1 and GW2 but I do not think forcing people into groups in order to see that content is the answer.
That was one of my concerns when I thought of this, but this is end game content designed for friends to do together I mean theres sould be no way a pug could do this without prior planning.
I think it would be interesting what FoW and UW look like so many years later . I would suggest that you pay a fee to enter after the temple event has been cleared for said god. Maybe even add a realm for Lyssa , Melandru or Dwayna where we can now travel as well .
Fantastic idea’s!
Join a guild and ask fellow guildies to show you the ropes.
And the min req level for dungeons is a bit misleading, the content dosnt match it.
And expanding further, the standard enemy mobs should be of equal or higher difficulty to the ghost mobs at the end of AC p1 and all have movement reducing abilities.
$ $ $
15 chars.
And some more $ $ $ $
Expanding on the events, you would have to complete all the main events in order for the next event to begin.
Could also add smaller bonus events around the zone too.
As a massive fanof GW1 I miss FOW greatly.
I think it would be a great idea to add a single instanced zone (not dungeon) and have a set chain of dynamic events spread across the zone that play out in sequence ending in a massive boss fight.
Enemies in this zone should be 85+ and should always be in mobs of at least 4.
Im not saying I want FOW back, but something similar that is tough and challenging while also rewarding to suit a succsesful completion of all the events.
each event could spawn a chest similar to the dungeon chests and the final boss should be similar to a world event boss chest.
Anyone got any idea’s to add to this or anything to discuss about it?
Ok I may have the order slightly muddled, but the point is arenanet knew what made the players happy, yet they only really carried 1 thing forward.
Another comparison, tactical end game content, you had to work in tight small spaces not because of walls or obstacles but because if you aggro’d that mob over there it was game over and you wiped it was more engaging in a way.
Nail on the head.
I was just pondering over the end game activities aavailable in Guild Wars 1 which wasnt an MMOand what did we have:
Underworld.
FOW.
Sorrows furnace.
that was all really until factions.
then we got Urgoz’s Warren.
Then Nightfall:
We got the Domain of Anguish.
Inbetween they also added elite armor and introduced coolnew weapon skins etc.
Then Hard Mode, Daily quests from Embark Beach,The extra Stories (Winds of Change etc) And Eye of the north which introduced a series of dungeons.
Out of all those concepts that worked great they carried one thing forward, the dungeons.
I know Guild wars 2 is young and has time for more end game content to make its way to us but after seeing how many people enjoyed the end game ativities in Guild Wars 1 I find it silly that only 1 of those activities made it into guild wars 2.
Now I know they could not have used the extra stories obviously, but the new living story series kind of addresses this.
Discuss.
1 dungeon run has always net you two rares on top of the monetary rewards. It’s still way more efficient especially with dungeons like CoF that you can farm all day. Even with DR you can still buy a ton of rares for ectos.
I was under the impression that a rare had to be of a certain level before it had a chance to drop an ecto.
Im wandering how many people who have joined gw2 actually played gw1, rares are ok its finding or making skins people want and and making them rares hard to get.
Rares shouldnt be super rare btw and some rares should be available more than others.
You level as fast as you try to.
This probably explains why so mnay zones feel empty, because we cant see each other.
Honestly, inflation I’m not too worried with.
I’m more worried about these events sucking players out of every other aspect of the game, because they’re currently sooooo incredibly rewarding for the amount of effort required.
So instead of cursed shores and cof p1 they are doing world events,
Have the other 2 activities really suffered that much?
High risk , High reward, you kill things faster but you risk wiping, sounds fair.
did you ever try and get oddy armor in gw1?
go buy it and have a go
And does your math include monthlies too?
(edited by Ricky Da Man.5064)
Desolation is better…
To be honest anyone not wanting to join a big guildor not wanting to have a big guild, thats a lifestyle choice you make.
Thats right its your choice.
I’m not sure about the dungeon token unification (though i do agree that new currencies are already getting out of hand). Not sure how to solve this.
However, i do agree with two other suggestions from this topic:
1. change the tokens into a currency, so it doesn’t take inventory space.
2. add laurels as additional rewards for daily dungeon completion. you can make it one per all paths, if you think one per patch is too much. Also add laurels to daily fractal chests.
Im starting to wander if this thread is less about less currency and more about easier ascended items…
Well, if you right click any dungeon token, there will be an option to move them to your collectables storage space. Although it’s greyed out, this option has been there since December. Why it hasn’t been implemented yet is a complete mystery.
This would already be a huge improvement to the space problem and IMO trumps my universal token idea by miles.
This I agree with.
Except once you have more than a stack, then back to square one.
Its like saying primevil armor in gw should be a reward item for prophercies even if you didnt complete nightfall.
I want TA armor badly, I like its looks on my sylvari, so I will do TA to get it, I dont expect to spam cof p1 and get it that way, thats cheap and not a good way to earn things.
Its an achievment factor too, Yor wearing all Arah gear, it shows you have been there and done it. its a trophy if you like for that dungeon.
So you want the Arah trophy for completing cof? I want a legendary for completing my daily then….
My suggestion removes dungeon token currency while keeping the armor sets relevant to that dungeon.
And everyone is wearing cof gear because its the only dungeon they do, minus the zerker warriors who like its stats.
(edited by Ricky Da Man.5064)
What I’d like to see is a universal token system. Where you can them convert your blank tokens into specific tokens and then receive your gear. Why limit dungeon runners to run a single dungeon for a set, when they can have the option to play dungeons as they like.
What I’d also like to see is cross sets, where a piece of gear cost tokens from two different varieties, like say HotW and SE, and then have those items themed around both dungeons combined.
Firstly some dungeon sets are far better skins, normally the harder dungeons, if you want better skins play harder content.
Secondly so you want less currency and now less content?
No, overlapping the daily/monthly reward system with that of the dungeon system doesn’t sound like a very good idea.
I do think that heaping dungeon tokens and then having more and more added into the game with more dungeons is also not a very healthy system. I’d prefer a simplified system of the current dungeon tokens, one a bit more practical and space saving.
Which is exactly what I proposed.
They should just give you a choice of reward when you complete all 3 paths once a day, so you complete all 3 paths of cof then you get the same list the vendor has now and you can choose one reward, once you finish all 3 paths though then you dont get any more rewards until at least the next day to prevent over farming the gear, you still get all other rewards it just eliminates the currency.
Ofcourse the actual vendors would have to go.
Scootabuser, how are the food buffs doing these days?
I run full knights armor with all soldier runes,
I got a buff……
The thing is, with the droprates being as low as they are, you’d need an incredibly high amount of pulls to find any discernable difference.
Assuming a 1/1000 chance to pull an exotic on a random mob, and a 2/1000 with 100% magic find, you’d need roughly 65000 pulls to be 95% sure that there actually is a difference, if my math is right (of which I’m not totally sure, but it should be in that ballpark).For me droprates don’t seem bad. A big part of it is tagging properly and the current tagging mechanic which is being worked on. Its neither entirely gamers or the games fault, but it doesn’t help if there is both heh. After over 2 months, about 12+ hours a day, I noticed a large difference in drops when I switched to a complete MF set with buffs. The other drops were done with 30%, the new with 230MF. What isn’t recorded is the 8 rares I got soon after making that picture, which when averaged in is a pretty different outlook alltogether. I’ve yet to see a decrease when using the 230MF, but of course it also takes many buffs etc to reach that. Which I’m not about to use every day :P
12+ hours a day O_O
Should of just added a new tree so everyone goes into these missions on a level field.
Each batch of new missions requiring a higher level in that tree.
The hacking part is something that I never thought of, but now that you bring it up makes perfect sense
Wouldnt the hacker just destroy it out of spite?