Showing Posts For Ubung.7423:
I missed that comment. That doesn’t sound like a bad idea. It would have to be a separate area not just to let people know it’s much much more risky but to contain all the yelling and whining in chat. lol
Yeah it was a comment from a while ago actually. I cant find it anymore but its was saying that the DE’s would scale up to hundreds of people while allowing anyone to join in and help. Which it does, its just that its not difficult.
Yeah there would be a seperate area as it would be instanced. A seperate version of the map or the area around the event limited to however many players. The more options for different group sizes the better. 10 / 20 at least.
Not really sure how to change things to take the ‘zerg’ or zerg mentality into consideration. Make death count more? Likely to see big complaints. Make it harder? Then it might make it out of reach for tiny groups.
I’ve played a few other games and I have yet to see really challenging fights (beyond traditional raid set up fight) when a zerg occurs.
Your right, you cant fix the zergs because when something becomes too hard for a randomn player to come and join in and not be a burden, then it goes against what Arenanet said.
Like I said above the only way to get around this is to add an instanced raid type area so people who want something very difficult can get it while everyone else enjoys their outdoor DE’s.
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Your right the game is too easy overall. Most of the game ends up being a zerg. Only the dungeons are challenging and even those only require zerging some of time. There are some interesting bosses in them but they arnt perfect. The meta DE’s were supposed to be what raiders from other games would come and do but they didnt replicate the challenge.
If DE’s are not supposed to be hard then thats fine but they need to add something challeging to the game for the people who like a challege and for people in larger guilds. Tune the dungeons better, add more interesting mechanics, add 10 /20 man mode.
Or add instanced meta DEs that are way tougher than their outdoor version. That require precision timing, positioning, skill usage and teamwork.
Reward these with gear on level with whats available elsewhere. Could even just give dungeon tokens as a reward. So no gear grind.
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I like your view but I don’t think they are too interested in 10/20 man raids. They maybe trying to avoid it so as they don’t get bunched into the rifts/aions/swtor/wow list. I would suggest finding a whole new unheard of way to raid. Like maybe a conquest type of setting where players get warped into a giant on going fight.
Where it takes group efforts from everyone there to move the whole area into the next stage or fail and be basically kicked out. But if they want to keep the same feeling dont allow it to be queue’d as a team. Make enough of this and people wouldn’t be so emo about lack of things to fight.
Somewhat like instanced dynamic events thats are way tougher than the outdoor world ones (which currently arnt even close to hard enough to replace raiding). I like that idea. You’d have to allow for team queueing or it wouldnt replace raids for guilds. To replace raids something must be both very difficult and allow for large guild groups to organise a night for them.
you will not lose anything by uninstalling the game.
EDIT: Most mmo companies will say in there terms that they have the right to delete your stuff after a certain period of inactivity. However no mmo ive ever heard of has done this.
Between you can’t make up your own defintion of what YOU yes YOU believe is endgame. Like I said originally doesn’t matter if you don’t like what the end game is. That is what it is whether its fluff or a world destroyer its all in the same box. Now somethings maybe more popular then others. And again this is all about what someone wants to do.
You look at other games people complain about the raiding endgame saying the game lacks content elsewhere. Well now you got content elsewhere and your complaining basically because it has no raiding endgame lol…This is kinda why dev’s don’t listen to the public. The public contradicts itself and often looks like a spoiled kid as a whole.
The public doesnt contradict itself. The public cannot be treated as a single entity. There are multiple preferences for types of content dependant on the individual. Your right people complained there a was a lack of stuff to do except raid, so the thing they shouldve done is add both raids and the other stuff.
It would be relatively easy to add raiding to the current game. While keeping the overall ethos of the game. Explorable dungeons are nigh on raids themselves, the only thing thats missing is group size. If the dungeons were tuned correctly they could easily become the raid experience. Below ive copied my thoughts from another topic so you know how it should be implemented to keep it fair.
“Id like to see raids or 10 / 20 man dungeons added to the game. But let me tell you from an experienced raider from several mmo’s including wow. Any raiding added to GW2 needs to be totally optional. It needs to offer rewards that are the same stat wise as any other top gear in the game. Even just offer dungeon gear, make it an alternative way to farm for your dungeon set. It should also be content that has a 5 man mode so everyone can experience it.
Anyone who actually enjoyed raiding for the challenge and the teamwork it offered would be happy with that deal. With this GW2 could appeal to another demographic (bringing in more gem shop sales, in my opinion people who raid would spend more as they have a strong attachment to the game) without affecting its current ethos."
Id like to see raids or 10 / 20 man dungeons added to the game. But let me tell you from an experienced raider from several mmo’s including wow. Any raiding added to GW2 needs to be totally optional. It needs to offer rewards that are the same stat wise as any other top gear in the game. Even just offer dungeon gear, make it an alternative way to farm for your dungeon set. It should also be content that has a 5 man mode so everyone can experience it.
Anyone who actually enjoyed raiding for the challenge and the teamwork it offered would be happy with that deal. With this GW2 could appeal to another demographic (bringing in more gem shop sales, in my opinion people who raid would spend more as they have a strong attachment to the game) without affecting its current ethos.
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However, raiding can be a lot of fun, if the gear treadmill does not exist and all the items you get in it are purely for cosmetic purposes. It would provide a wonderful challenge, and hopefully content that people would not be able to rush through instantly and give them something to work toward.
I agree with this part of your quote.
Id like to see raids or 10 / 20 man dungeons added to the game. But let me tell you from an experienced raider from several mmo’s including wow. Any raiding added to GW2 needs to be totally optional. It needs to offer rewards that are the same stat wise as any other top gear in the game. Even just offer dungeon gear, make it an alternative way to farm for your dungeon set. It should also be content that has a 5 man mode so everyone can experience it.
Anyone who actually enjoyed raiding for the challenge and the teamwork it offered would be happy with that deal.
Im also one of those people who thinks the game overall is great. Its just missing that large scale challenging content for guilds. I like the idea of adding larger group sizes to the dungeons myself (10 / 20 man for example) because they would allow for non raiders to experience the content. I also agree we dont need the gear grind we just want something to challenge for us that we can organise a couple of nights for.
However I wouldnt mind some other alternative for this. Either the idea for instanced dynamic events or the op’s idea sound pretty cool. If they made it really hard. Im still not sure of they can actually make the open world stuff as hard as we would like it to be. Arenanet seems to want anybody to come along and be able beat an open world boss.
Any raiding must offer the same level gear as any other content and preferably offer that content to smaller groups. That way no one is forced to raid, its another option for people who like that form of content.
Like others in this thread my guild doesnt really have anything challening to do in PVE that doesnt require us to split into 5 man chunks.
The benefit to Arenanet in all this is a higher retention rate for some players and a added incentive for guilds to move games to GW2 allowing for a larger revenue stream. Without effecting the people who dont want to participate.
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I think the game is great and im very much enoying myself so far. However being the leader of a largish guild Ive found there is a lack of truly challenging content for large groups in this game. Dynamic events end up being easy and zergy.
I would like to see them add either a 10 / 20 man version of their current explorable dungeons or add raids that are for 10 / 20 people. We dont need the gear grind for this, this is just about getting something really challenging for my guild to test its mettle. It could reward dungeon tokens so there wouldnt be an issue for people who dont want to raid.
Also would like to see them give the story mode dungeons an explorable mode. To me they seem like wasted content. This would add another 8 dungeon options for some variety. In my perfect world these would also have 10 / 20 man versions.
I would also like to see some harder dynamic events, the open world stuff is pretty tame. Would be nice to have the option to do instanced or open world content.
Lastly id like to see them add larger group sizes to the game. Being able to see someone on the map and teleport to their overflow is really important. It would be great if my guild could actually group up on those nights where we go out and do some world content. Say up to 40 man groups.
I have to agree, the current Dynamic Event system just doesnt provide the challenge a PVE guild requires. Get enough players around and it gets both easy and zergy.
I like the idea of adding raids, as weve already seen its the dungeons that hold the real challenge and its one id like to experience with my guild. I posted in a few threads an idea for 10 / 20 man version of the current dungeons. This would ensure that the content is available for everybody in 5 man form so it doesnt exlude anyone who doesnt have a guild.
Again like you say the rewards would be purely cosmetic. They could award dungeon tokens the same as the current dungeons. Also they could add 5, 10 and 20 man explorable versions of the story mode dungeons. That would add another 8 raids to the mix.
I think they should also add some harder dynamic events to give guilds a choice in what they want to participate in. The end game content is already in the game it just needs to be opened up to larger groups.
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As a fairly hardcore raider in wow (played 2 to 3 nights a week) I have to say that I enjoy raiding. The challenge and teamwork generated by some of the raiding content was pretty genius. A lot of people who insult wows raids as easy are wrong. An example was heigan, who didnt hit particularly hard but could shoot a wave of posion from the floor that insta killed you. The wave generated at certain points in the room so you had to learn to move around the room at the right time. Was almost a dance in its complexity.
I think this game would benefit from some more of that type of boss. Something with interesting mechanics. The end boss of crucible of eternity is actually a pretty good example of interesting mechanics where you have to hit people out of blocks.
1st ) Retuning the dungeons to add cool mechanics to bosses and mobs and lower the auto attack damage of mobs.
2nd ) Add a 10 and 20 player version of the current dungeons and scale them up accordingly. Reward current dungeon tokens for the larger versions.
3rd ) Do 5, 10 and 20 player explorable versions of the storymode dungeons.
I dont need the progression and gear grind from other mmo’s. I just want that type of content available for people like me who actually enjoyed raiding even if I wasnt getting better gear.
I look at Orr as the challange at end game.
The problem with orr is that any dynamic event gets very zergy once you get a certain amount of people at the boss. Its just way to easy to be anything like an alternative to raiding.
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80 Human Guardian – 50% complete – Personal Story Done – All story dungeons done -
4 Charr Warrior – Like 1% complete or something close to that
The guardian is pretty tough, at level 70 I was taking on mobs 5 ot 6 levels above me while face tanking.
cant tank in this so no you where not face tanking.
By face tanking I mean standing there taking damage without dodging or even moving. Also tanking = absorbing damage so yeah there is tanking in this game it just cant be done for any length of time on the real mobs (champions, dungeon mobs, bosses).
The guardian is pretty tough, at level 70 I was taking on mobs 5 ot 6 levels above me while face tanking.
Tbh this reminds me of the whole piracy issue. How far can you go with annoying practices before you start to lose the faith of your paying customers. Its a difficult question as they also need to protect players interests.
In my opinion if you cant send a guild mate a gold due to security limitations then youve gone too far.
157 hours played for me and yeah so far I like the dungeons. For me the harder the better as the rest of the game is very easy. This is the place I go to be challenged. The only problem I really have with the game is the fact that then dungeons dont have larger group sizes available alongside the 5 man. Adding 10 / 20 man versions of the current dungeons would make it a game that appeals to all mmo types.
(apart from the do all the content really quickly and leave type of people but you literally cant keep them happy)
154 hours to level 80, 157 hours played total. Id say im a half hardcore player who occasionally has a gaming binge
Ahh so its your processor thats slowing down not your GPU. Tbh 60 degrees shouldnt cause a CPU to start throttling down. My I7 2700k @ 4.4ghz hits 60 degrees under prime95 with an aftermarket cooler.
Make sure you have enabled “high performance” in power settings in the control panel.
Wait a sec, you said CPU-z didnt you? Not GPU-z? Is that right?
EDIT: Actually no your said VCORE so i assume you meant GPU-z.
Sounds like your graphics card is downclocking. It does this to save power but its clearly doing it at the wrong time. I actually have an nvidia card right now and i cant remember the catalyst control center exactly. Look for any power saving options and turn them off.
In the nvidia control panel the option is called “Power Management mode” and is set to “prefer maximum performance”.
Why do people feel the need to insult people for not having the same opinion as them. Someone who likes something different isnt less intelligent because of it. Fine you like the game, someone else doesnt which is also fine.
I think the game is genius in so many ways. Its missing a few things for me but overall its a great base to build from.
I dont know if you can bring that kind of difficulty to the open world. The very nature of being accepting to anyone neccessitates a lower difficulty so anyone can join in.
I’m not so sure it does, unless the entire world in question is devoid of groups of skilled players willing to do the open content. Additional players, regardless of skill, will aid that content, or in the worst case scenario do nothing at all. I don’t think there are many cases where they could make it more difficult, unless they are specifically assigned some task for the encounter that they perform badly at. In that case I think the blame falls on both parties, the one that delegated responsibility to the player unskilled at that task and the player. They can of course assign themselves to a task, say using an environmental weapon in limited supply and misuse it. In that case it’s up to the community to instruct (patiently at first), or report the player for trolling the encounter if their behavior continues and they refuse to relinquish control.
Regardless, so long as there are dedicated guilds, perhaps one like your own, doing these challenging open world events, then there is no need to worry about players who do not have the skills to do the encounter as they have stronger players in their world’s community as support.
I honestly do see your point and in a perfect world it would be great. However im still not convinced. If a DE scales properly then how can a person who is not doing well actually benefit that group or even just not affect it. The boss would have gotten harder but the person who came would not add to the groups success making it harder than it should be.
In this scenario the difficulty would be really hard at a base level so the challenge quickly turns to impossible.
SNIP
I never said bring back the trinity. I actually said im enjoying it right now but I havnt had a good enough chance to try it out.
Also with the way the end game post by Arenanet went, they actually say the dungeons are the structured, difficult content while they say the events are just large, epic battles.
Hopefully they can make the dynamic events harder but id take a larger dungeon size any day of the week right now. Just so my guild and i can have something hard to do together. Again just to clarify I personally did not say the holy trinity is better.
For God’s sake, please stop asking for core mechanics to change. The no trinity thing is here to stay.
That being said, what they do have to do is to fine tune the fights to better accommodate the reality of this game. The word “chaotic” will always be somewhat of a constant here, although organized groups can reduce it considerably.
The no trinity experiment was a failure.
They can still fix it and add some real endgame raids.Nope, the player base has failed because it cannot grasp the fact that you cannot have one person for some reason, able to hold the Enemies attention, while you stand around smashing your rotation. Happy to say, it’s not going to happen, and really, there is no need. If you feel the need for the HT, I can list off a good 30+ MMOs that have such a thing.
EDIT: Raids would be awesome, they could totally make raids out doors with huge Enemies and lots of peopl….. Oh wait..
Tbh so far ive quite enjoyed the style of play. But then im a defense specced guardian so im pretty much a tank right now. I dont know, id have to see really organised play at 80 (Still waiting for my guildies to hit max lvl and do the explorables).
I gotta disagree with your statement regarding raids. The DE’s do not even come close to being challenging enough to be an alternative to a raid. If you get enough people together to fill a raid then your just gonna zerg that DE boss down with no problems whatsoever. I think this games would benefit greatly form some sort of large scale pve content thats actually hard.
An idea ive mentioned in other threads is to have 10 / 20 man versions of the current dungeons that reward the same tokens.
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But its already in the game for people who do like that sort of thing. So we might as well open it up to larger groups of people. As long as it doesnt become the focus of the game I cant see how people would not deem that acceptable.
That depends on what you mean by focus. I’m not opposed to doing instances, I just don’t like the mentality that we have to have them in MMOs. I see MMOs more as a large community game, than a LAN game. My largest gripe is that developers shove their story content and challenging encounters into the instances, making them requirements to enjoy the story/game. This happened with WoW where only the large guilds got to interact with the important story NPCs and have more interesting encounters.
GW 2 has done away with much that ruins having open-world content and has created a good vehicle through dynamic events for delivering open world content. So, I see it as the perfect game to bring the challenges typically reserved for instances raids of to the world.
I dont know if you can bring that kind of difficulty to the open world. The very nature of being accepting to anyone neccessitates a lower difficulty so anyone can join in.
In there own endgame statement they specifically said “For people who love structured and difficult content, we developed the explorable mode for our eight dungeons.”
“For people who enjoy massive encounters where large numbers of players band together to take down epic monsters, we created our giant bosses, which are scattered throughout the world.”
Notice how they didnt mention difficult in that last part. The best they say in that paragraph is that it will be challenging which is pretty subjective.
I like this idea to be honest but Im still a firm advocate of larger dungeon groups. For one reason they are something I can schedule as a guild leader myself.
In a perfect world id be able to organise a weekly event where my guild participated in the 10 / 20 man dungeons, a time where challenge and coordination are supreme.
Then on other nights organise an exploration party where we all just start somewhere and make our way through the dynamic events. See where you get lucky with some large, cool bosses. A more relaxed affair where we just play the game.
Ah, I’m opposed to instances in all their forms. I think the world as a whole should be actively working together to overcome the current threat to the world, not shuffling off into their own private corners of the world only to emerge when it comes to show off their new shinies in towns. If you’re a great guild, I want to be there to witness and help you take down the threat, not just see your new armor.
But its already in the game for people who do like that sort of thing. So we might as well open it up to larger groups of people. As long as it doesnt become the focus of the game I cant see how people would not deem that acceptable.
Remember this would bring more people into the game and keep some that would leave. Meaning more money spent in the cash shop and more to spend on developing new content.
SNIP
I like this idea to be honest but Im still a firm advocate of larger dungeon groups. For one reason they are something I can schedule as a guild leader myself.
In a perfect world id be able to organise a weekly event where my guild participated in the 10 / 20 man dungeons, a time where challenge and coordination are supreme.
Then on other nights organise an exploration party where we all just start somewhere and make our way through the dynamic events. See where you get lucky with some large, cool bosses. A more relaxed affair where we just play the game.
@Ubung
http://wiki.guildwars2.com/wiki/Squad
It’s a grind unfortunately. We’re trying to get our guild leader it ASAP.
I didnt think squads worked in PVE. Ok well its still way too much money for a simple game enhancing feature. I think the cost is more associated with the way it allows people to see that guy on the map and assume that guy knows what he is doing in pvp. Hence the high cost to ensure that the only people who have one actually do know what they are doing.
Ooh one more thing. I wish they would allow people to create large groups outside in the open world. Right now its limited to 5. When in a party you can see the people on the map and right click on them to join them in an overflow instance.
It would be cool to be able to go out with a massive group of my guildies all in the same group and enjoy some meta DE’s when we just wanna chill out and play. Basically squads for PVE without the 100g cost.
SNIP
Question: How could they design a dungeon that would not make it feel like a zerg? I feel like the games dungeons are crazy intense and confusing, and many people have such a hard time with them, even in story mode.
To design them with 20-40 man, how would everyone have a clear role? How would we even begin to still feel significant? how can everyone have distinct role without being diminished?
Well the part about people having a hard time with them is kinda the point of raiding. Something challenging that requires organization and learning to adapt. Its about getting past that initial confusion and progressing.
I also think people do have clear roles in dungeons if done effectively. Tank, healer & dps was replaced with support, control & dps. So you can bring guardians for support and rangers for control etc.
Basically a larger group of people has to deal with the group facing them the exact way a person in a dungeon does now. Kite, control, tank. It should just take better communication. Although id have to see it in practice to know if it would truly work.
Seperately they could also add some more cool mechanics to bosses in all dungeons to make it harder. However thats probably something that just comes with experience.
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Some people enjoy the raiding side of wow. I was one of them. Seperate to the gear grind and old combat mechanics, it was the high level of challenge that kept me interested. The place where teamwork was vital to success.
According to the recent endgame dev blog the focus of the difficult structured content is within the dungeons. After having played them I can safely say I agree, pretty much dungeons = raids from other games. It is the only really difficult PVE content in the game.
So why not add 10 man / 20 man versions of the current dungeons. These versions would be scaled versions of the current dungeons with harder / more mobs. This would give people the endgame content they want whilst having little impact on the non raider.
They would give the same tokens as the 5 man explorables so the gear you get would be the same. They would not exlude people as the content would be accessible in 5 man. They wouldnt remove extra people from the world because anyone who would do a 10 man dungeon will already be splitting up and doing two 5 mans.
So all the benefits of raiding without the gear grind and with little development time to bring to realisation. Giving people who like large groups and raiding an option within GW2 and hopefully bringing in a few more people who are on the fence.
As a side note they should also add an explorable version of the story mode dungeons. Seems a waste of content at the moment just experiencing it once.
So what are you asking? Something that will make you a great support class AND the highest DPS at the same time?
Im pretty sure he doesnt mean this. He feels pigeonholed into the support role. He would like guardians to have the option to be to be the best tank or dps. Not at the same time.
I myself have not played my guardian enough at the top lvl to decide. He is lvl 80 but ive only done the story mode dungeons once each.
Honestly guys after reading the dev post “end game re imagined” they don’t sound like they have any intention of changing there model for game content.if that is true, than I’m concerned that they’re not interested with the communities opinion unless it bites there wallet.
Why should they? Also what do you mean by the “community” are people who enjoy the current model not part of that community? Does this “community” only comprise of the people who bought the game knowing what it had to offer up front and are now trying to tell them that they need to completely alter their game?
Just want to say that having 10 man dungeons (raids, in essence) wouldnt require arenanet to totally change there game. In fact it would be pretty easy to implement. Neither would it infringe on the population of the Dynamic Events any more than the current dungeon setup does already.
Going with a reward system of tokens for the dungeon same as 5 man means people are not forced to participate in raids to get the same gear nor is there a gear grind. Finally because they are just larger versions of the same dungeon no content is locked out for anyone.
Really this is just a different way of experiencing the current content.
A quote from the Arena Net post on endgame reimagined;
“For people who love structured and difficult content, we developed the explorable mode for our eight dungeons. A dungeon’s explorable mode has at least three different paths that players can choose to conquer—and each path is a five-character delve into tough content that we designed to push the limits of teamwork and communication.”
So dungeons they say are the structured, difficult content in the game. Thats fine by me. All im asking is that Arena Net let me play that difficult, structured content with most of my guild at once instead of splitting us up into smaller chunks.
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The current DE’s were supposed to be the equivalent of raids and they sounded good in theory. However they have turned into very easy zergs. Unfortunately the very nature of all inclusive outdoor bosses necessitates a lower difficulty level. I would like to experience the challenge provided by the explorable dungeons with my guild.
Posted this in another thread that isnt being replied too unfortunately.
“To be honest I have to agree with your sentiment. Guilds seems to have been somewhat ignored in favour of open ended content that anyone can join. The only problem with that is that accessible has ended up equalling easy or zergy. Which is still fun (and still something we would do) but it would be nice if we had something truly challenging.
Id like to see the current and future dungeons get a 10/20 man version as a choice for guilds. This would allow for a regular, scheduled activity that also has a high challenge level. It would reward the same dungeon tokens as the 5 man dungeon so no one would have to get a guild to get the exact same rewards and see the same content. An increase in the amount of mobs and mob stength would scale the difficulty. Bosses could have a few added attacks to make it dangerous for large groups.
Even basic features like allowing a guild to form a raid group (5+) members is not in the game. This would be useful for those times when we want to go out in the world and do stuff together. Without the group there is no way to see each other on the map or join each others overflow shards.
Between those 2 we would have a good amount of content for guilds without impacting on the people without guilds or with smaller guilds.
Also as a side note it would be nice to get an explorable version of the story dungeon. A lot of the better looking bosses are in the story mode so it would be nice to be able to do that and get dungeon tokens for it.
It seems like a lot of excellent content that could be used in the game. Hell then we would have 10 man versions of 32 dungeons which is a hell of a lot of end game content for guilds who like a challenge bringing a whole new demographic to the game. While still keeping within the confines of the no gear treadmill and not excluding anyone from the content itself."
EDIT: Scaleable dungeons would be nice but i dont know if its possible.
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Also as a side note it would be nice to get an explorable version of the story dungeon. A lot of the better looking bosses are in the story mode so it would be nice to be able to do that and get dungeon tokens for it.
It seems like a lot of excellent content that could be used in the game. Hell then we would have 10 man versions of 32 dungeons which is a hell of a lot of end game content for guilds who like a challenge bringing a whole new demographic to the game. While still keeping within the confines of the no gear treadmill and not excluding anyone from the content itself.
I say bring back the 8-man team for explorable dungeon for guilds. 8 man teams in GW1 was a good size.
With 5 man dungeons in the game 8 man maybe a little redundant. I think 10 man would be the happy medium for most guilds.
The current DE’s were supposed to be the equivalent of raids and they sounded good in theory. However they have turned into very easy zergs. Would like to experience the challenge provided by the explorable dungeons with my guild.
Posted this in another thread that isnt being replied too unfortunately.
“To be honest I have to agree with your sentiment. Guilds seems to have been somewhat ignored in favour of open ended content that anyone can join. The only problem with that is that accessible has ended up equalling easy or zergy. Which is still fun (and still something we would do) but it would be nice if we had something truly challenging.
Id like to see the current and future dungeons get a 10/20 man version as a choice for guilds. This would allow for a regular, scheduled activity that also has a high challenge level. It would reward the same dungeon tokens as the 5 man dungeon so no one would have to get a guild to get the exact same rewards and see the same content. An increase in the amount of mobs and mob stength would scale the difficulty. Bosses could have a few added attacks to make it dangerous for large groups.
Even basic features like allowing a guild to form a raid group (5+) members is not in the game. This would be useful for those times when we want to go out in the world and do stuff together. Without the group there is no way to see each other on the map or join each others overflow shards.
Between those 2 we would have a good amount of content for guilds without impacting on the people without guilds or with smaller guilds."
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I have a guardian that does this. He even does it sometimes when Ive deselected the mob. Ive found that if you dodge roll forward then immediately press your gap closer then you will leap away from the mob.
Yeah the events just are way too easy when there are more people around. And in orr there are always people around.
I agree with all your points. In particular the Armour storage. I now have 5 bank slots and im still having trouble trying to keep up with all the cool stuff ive collected. It doesnt help that I can use so many weapon types.
The issue is that any PvE content with more than 5 people will become a zergfest with zero strategy or fun in which people just sit while autoattacking and waiting for their enemies to fall. I would recommend WvW, as mobilizing a large group is very advantageous there.
I think the 10/20 man dungeon could provide challenge without zerg in pve. Already in explorable 5 man you cant just zerg stuff or your dead.
In all honesty, a group with 5 people is a lot more sociable than 30 people grouping on a monster. Being surrounded by people doesn’t make an activity more social. Many people are very lonely in real life even when living in large cities and living among an uncountable amount of people.
Being surrounded by poeple doesnt make it more sociable but it can make it more fun. Id like to be able to do something challenging with my whole guild. Not split them into 5 man groups and send them on their way.
Thanks.
Do the squads actually function outside WvW? I thought they were just a pvp thing. Also yeah your right guilds shouldnt be charged 100g just to be able to party up together and go experience the content as a guild.
To be honest I have to agree with your sentiment. Guilds seems to have been somewhat ignored in favour of open ended content that anyone can join. The only problem with that is that accessible has ended up equalling easy or zergy. Which is still fun (and still something we would do) but it would be nice if we had something truly challenging.
Id like to see the current and future dungeons get a 10/20 man version as a choice for guilds. This would allow for a regular, scheduled activity that also has a high challenge level. It would reward the same dungeon tokens as the 5 man dungeon so no one would have to get a guild to get the exact same rewards and see the same content. An increase in the amount of mobs and mob stength would scale the difficulty. Bosses could have a few added attacks to make it dangerous for large groups.
Even basic features like allowing a guild to form a raid group (5+) members is not in the game. This would be useful for those times when we want to go out in the world and do stuff together. Without the group there is no way to see each other on the map or join each others overflow shards.
Between those 2 we would have a good amount of content for guilds without impacting on the people without guilds or with smaller guilds.
(edited by Ubung.7423)
2 things wrong with this theory from someone who played wow since start of beta.
1) People love listing the good points of the pre lfg community but forget the bad. Groups could literally take longer to create than to actually do the dungeon. If someone left it was a crushing blow cus you know you would have to port out and spam chat for another 15 mins while your mates sat in the dungeon twiddling there thumbs. Chat spam got to the point where you literally could not see the posts as they rushed past, you needed to stop your chat if you saw one you liked it.
2) People blame the tools for the wow community when really a major factor was the explosion in the size of the community meaning their were far more idiots than before. As you tend to remember the bad points as opposed to the good points this meant it felt like you were getting bad groups all the time even though you wernt. Also because of the increase in idiots some people actually did get a lot more of those groups. Tainted by the fact that they got unlucky. League of Legends had the same thing, if you didnt play in beta or early game you wouldnt realise that it had a pretty decent community till it exploded in popularity and the community went straight downhill due to the sheer amount of idiots.
Remember the amount of idiots in this game relative to you (1 person) gets higher when the game community gets bigger.
First of all, preview working on the trading post. Really would make life easier.
Secondly, larger dungeons as well as the 5 man option. 10 and 20 man version prob sounds good. Or maybe 12 and 18. A couple of options either way.
My idea is taking the current dungeons already in the game and adapting them for larger groups. Increasing the amount of mobs / strength of mobs, to scale with the size of the group. Maybe even add some cool mechanics. Trying to go with an idea that affects other people who dont like raiding in as small a way as possible. So this could be rewarded with the same tokens as the dungeon group meaning people dont have to do the larger group sizes to obtain the same gear.
Its just an alternative method of doing the dungeons for people who like that sort of thing.
Lastly it would be nice to be able to create groups in pve that are larger than 5 people. I would like to be able to group up with more people out in the world when doing the larger DE’s than is currently possible. The benefits of being able to see the other persons dot on the map and the ability to join the same overflow shard are essential to group play.
Would be so much easier to organise my guild / friends if I could invite them all to the same group. Id like to see an increase in the group size for these reasons regardless of if they implement larger dungeons.
(edited by Ubung.7423)