If it were up to me, I’d make the dungeon harder, so you couldn’t just run it casually before bed. Obviously the experience has spoiled some people.
Unfortunately making the game so easy that people do activities and are 100% they will get their rewards, creates people like the OP that do not want to change their routine.
easy to do dugeon with high rewards is actually messing up the economy.
I agree. It should be made to be in line with some of the harder dungeons..or the rewards should be nerfed and leave it easy…but this is just silly.
Build templates
Being able to view through another player’s eyes while dead
Some of the guild functionality
More PvP modes
First person point of view (mostly for screen shots)
Enemy party composition for instances (it wouldn’t work in open world)
Henchemen for dungeons
That’s my wish list.
So basically, OP, Anet is giving you a dungeon you can run in a handful of minutes, for suitable reward, and you’re complaining about the quest you need to do to unlock that?
If it were up to me, I’d make the dungeon harder, so you couldn’t just run it casually before bed. Obviously the experience has spoiled some people.
people saying thakittens all about proving it to yourselves aren’t being truly honest to themselves, mmo’s have always been about competition, proving yourself and standing out amongst the huge crowd, this is why it does so well with the reclusive/less social groups as it gives them the opportunities to achieve things that others in the same category couldn’t.
MMOs have been about this for a certain vocal demographic. But there are plenty of people who play MMOs who aren’t competitive at all. Why should they be left out? What if their numbers are bigger than the competitive types?
they havnt been left out, i agree with you everyone should be having fun but its the challenge seekers and difficult goal seekers that are left out.
Actually I agree with this completely. You guys have been left out, and it must be pretty sucky for you.
This is the kind of game I’ve been waiting for. Sure I can do hard content, but in reality, I just want to chill these days.
Yep, keg brawl seems to be bugged. Sucky poodles.
people saying thakittens all about proving it to yourselves aren’t being truly honest to themselves, mmo’s have always been about competition, proving yourself and standing out amongst the huge crowd, this is why it does so well with the reclusive/less social groups as it gives them the opportunities to achieve things that others in the same category couldn’t.
MMOs have been about this for a certain vocal demographic. But there are plenty of people who play MMOs who aren’t competitive at all. Why should they be left out? What if their numbers are bigger than the competitive types?
Yes, they do play the content, for the two hours required to clear the achievements. Or if the content is farmable.
I bet they’d play more and permanently if, for instance, dungeons had better scale rewards.
I don’t think as many people would welcome the dungeons as people that would do the living story. Those who love dungeons can’t understand why people might solo an MMO, but there are tons of people who do solo. Tons who don’t like dungeons, or any kind of challenging content. Tons of people who just want to hang out in the open world and be given stuff to do.
Not to say a dungeon wouldn’t be welcome by a lot of people as well, but I think that Anet is actually on the right track here. You want a dungeon so you assume most people would make use of it. I’m pretty sure Anet has metrics that say otherwise.
No, we’re discussing Living Story in general as it was clear from my first and subsequent posts, where I mentioned also F&F events, and that spending resources on it takes away from improvements that could be done to the rest of the game.
We don’t need those poorly delivered content with bad storyline. We need improvements to the “vanilla” game before. As I said earlier, having a fair dungeon reward system would be add enough variety to keep people playing. Having a better class balance would allow players to have more fun in pvp, or roaming wvw. There is a ton of potential in what we already have, but there are fixes to be made.
People who bring up stuff like this ignore all the stuff that is being done to the rest of the game. People say there’s no permanent content, but they ignore guild missions which is permanent content. They say there’s no fixes to the core game, but there have been consistent fixes. Culling has been fixed in WvW and they’re working on it for PVe. That’s a core issue. Preview was added to the marketplace, that’s a big quality of life issue. New PvP maps have been added and another is coming. Other things are being added to and changed in WvW. My ranger is far more powerful now than he was five or six months ago. Far more survivable. It’s a quality of life improvment. I’ve lost count of the number of bug fixes that have occurred in the past six months.
The changes are slow but they’re there. It’s like when you live with someone and you watch them grow, they don’t seem to grow nearly as fast as people who don’t see those kids every day. The game is changing but if you’re constantly here, you might not notice it. But people who have come back have noticed changes. They’re not big oh wow changes, but they’re consistent and slowly moving the game.
There’s talk about a big change to the trait system coming up to that will affect every profession. Those working on the living world are not affecting the other stuff being worked on.
Good, keep going then. Concentrate in those issues. Is not that nothing was done, it’s just a lot more could be done, and LS is at the moment not necessary.
It’s not necessary FOR YOU. But let me ask you? Have you seen the number of people that play again after updates, compared to before them? It’s a lot. So it’s serving some purpose. If nothing else, the gem store sales for the limited time stuff is probably funding future development.
No, we’re discussing Living Story in general as it was clear from my first and subsequent posts, where I mentioned also F&F events, and that spending resources on it takes away from improvements that could be done to the rest of the game.
We don’t need those poorly delivered content with bad storyline. We need improvements to the “vanilla” game before. As I said earlier, having a fair dungeon reward system would be add enough variety to keep people playing. Having a better class balance would allow players to have more fun in pvp, or roaming wvw. There is a ton of potential in what we already have, but there are fixes to be made.
People who bring up stuff like this ignore all the stuff that is being done to the rest of the game. People say there’s no permanent content, but they ignore guild missions which is permanent content. They say there’s no fixes to the core game, but there have been consistent fixes. Culling has been fixed in WvW and they’re working on it for PVe. That’s a core issue. Preview was added to the marketplace, that’s a big quality of life issue. New PvP maps have been added and another is coming. Other things are being added to and changed in WvW. My ranger is far more powerful now than he was five or six months ago. Far more survivable. It’s a quality of life improvment. I’ve lost count of the number of bug fixes that have occurred in the past six months.
The changes are slow but they’re there. It’s like when you live with someone and you watch them grow, they don’t seem to grow nearly as fast as people who don’t see those kids every day. The game is changing but if you’re constantly here, you might not notice it. But people who have come back have noticed changes. They’re not big oh wow changes, but they’re consistent and slowly moving the game.
There’s talk about a big change to the trait system coming up to that will affect every profession. Those working on the living world are not affecting the other stuff being worked on.
Revive orbs are HORRIBLE. You can’t really use them if you’re in any danger at all. When you use one, you suffer from five seconds of revive sickness. You can’t do anything. You walk at a crawl. You can’t dodge. If there’s anything around you at all,. you’re going back down. I’ve wasted more revive orbs than I’ve used sucessfully.
Repair canisters? Really? For one thing you can farm gold and can buy them with gold, and not spend a penny of your cash. You can get them with zone completion or dailies as well. I didn’t buy a repair canister for ages.
I think you must be confusing this game with another, because there’s no P2W here.
They have different teams for different aspects of the game. The Living Story team has nothing to do with Balance, PVP, WvW, Bugs, Dungeons or even the team that might create the next chapter in the big story (expansion?). So in reality, they are not losing resources/time with the living story.
The LS team gets a salary, so they’re taking away financial resources that could be spent in more pressing issues. Let’s make those salaries more useful and employ those people to work on other aspects of the game.
Only so much permanent content would ever be added at a time anyway, it would be parceled out. It’s far more important for Guild Wars 2 to keep people logging in than to add permanent content. In other words, between bouts of permanent content, keeping people involved is necessary, whether you see this or not.
If only permanent content came out and it took longer, you might have a whole lot less people to play it with when it finally arrives.
More people doesn’t necessarily mean faster creation of content.
If they fixed dungeon rewards and fractals people would have plenty of content to play. People don’t run dungeons other than cof 1 because the rewards are not worth the trouble. I’d love to have a situation where every dungeon has the same time+challenge=reward ratio, we would have 24 paths viable. Those are a lot of things to do. Also, fractals: right now I don’t feel like doing fractals because I could get unlucky and get the longest fractals, taking almost two hours to complete and having the same reward I would have getting the shortest ones. I’d be playing a lot more with those two additions.
It would be interesting to see what happens if Anet were to implement this.
Right now, people are actively avoiding the dredge fractal for example by resetting the instance if they get it first. Would they be resetting the simpler ones and only doing the dredge fractal if the rewards were more significant?
I’d be interested to find out.
Probably. What if, instead of getting more rewards for longer fractals we get fractals with the same length and challenge?
Obviously I was talking about other dungeons when I talked about increasing rewards for lengthier and harder paths.
I think you’re onto something here. Content has to be worth the time. Some players will do stuff for fun only (like me) but most won’t. They want to be rewarded for the time spent.
Doing Arah really doesn’t reward you considering how long the dungeon takes (explorable mode, I mean). Why would anyone want to do Arah, except for tokens. Once you have your tokens why would you ever want to do it again?
However most people consider ‘Going to random places with no clues’ ‘not compelling’
There were clues though. The clues were in the achievement panel. You have to point to them to see the clues. Admittedly, I’d like to have seen the clues more visible.
Yes there were clues… on the achievement panel. Pretty immersive I say.
Also, there weren’t any clues for Lost and Found, and those items used to grow legs and walk around by themselves.
The way LS activities are delivered is just unappealing. “Find random junk without a clue and turn it in to an NPC that again you have no clue how to find. Meanwhile, collect more junk and turn it in to an NPC so lazy he’s freezing and won’t light the fire by himself”. I could come up more compelling delivery and gameplay. A mother refugee lost his child along the road, he ends up in a devourer cave, you have a time limit to save him, you do so and the mother comes in and thanks you before walking away. A group of charr refugees are kidnapped by separatists and are about to be executed, go and save them. A refugee caravan loses his food supply and can’t keep travelling further or else they will starve, go find X food sacks an bring them back so they can keep journeying. Random creatures are attacking a group of travelling refugees, go and save them before they get killed.
Ok, it’s cliche, but at least it’s better than “collect random junk just because” or “go defeat the one actually trying to help defeating the consortium slavers”.
I agree with you. I had a real problem with the clues given in the F&F story. But we’re not discussing the F&F story here, we’re discussing, at least I thought, the current content which you finished in two hours by following a guide.
To me,. the guide ruins the content. If you choose to use a guide, don’t complain that the content only takes two hours, because it was your choice to make it take that small amount of time.
They have different teams for different aspects of the game. The Living Story team has nothing to do with Balance, PVP, WvW, Bugs, Dungeons or even the team that might create the next chapter in the big story (expansion?). So in reality, they are not losing resources/time with the living story.
The LS team gets a salary, so they’re taking away financial resources that could be spent in more pressing issues. Let’s make those salaries more useful and employ those people to work on other aspects of the game.
Only so much permanent content would ever be added at a time anyway, it would be parceled out. It’s far more important for Guild Wars 2 to keep people logging in than to add permanent content. In other words, between bouts of permanent content, keeping people involved is necessary, whether you see this or not.
If only permanent content came out and it took longer, you might have a whole lot less people to play it with when it finally arrives.
More people doesn’t necessarily mean faster creation of content.
If they fixed dungeon rewards and fractals people would have plenty of content to play. People don’t run dungeons other than cof 1 because the rewards are not worth the trouble. I’d love to have a situation where every dungeon has the same time+challenge=reward ratio, we would have 24 paths viable. Those are a lot of things to do. Also, fractals: right now I don’t feel like doing fractals because I could get unlucky and get the longest fractals, taking almost two hours to complete and having the same reward I would have getting the shortest ones. I’d be playing a lot more with those two additions.
It would be interesting to see what happens if Anet were to implement this.
Right now, people are actively avoiding the dredge fractal for example by resetting the instance if they get it first. Would they be resetting the simpler ones and only doing the dredge fractal if the rewards were more significant?
I’d be interested to find out.
They have different teams for different aspects of the game. The Living Story team has nothing to do with Balance, PVP, WvW, Bugs, Dungeons or even the team that might create the next chapter in the big story (expansion?). So in reality, they are not losing resources/time with the living story.
The LS team gets a salary, so they’re taking away financial resources that could be spent in more pressing issues. Let’s make those salaries more useful and employ those people to work on other aspects of the game.
Only so much permanent content would ever be added at a time anyway, it would be parceled out. It’s far more important for Guild Wars 2 to keep people logging in than to add permanent content. In other words, between bouts of permanent content, keeping people involved is necessary, whether you see this or not.
If only permanent content came out and it took longer, you might have a whole lot less people to play it with when it finally arrives.
More people doesn’t necessarily mean faster creation of content.
Okay let’s put some facts down…so:
There are more zones in Guild Wars 1 than Guild Wars 2. This is a fact.
There were 48 zones in Guild Wars 1. There are only 25 zones in Guild Wars 2. The size of some of the zones in Guild Wars 1 was quite small, but let’s get to the meat of the matter.
Guild Wars 1, according to the Guild Wars 1 wiki, launched with 205 quests and 25 missions. Take a second to roll those numbers around in your mind. 205 quests and 25 missions. Even if you add the three elite areas, it’s still not nearly the 1500 dynamic events and the far greater number of personal stories in Guild Wars 2.
205 quests. That’s it. This doesn’t count hearts either. There are more hearts in Guild Wars than there were quests in Prophecies. In fact, there are 301 hearts in Guild Wars 2…which is 33% more hearts than quests in Prophecies. Now, if the hearts cancel out quests completely there are 1500 dynamic events that Prophecies had nothing to compare with.
How many of those Guild Wars 1 quests were long, or really memorable? Some were. There were some GREAT quests in Guild Wars 1. There was also accompanying a guy to collect devourer eggs, taking a honeycomb to lure of bees and finding gwen’s missing flute. Those quests include the various profession quests.
So let’s try not to directly compare Guild Wars 1 with Guild Wars 2 as far as actual content goes. There really is no contest, even with the addition of Factions, Guild Wars 2 still has more content.
If you consider empty zones with creatures in them content, once you take pathing into account, you’ll end up finding there were less hidden areas in Guild Wars 1. There were no jumping puzzles (or jumping for that matter), no vistas, no points of interest, and very few things that can qualify as mini dungeons.
There is one huge way that Guild Wars 1 was superior to Guild Wars 2. That’s in PvP types. There were far more PvP types in Guild Wars 1. I freely admit that. But there was nothing like WvW and in PVe, content-wise, you really can’t compare them. Not if you want to keep a straight face.
(edited by Vayne.8563)
Personally Prophecies had far more content than GW2 had on opening, yes maybe the world is bigger here (debatable) but the content inside the world was far more substantial in Prophecies..
Factions just made the icing on top of the GW prophecies cake, GW2 is donut compared..
Explain what you mean by MORE content. Were there more zones? Were the zones bigger? Were there more quests than dynamic events? Where there more missions than personal story instances? Were there more starting zones? Were there more dungeons? What exactly is this more content, because I played Prophecies recently. What you had was SLOWER content, but there wasn’t more of it.
I’ve had it happen to me accidentally. Standing on a ranger, get called away from the computer, come back and find stuff to collect. But trying to do it intentionally it’s just too slow. I mean if you’re farming, you’re better off killing stuff, since you do more than half the damage.
I’m getting roughly the same salvages I’ve been getting all along…sometimes it seems less, sometimes it seems better. That’s RNG for you.
Jade Quarry is the primary WvW server, I believe.
How can their be a primary WvW server? That makes no sense. If one server were the primary WvW server, then that server would always been in first place…and that wouldn’t really be fun for anyone. No challenge makes for dull PvP. It’s rivalries that make all the difference.
I think there’s be a top 3 servers, but I’ve been in tiers 1, 2 and 3 in WvW and any of those 9 servers would be fine for WvW.
However most people consider ‘Going to random places with no clues’ ‘not compelling’
There were clues though. The clues were in the achievement panel. You have to point to them to see the clues. Admittedly, I’d like to have seen the clues more visible.
^— That’s a bit debatable Vayne, but definitely very difficult to measure and it is at least close.
The world of Prophecies is actually much bigger I believe, there are more maps and they take far longer to traverse. But GW1’s content is certainly simpler, predominantly being storyline and maps – whereas GW2 offers much more complexity.Also please take into consideration how different GW2 is from GW1. When they were developing content for GW1 there were far fewer things to consider. With GW2 if they want to add new zones for example they have to work on X,Y,Z, New Hearts, a ton of new Dynamic Events, Monsters, Loot tables, Skill points, Vistas, JP’s etc etc etc.
It isn’t fair to say GW1 had a major content release so GW2 should.Also if you actually factor in all of the releases GW2 has had then it exceeds what was comparatively being added to GW1.
In it’s first year of existence GW1 got Sorrow’s Furnace, an elite dungeon that you could complete in an hour or two.
GW2 has had massive Halloween and Wintersday content releases, the original Southsun Event, The Living Story and a kittenload of changes to PvE, PvP and WvW.An expansion will come when it is ready, and I certainly hope not before it is ready.
(Technically I don’t think the living story is great, but that’s more to do with it being temporary. I would have been over the moon if they had done similarly sized permanent content releases over the last few months. But the changes they’ve made and content they’ve implemented is still really impressive)
There aren’t more maps and they’re not bigger. First, the addition of underwater, which you couldn’t traverse, that along makes Guild Wars 2 bigger. But Prophecies was pathed. The reason you took longer to get around is because a lot of the area was off limits. You couldn’t climb a mountain. There were less caves to explore. If you drew straight lines in Prophecies, the zones are roughly the same size…but you could never walk in a straight line.
Remember Diessa Lowlands? It seemed huge. Go back now and take a look at it. Without the convoluted pathing it’s not as big as zones in Guild Wars 2…but there’s more.
The total number of quests in Prophecies and Factions combined is less than the number of dynamic events in Guild Wars 2. Not to mention the number of missions (25+13) can’t hold a candle to the number of personal story quests in Guild Wars 2.
And of course Prophecies has a single starting zone and nothing that could be considered a city. Once Factions came out, you could go to Kaineng Center, arguably the only city in the game. Guild Wars 2 not only has seven cities, but it has five starter zones, and they’re big zones.
Compared to the two starter zones in Prophecies and Factions, well, no it’s not more content. And though Underworld and FoW, The Deep and Urgoz’s Warren…plus Sorrow’s Embrace represented the elite content.
Guild Wars 2 has 8 dungeons, each with at least three explorable mode paths, not to mention the Fractals. When you look at the Guild Missions alone, the amount of additional content is actually quite large.
No, I think I can categorically state that Prophecies and Factions together has less content over all than Guild Wars 2. And let’s not belabor the fact that you could beat Factions in a couple of days, start to finish.
Factions would have added far more than the content added so far. By the same token Prophecies is actually far smaller than Guild Wars 2 is.
The combination of content in Prophecies and Factions together is actually less over all, the than total content Guild Wars 2 launched with.
I had a costume with wings in Guild Wars 1.
So you use a guide that takes two hours to do something that was meant to be done in a couple of days…then you complain it takes too hours. Figuring out and finding stuff is part of what this is about. For those who, like you, don’t like hanging around an island and looking for stuff..which in this case was the whole point of the exercise, you’d probably hate this. But there are people who are exactly missing this type of quest from Guild Wars 2, and for those people this is gold.
So you complain about content taking no time, but you use a guide that guarantees it takes no time.
Dulfy is a valuable resource in some instances, but it ruins this game in other ways, particularly if everyone just runs right there and uses it without even attempting the content the way it was meant to be attempted.
A: You have zero clue how long it was supposed to take, unless you’re a dev. Are you a dev? Should we also have wandered around aimlessly in the Canach instance ramming our head into a wall so it would have taken longer?
B: Even if Dulfy did not make a guide, someone would finish this stuff and tell their guildies where everything was, then they would tell people…and so on and so on. If you don’t want to use the guide so you can be “pure”, go for it. From what I read on one of your posts, you exploited the Crab Toss event to get lots of people the achieve, so I don’t even know what you are going on about here except wanting to tell someone they are wrong.
C: Again, you have no clue what the point of the exercise was, unless you’re a dev. Are you a dev? I’d say the exercise was to test out magic find, and who wants it over gold find. That’s essentially all the island is really about.
D: People use guides because playing a frakkin easter egg hunt is about as compelling as watching paint dry. If people wanted to roam around aimlessly in a game I’m sure a company would have made Lost at Sea part 15 by now, oddly they have not.
I know exactly how long it should take, because most of my guild did it without using the guide, but some did use the guide. Give me the credit to know how long something took me without the guide thanks.
A dev might not know how long it takes to play through content, being that he knows where everything is. I didn’t and it took me a day and a half of bouncing around to find everything. Individual efforts might vary, but anyone who says that it wouldn’t take significantly longer to do it without Dulfy is just blowing smoke.
Honestly why must you contest even the most obviously true statement. What’s your problem?
(edited by Vayne.8563)
For the non-fetch quests, no. For the fetch quests, yes: I don’t like hanging around an island looking for rotting plants while being attacked by hordes of OP mobs.
That actually explains a lot.
Yes, it explains I don’t know anything about the current plot. You know why? Because I found that uninteresting in the first place, so I didn’t bother with it. As I already stated, give me some interesting story and I’ll gladly play attention. If they made me support a full scale rebellion on the island to free the refugees, for example.
By the way, wasn’t this game supposed to avoid fetch quests?
No this game wasn’t supposed to avoid fetch quests. In fact, there are only X types of quests in existence. For example kill, fetch, escort, defend. How many other quest types can you name. All games have these or some variations on these.
The example always used was kill ten rats and there are very few of those quests in this game. You have to kill but the number of things you have to kill is obscured and even can change as more people show up. I find that more interesting than a static kill ten rats quest, because the rats are still there.
In this game, centaurs attack a town and you drive them off…after killing a bunch of them. Same with many fetch quests in this game. You don’t have a number that you go through. You get it when there’s enough. Some of us prefer that.
But what other types of quests or content can there be without killing, fetching, escort or defense. Surely you take any one type away and you end up with even more repetition.
Even their fire and frost dungeon was bad. The bosses completely stopped you, their AOE’s actually hit you when you were outside of the AOE indicator zone, then there’s this bug that prevents moving if you hit the autorun key and it always hits at the wrong time, and finally if anyone’s ever tried to support on this game they’ll know what I mean when I say there’s actually a code in the game that knows where you are dropping AOE heal zones and immediately causes the boss to drop their AOE zone right on top of it. After it happened to me the 50th time I decided no more dungeons I was thru.
I mean it’s bad enough to introduce classes that are heavy CC and support (that don’t have a real burst DPS option) and then make bosses immune to CC but to have them automatically make your heal zones useless at critical moments that’s just bad.
The flame and frost dungeon was fine. I don’t know why you had problems with it. A lot of people loved that dungeon.
I don’t love dungeons in general, I prefer the open world, but complaining about flame and frost…it’s probably the most popular dungeon in this game besides fractals.
btw isnt every game is like WOW? lol i never understood this.
You level/quest/group dungeons <- what WOW is and GW 2 is…
it isnt like WOW is the first MMORPG…its just WOW is the new benchmark. So the ppl that hates on WOW i don’t understand why.
I don’t “hate” WoW. I hate what WoW’s success has done to the MMO genre.
You see, some people didn’t enjoy WoW. I was one of them. That doesn’t mean I hate WoW, I just acknowledge it’s not for me. But then another MMO comes out and another and another and they’re all just WoW repackaged in another form. I acknowledge this isn’t WoW’s fault. Everyone wanted a piece of WoW’s success. But since I didn’t like WoW what I was left with was WoW and the choice of a whole bunch of different WoWs. And each time another game came out and I thought it might be different, I’d get more and more annoyed.
Finally there’s a game that’s no like WoW that I like and people come and try to make it more like a game I didn’t like. Well, you have dozens of games to play, literally that are what you want.
Why can’t you leave one game for the rest of us?
So you use a guide that takes two hours to do something that was meant to be done in a couple of days…then you complain it takes too hours. Figuring out and finding stuff is part of what this is about. For those who, like you, don’t like hanging around an island and looking for stuff..which in this case was the whole point of the exercise, you’d probably hate this. But there are people who are exactly missing this type of quest from Guild Wars 2, and for those people this is gold.
So you complain about content taking no time, but you use a guide that guarantees it takes no time.
Dulfy is a valuable resource in some instances, but it ruins this game in other ways, particularly if everyone just runs right there and uses it without even attempting the content the way it was meant to be attempted.
OP, do you finish the achievements in two hours without using a guide?
Prince Rurik? Just kidding. lol
People, you’re demoralizing me from making a Ranger – she’s now level 21. :|
lol
I love my ranger. Don’t let the naysayers get you down. And yes, I’ve beaten CoE on my ranger. It’s not that hard.
In most dungeons, if you’re going to use a ranger, choose two spider pets, because they’re ranged and stay alive a lot longer. And of course, learn to manage them…when to allow them to attack and when to have them on passive. And don’t forget they’re on passive when they don’t have to be.
But it’s not as bad as people are making out.
The reason it shouldn’t be in the game is the same reason countries have gun laws.
You don’t give people the tools to commit crimes, unless you want them to commit crimes.
You might say, well not wanting to play with people who aren’t good isn’t a crime…and that’s true. But it makes for a lousy community. I don’t believe Anet will ever allow it in the game, because of how they feel about community.
Good luck guy! Dont’ forget to guest over to TC and say hi!
That’s awesome! I’m really happy for you. Congrat!
yea…im just leveling alts now, but i might stop playing cause end game is terrible, crafting is awful, don’t want to waste time leveling to 80.
So go play a game you do like. Because this game is a whole lot better for some of us than you’re giving it credit for. YOU don’t like it. That means what, exactly?
End game isn’t terrible,. it’s not the end game you’re used to. Do you realize how many people came here to get away from end game?
No walking if no one cares why are there nearly 1500 hits on my blog? And why are you here responding? You should troll another thread
I have 1500 hits on pictures of a coffee cup. You’ve started 72 threads on this topic, of course people go look. There are thouands of people who read the forums. 1500 isn’t a very big number.
And since 1200 of them are probably you going back to check to see the hits, it’s not even accurate.
It doesnt change the fact that a majority of that post is very accurate. tell me something i dont know… and this is my personal experience, not yours ( Vayne, Jordo, Mirta, Geotherma ) so lets keep the facts straight.
Anet broke Recycling for Ectoplasm, it happened, a lot of people got screwed and I have not heard or read anywhere that ALL players were reimbursed.
Players who used the salvage kit during the broken period received a free one. Lots of companies didn’t do that. You didn’t mention it at all. This is picking and choosing facts to try to make a point. This is called spin.
I’d be annoyed if you weren’t so bad at it.
Even your very first paragraph has issues. It seems impossible for them do to anything without breaking something. Have you ever PLAYED another MMO before. This is standard fare. You neglected to say how long it took them to fix that particular error you pointed out. You neglected to say they compensated people for that error. This shows bias on the part of the reviewer.
Your profession analysis is basic but misleading at least, and really bad at worst. You say the ranger is OP in Pve? Maybe in open world stuff, but that doesn’t really apply do dungeons does it? Or are you saying dungeons aren’t PVe?
You say thieves are invisible 90% of the time. Care to back that up? Many thieves build without putting too much into stealth, but you neglect to mention this.
The warrior doesn’t reign supreme in SPvP or even WvW. I have no idea why you would say something like that.
In your section on dynamic events, you leave out the dynamic event chains that are most interesting, such as the long event chain in Straits of Devastation or the Malchor’s Leap even chain, which not only has an interesting story, but adds challenge to the game. In fact there are many event chains that you ignore in your desire to paint the whole game with one brush.
I get it, you don’t like the game, ergo you’re biased and leaving out anything decent. Your very choice of language calls your judgement into question.
I’d say that I’d rate this review 4/10 (4 for the effort). For accuracy alone, I’d go less. Bias is bias.
I just read it. I have to assume you haven’t played this game.
This daughter of Ascalon reached the pinnacle of her epic journey today with the creation of Incinerator
I used this video as inspiration for the home stretch. He tells of his road to incineration, how we must embody hell – becoming servant to the flame in order to wield its untouched glory.
http://www.youtube.com/watch?v=YnyNTwic9AUThank you JawDane, wherever you are.
Oooo! Congrats!
Piken Square is the unofficial RP server in Europe.
Tarnished Coast is the unofficial RP server in the US.A lot of people guest over to Tarnished Coast to RP and even join RP guilds on TC. You’ll be fine.
But if I guest then I can’t do everything on the server, correct?
You can’t WvW, which you can do on your server. Not many people RPs in WvW anyway. You can do ALL the PvE on the server and you can PvP as well (though no one RPs there either).
WvW is it’s own separate area of the game, and it’s probably not the best place to RP.
Dungeons are not Dynamic, and broken! When you can run through Fractals without clearing, there is a problem!
In your opinion. Fortunately, others have different opinions.
Piken Square is the unofficial RP server in Europe.
Tarnished Coast is the unofficial RP server in the US.
A lot of people guest over to Tarnished Coast to RP and even join RP guilds on TC. You’ll be fine.
You can guest over to Tarnished Coast no matter what server your home server is, and all you miss out on is the WvW, from Tarnished Coast. Unlike most games, you’re not locked into PvE on your home server.
Guesting is free.
Nope, it takes a whole lot more to make me exclude someone than a profession, or race, or pretty much anything. You have to be really nasty or argumentative for me to not run a dungeon with you.
I’m going to get flamed for saying so, but when ANet did away with the trinity of tank, healer, dps, it made for a dull dungeon experience. Without tanks to soak up damage, and healers to keep everyone’s health bars topped off, dungeons are basically just zerg content. To keep a “level” playing field, that any profession can play in, they designed dungeons so every profession can withstand the damage mobs dish out, and gave us a dodge mechanic (which I love, btw) to avoid the big stuff.
So, how to keep dungeons from just being massive dps-fest facerolls? Give mobs and bosses knockdowns and snares, and (with bosses at least) huge dps-spike one-shot attacks which will kill you regardless of how defensive you are. In some areas, they included traps to slow things down as well.
What this does is:
1) Encourage people to skip trash mobs. They don’t drop anything worthwhile, and are really just annoying bottlenecks.
2) Encourage people to go full berserker and dps things down as fast as possible. If you dodge/avoid the big spikey attacks, then go back to dps-ing, the mob/boss dies faster, and does fewer big spikey attacks. DPS is king in this game.
3) Encourage people to find the dungeon paths that can be completed the fastest, and run them over and over. It’s simple risk vs. reward behavior.
4) Once people learn the mechanics of a particular boss or dungeon path, it gets repetitive (for example: when the boss does xyz, wait 1 second, then dodge, then go back to dps-ing). When content gets repetitive, people look for the fastest repetitive content to do for their rewards (loot, money, etc.), and skip the rest.
Attempts to make content “harder” have really just made content more annoying. If we look at the changes made to AC a few patches back, it’s not really a “harder” dungeon, it just has more annoying mechanics that slow parties down. As a consequence, fewer people run AC now than they used to.
Making dungeons take longer to complete, with more “tripwire” (roots, snares, knockbacks, knockdowns, etc.) type content in them is not a very good solution, because people tend to avoid that kind of content.
In my opinion, dungeons in this game need a massive overhaul. Mobs and bosses need to be made more “interesting”, and “smarter” — not just frustrating and annoying. Some of the paths take way too long to complete, and many players don’t have the time or inclination to run them, given the rewards. Some are too short, and thus get exploited. But the saddest thing? Many dungeon paths in this game just get ignored or avoided.
exactly…im a new player, i thought dungeon was kill trash mobs quickly get to boss etc…, what im getting is all speed runs…a lot of jerks around too…
also i die alot.
i am getting use too it and all but doesnt seem to fun =/. I expected more
Maybe you need to stop pugging, join a guild and find people who do dungeons who don’t run past everything. Such groups exist, if you’re willing to find them.
Sure it’s hard to find the right guild. But that doesn’t mean it’s not WORTH finding the right guild.
I play with my guild all the time. It’s made a tremendous difference in the game to me. I got lucky though. It was the first guild in the game.
In Guild Wars 1, I went through several guilds before I found the one that was right for me.
I hope Living Story will be replayed. Several of us in my guild didn’t get “A rallying flame”. That’s a complete waste of, what, 3 months!
How is not getting A Rallying Flame a complete waste of three months? Is it the achievement point you’re talking about or the experience itself? Because as an experience, it was clicking on a fire. You didn’t miss much.
Hey now that fire gave me like 30 minutes or something of having 452 MF :P Which i wasted most of (stupid censoring..) away from keyboarding for dinner..
I thought you could keep going back to it.
I do a lot of stuff with the guild. Finding a great bunch of people to play and hang out with is huge for me. Someone needs a dungeon, even though I’ve already done them all. Sure, I can help out.
Helping people find vistas, or just getting together for some WvW is much better, for me anyway, when playing with people I like hanging out with.
The game is great, but there’s only X amount of content. Helping people through it who haven’t finished it yet is like vicariously experiencing it all over again.