Few things devs should consider:
- Difficulty normalization: each dungeon should have appropriate overall difficulty, comparatively, scaled to their recommended level to enter.
- Rewards need to be rewarded. There should be a long term incentive to run dungeons even after a player gathered enough tokens. For example, tokens should be tradeable, exchangeable, or have more uses.
- Mechanics should be fun and challenging, not tedious an infuriating. Mobs (normal and boss included) shouldn’t have unnatural amount of HP. Encounters shouldn’t be done most effectively by meta-gaming (such as requiring one person kite and inevitably die, then the next person rinse and repeat).
- Important bugs need to be fixed ASAP. Why are some graveling burrows in AC are still a kitten to land a successful hit?
@Lorana
I believe I saw at least two replies asking, but didn’t see an official answer.
- There is something in development that will “greatly increase” number of concurrent players in WvW. (!!!)
This is disappointing to be honest. Servers with less players will get stomped even more and the larger ones will just have more zerg power. They should spend more time focusing on making sure the servers have equal populations interested and participating in WvW first and lessen the amount of bandwagoners. Increasing the number of players able to be on a WvW map is just going to cause more problems. Not to mention the maps weren’t designed for larger amounts of players so I wonder how that will work out strategically.
I think increasing player cap on existing wvw maps without rebalancing is not smart, but that’s not exactly what’s being said. I’d imagine there may be new wvw maps or something.
Doesn’t look like there’s a topic on the official forum yet so let’s start one. I’ve been following that thread on reddit and trying to get all the developer quotes. Here’s a summary list…
- A team of developers is investigating the overwhelming FoV complaints (currently locked at 65, while most modern PC games default to 90 and let players to customize this value). No definite answer is given, however, as they still don’t rule out that there may be a bug involved.
- Player culling (“invisible army”) issue in WvW is troubling the devs as much as us players, and they reiterated that the fix is not simple and require much more work before a fix is possible. And of course, no ETA of any sort, but it is work in progress.
- There is something in development that will “greatly increase” number of concurrent players in WvW. (!!!)
- Understandably, ANet is not sharing details on the process of detecting and removing bots, other than reiterating that they are banning bots in waves. It is also said that players should see a noticeably decrease of bots in the next few weeks.
- Broken SP challenges: the devs are focusing on addressing the root cause of the issue, which presumably, once fixed, will benefit old and new content alike.
- Multiple trait set is on the “cool to do” list.
- There’s no plan to support an official Linux version of the game, however the devs has optimized its usage with Wine.
- The game is still largely CPU-bound. Optimizations are still being made for a wide range of specs. Though it seems the priority is still to have the game running smooth on lower spec PC.
- DX11 support is still under review by the devs, and it is unlikely to include DX11-only features that don’t work on lower spec hardware. Anti-aliasing options are also being explored.
- The biggest challenge in fixing bugs is the broken dynamic events, as they are hard to reproduce outside of live environment. It seems that there are tools that are being developed to tackle this issue.
- Preview equipment via trading post is possible, although it’s not a priority at this time, and has things to do with API support and more polish to the TP system.
- A more enhanced LFG tool is likely trimmed in order for meeting shipping deadline, and is now being looked into.
- Player character profiles on the web feature can be realized by using APIs, which is under development.
Wall of text of quotes are dumped in my blog post for anyone interested but don’t want to dig through the reddit thread. Given the large volume of text, it’s more than likely I may have missed something that should be mentioned, and even erroneous interpretations of the original quotes, which of course, is why I made this thread for
Last but not least, thanks anet for the very informative AMA session!
since there’s not a party leader in the sense of joining, inviting, and kicking party members, the instance should not tie to party leader. If the party leader leaves party or need to be kicked by majority vote, then the majority should not be punished by a reset of the instance.
I remember quickly sidestepping will render one of its attack almost useless. Just need to stay at maximum distance, and party members are split up to avoid aoe damage.
It is appalling that ANet has the source code and testing environment is still “looking into it” without any meaningful and timely reply. It shouldn’t be hard to determine if the patch is “working as intended” or is some kind of mistake.
Please, arenanet, have the decency to tell.
I think if you post about how long your spirits last in aoe, some other classes might get nerfed instead.
I had some trouble with these formidable burrows on my ranger. Compare and contrasting the efficiency of hitting them with longbow and shortbow… longbow wins due to what I suspect—a more curvy trajectory. It seems that the closer arrow’s incoming angle to the burrow to vertical, the easier it will hit. So stand on a higher ground than the burrow, or keep maximum range will help.
And of course, this bug still need to be fixed. Failing the dungeon a few times to figure out this trick is rather unsatisfactory.
I can confirm the burrows from Tzark’s path also cause misses from projectile attacks from bows and axe.
Not sure which one is more stupid: bugs like these exist, or the decision of removing incremental token rewards from mid-bosses in explorable despite the fact that these bugs exist.
I thought they fixed it, because when I did AC yesterday, I seemed to be able to hit the burrows 100% of the time. There weren’t any complaints from the other members, either.
Before, it was awful. I had to circle around it and search for the constantly changing hitbox. It felt like I had a 20% hit chance on it.
So if you are experiencing it, I might just been lucky. A long time ago, I think one of my guildies found it almost impossible to hit it with a bow, but he was able to hit it with a greatsword as a Ranger.
What is your character’s profession and which weapon/skill were you using?
Another bug I found was that I was standing on top of a burrow trying to hit it, and when it died i somehow got “pushed” into and under the stairs close to it and was unable to get out other than using a waypoints.
So I tried AC ex mode Tzark’s route, twice, and both failed at the Lover’s Tomb part. I’m a ranger and I can’t seem to hit the burrows with either great sword, bow, or axe. Party members reported the same thing happening… so the question is, is it always like this and we’re missing something? or did arenanet kitten up in one of the patches?
Something fancy to ride is nice… but dramatic increase movement speed is a big no. It will break the balance of a lot of things.
@Nirvash
You described how your taste in pvp differs from what the game has, but that alone isn’t helpful in getting what you want. If you really feel it’s important to show off your pve armor in pvp, not running with a zerg in wvw may help.
As long as Anet is proactive in banning gold buyers (as well as gold sellers), the deterrent should be strong enough since hopefully people values the $60 payment for the game.
The reality of MMO is that there is no eradication of botting and RMT no matter how hard devs try. Of course, them trying hard is important, but not being a F2P game has its advantage because the ban hammer weights a lot more.
I think this thread was meant to be a constructive dissection on the game’s problem and offer ways to improve. And a few pages of replies later we now see fanboys and armchair gamer psychologists what should and should not be fun, and people should or should not be playing this game.
The epic derailment is rather amusing.
Let’s all restrain from defining what is fun and impose your idea of fun to other individuals. The thread is made because the poster didn’t have fun, and the number of replies and relevant topics show that his grievance is shared by many others. What I’m seeing is that some people are spewing walls of text—with sensible words, but nothing constructive to the improvement of the game (and only reinforcing/preaching their own idea of “fun”).
Most logical suggestions regarding rewards (which arenanet recently started to implement) have no negative impact to those who already consider the controversial aspects the game are fun. The only conclusion I can reach is that some posters seem to want their kind of “fun” to be as exclusive as possible, although in truth the ideas are not mutually exclusive at all.
Hopefully this thread can recover from this derailment, but I won’t hold my breath.
It seems personal story rewarding equipment that are two levels below the recommended character level is a common theme. It doesn’t make a lot of sense to reward players outdated gears. The equipment level should be 0~2 levels above recommended character level, not below.
There’s something off with OP’s argument right off the bat.
I’m going to define “reward” as “something that has functional use in the game”; i.e., non-cosmetic rewards like gold, resources, karma, gear, etc.
I’m sorry that I have to break it for you, but this is denialism. Reality check: the reason why people grind for cosmetic gears is because that the gears look good, and people want to wear them to look good. The central controversy about grinding and rewards is that people perceive items that cost tons of gold and karma to make, with no statistical advantage than their easier obtainable counterparts, as a valid and important reward.
GW2 has a tons of camera related issue. The top one off my head right now is how “push close by obstacle” design. It makes me (and many others) nauseous in jumping puzzles, where the camera would be pulled in and pushed out in a very undesirable fashion, which is the number one reason preventing me having fun in these puzzles. I can see why “no clip” camera would be somewhat problematic (though it can be solved in other ways) in pvp, but in known locations that have jumping puzzle, please introduce a way to make camera movement sensible so it doesn’t hinders the players’ ability to face the real challenge that the puzzles are designed for.
Zombies… maybe not very interesting choice for minion due to there is a zoo of them in a place called Orr. Skeletons on the other hand, would be a good addition.
I think this is a good indicator that the 24-hour format for generating reasonable scores for match up has failed. And as long as free server transfer is open, this fail is going to continue, especially with the snowballing mechanics in wvw that makes both the winner and the losing sides skewing to polar extremes that don’t reflect their true strength.
Sad.
The only answer from Anet has been that they don’t really see necro’s as broken just hard to play or in other words “l2p” . . what is up with that? Good customer relations Jon. Way to alienate 90% of the necro community.
Way to misinterpret!
The proper course of action is to wait until the metagame stabilizes before making any drastic changes. He hypothesizes that the death shroud mechanic could potentially be of great strategic use, they observe for a good amount of time, and they make the changes they think are necessary. It is a very scientific way to go about the game rather than reacting to loud and immediate pleas.
Hate to break it for you, but “l2p” was exactly the message the dev sent in his reply. There are many good posts here, at gw2guru, and reddit about why necro’s profession ability, DS, needs serious revision, and none of those key points was addressed in that dev reply.
And yeah, this stuff is really discouraging. Even if we don’t see immediate updates to the class, at least acknowledge people’s complains are legit, and give us a road map to expect in the short future. Instead we get nothing but l2p and then silence. If this keeps up people are just gonna reroll a different profession (myself included).
You banned players for buying Karma weapons and selling them back to the venders for in game currency… Explain to me how this is different from buying Gems and “Trading” (selling) them for in game currency. In essence it’s not, you labeled it an exploit because players found a system in which they could exchange Karma for in game currency. So instead of explaining WHY this was an exploit you banned the accounts and labeled it an exploit. Once again punishing the players for THINKING. Really, what is wrong for exchanging Karma for Gold? I’ll tell you, it takes away from the money you make from people buying Gems. Of course you don’t want to say that, but you have a business and you want to keep it that way.
Stopped reading right here. You should educate yourself by reading what ANet posted about why they were banning people during that incident. Protip: the exchange rate.
Grinding has been an important aspect in all MMORPG. That includes EQ, to WoW, to GW1, and to GW2. GW2 so far has done an OK job to separate grinding from unique content, but unlike its predecessor, this game doesn’t provide a good grinding mechanic to those who want to grind.
Grinds are NOT an important aspect in MMOs. Grinds are a BY PRODUCT of the need to keep players running on a treadmill and paying their subscription fee. They have never been remotely desirable from a game play perspective. There is nothing less visceral or compelling than watching numbers slowly go up. That’s why they started calling it a grind, way back when. Because it was unpleasant. Now we’ve got people saying “I like grinding!” Buddy, if you like it, it’s not a grind.
We need to get rid of this toxic, silly expectation that MMOs are going to provide us with endless progression. It is an oppressive, life devouring, and ultimately extraordinarily unrewarding way to design a game. It was bad enough when they did it to keep people compulsively paying a sub fee. It’s even worse to demand it now that there is no sub fee. What on earth are you guys thinking?
It’s understandable, but obviously your definition of “grind” is one of the two that differs from mine. What I meant by grinding is just repeating the same set of actions mechanically in terms of gameplay. Such as clusterkitten Orr, or pre-nerf CoF speedclear. People may or may not like it. People may still do it even if they don’t like it for the sake of the rewards. People may do it maybe because they like it.
Why do you feel it’s “toxic and silly” to expect MMO that provide us with endless progression? Why do you feel anything from a game is “oppressive, life devouring”? It’s understandable that you don’t want to grind, but statement like that only seem to put yourself in the seat of a self-victimized addict to video games that should probably seek professional help.
I
Now let’s not forget what ArenaNet promised us: a better gameplay that would beat AAA subscription model MMO’s. That would also include the ability to retain players, having them engaged in the game to keep generate revenue (for the developers) and fun (for the players). As player, why should I expect anything less than that?But are we really at that point yet? It’s been three weeks and I’m at level 60 and no where near map/story completion. We don’t have access to the numbers, but I imagine I’m above average when it comes to exhausting the content. I’m not even worried about getting max gear, because I’m still enjoying exploration of the world (currently in Blazeridge Steppes). I think if you exhaust the sizable content with in days to a few weeks, then yes, considering another game to play is a valid alternative. This isn’t a demand to leave, it’s more of a request for consuming the game at a slower pace that is closer to the average.
Grinds are put in to provide activities to do for those that clear content at an above average pace between content updates, and the grinds in GW 2 are sizable ones from what I’ve seen of the legendaries. What do you think is lacking exactly?
I am more alluding to the recent patch to dungeons, and another thread on this forum which raised a legitimate question on what message ANet is trying to send: while they say they don’t want us to grind, there’s a huge grind revolving dungeon rewards which obviously want players to achieve, while the developers added several other features to punish people for wanting to grind instead of making the grind more fun and less grindy.
I don’t see how “let’s be apologetic and stop playing the game” is a constructive comment on how to make this game better. We all understand no game—not even gw2—has limitless content that will keep most people away from voluntary grinding. B2P and F2P MMO and their players have a mutual interest in wanting to have fun and spend as much time (and in turn, RL money) in these games as possible.
Hence the desire to grind.
Now let’s not forget what ArenaNet promised us: a better gameplay that would beat AAA subscription model MMO’s. That would also include the ability to retain players, having them engaged in the game to keep generate revenue (for the developers) and fun (for the players). As player, why should I expect anything less than that?
It is utterly absurd to consider a gameplay design that would “send players to another game due to their boredom in gw2 instead letting them grind here” is a sane one. And to all players who are saying GTFO to those who ask for more a better endgame grind, which is certainly less demanding than what ANet promised us not long ago (“free content upgrade”): what kind of pleasure do you get from a diminishing player base? Does it make you feel more “pure” in a community that only have people that share your opinion? Does it empower you to point the door to those you perceive to be less worthy of the doctrine of ArenaNet’s design philosophy?
This is not Eve Online, and ArenaNet is not CCP. This game is marketed as open, broad, and fresh as possible, so a large and diverse number of players can have different methods of having fun. Although this game is also marketed as the antithesis MMORPG of what WoW stands, note that not everyone came from WoW and any suggestion that bare any similarity to what WoW has are intentionally trying to ruin your fun. Also note that nobody is asking for raids, which is probably the only rather “original”, signature aspect of WoW.
Grinding has been an important aspect in all MMORPG. That includes EQ, to WoW, to GW1, and to GW2. GW2 so far has done an OK job to separate grinding from unique content, but unlike its predecessor, this game doesn’t provide a good grinding mechanic to those who want to grind.
And if your interest has nothing to do with grinding, please have an open mind to those who do want to grind and expect a bit more competent endgame grinding element.
I don’t object the current cost in porting to zones similar to character level, but having wp costs scaled with character level is discouraging high level characters from participating/helping lower leveled friends and strangers, which is a direct contradiction to the design philosophy that higher level characters can still have fun in lower level areas.
Many solutions have already suggested. Scale wp cost to the zone’s level instead of character level, or increase the chance of getting character level-specific loot to help cover the cost.
So without any meaningful changes to the paths to make their difficulties normalized, people are punished for wanting spending more time in a already flawed dungeon system (albeit grinding)…
Ludicrous. How about just remove all rewards from dungeons? Including but not limited to exp, loot, tokens, and delete all existing tokens and set items that players already obtained. Because obviously the “challenge” itself is worth of doing dungeons, and dungeons will never “not feel like a grind” if there are unique material rewards for completing them.
you confuse yourself with our actual enemy. bracket 2 is not our playing field. our server is built to fight in the first bracket, there matches are more even because everyone is roughly at the same numbers. unfortunately there are 4 servers competing for the top bracket and thus 1 server will always be sent down to fight the less organized servers.
let me reiterate: YOU ARE NOT WHO WE ARE GEARING UP TO FIGHT. what we do care about is next weeks fight. and we would be lying to ourselves if we thought it would be even remotely as easy as this week has been. by the gods of the dice we were given this opportunity to gear up, reload and prepare for next weeks fight, and we are doing that to the best of our ability, whether it be via recruiting, gearing, and strategy building
First of all, my server is Crystal Desert and I have no idea which server you guys are camping, so no need to get personal
And no, I personally wouldn’t run into a bunch of golems and die hilariously.
Anyway, if it’s your idea that bringing unnecessary amount of force to a spawn camp is a positive recruitment effort, then I hate to break it for you: you are not going to win the appeal of your target audience with that. Yes, I am aware of there are several routes leading out of any spawn area, but it doesn’t change the fact that you brought that amount of force to demoralize your opponents, thus, hindering competition, and generally associate your guild with negative PR.
I get the same error. I was wondering if I’m going crazy or something lol. Gladly I am not.
you can bring on the big kid words about our organization and what we do, but come to the realization that this is just a fact of life in WvW, and recruiting is just a necessity to compete. if you have looked at any of my posts i have not looked to even remotely hide the fact that we recruit and apologize for absolutely nothing. we will however fight against accusations of cheating as it is both illogical and hilarious to us, coming from a server that have been actively documented to use flying hacks.
I have a thing against spawn camping.
Let’s be honest though. Yes, it’ll cost you money to let opponents break your siege weapons and structures, but camping an enemy spawn with a bunch of golems and ballistas is not a necessity to compete. Plus, I have a feeling that Ruin doesn’t need new recruits since they clearly has the superior number…
It’s called demoralizing the enemy to hinder competition. While it’s not cheating, it’s poor sportsmanship, and I find it silly to pretend otherwise.
The problem is free world transfer. It not only creates problem in WvW, things like resource node farming is also “exploited”.
provided nothing can stop people from buying another copy of the game and spy on opposing servers. That screenshot is rather a shamelessly distasteful for the guild in question, which I believe, is exactly what they want to appear in public.
BluebirdTL;DR Version:
If you don’t like the game, don’t play it. Don’t try to change the reward structure for the rest of us who do like the game. We were it’s intended recipients, as such has been clearly stated by Arenanet many, many times.
Let me rephrase it for you:
“This game is perfect and free of any bugs or design flaws. There can be no suggestion to improve the game, and all suggestions ever made will make this game less perfect. ArenaNet said that this game is perfect, so the only people who can play this perfect game are myself and people who think like myself. If you don’t think this game is perfect like I do, gtfo.”
Now, let’s see…
BluebirdAnyway, I’m not a fanboy.
I can see why you believe that, lol.
Yep. Anyone who likes the game is a fanboy.
I guess he missed the part immediately after where I said “The game has problems,” and then the posts below that where I agreed with some other posters on what, specifically, those problems were.
Just a troll here, best to move along.
Trolling is a harsh word and it certainly isn’t my intention. It was meant to show you that how your tl;dr (not your entire post and the follow ups) reads exactly like what a fanboy would say. I would suggest you either don’t make a troll/flame bait tl;dr, or at least make them accurate to reflect the entire post.
Anyway, I’m just trying to clear up confusion about the deleted post of mine. Thankfully it’s preserved in quotes and I do hope you would agree with me, that this forum doesn’t need more fanboys complain about complainers in an inflammatory fashion.
“What I would call ‘hard’ was trying to run Domain of Anguish and Mallyx with a balanced setup in the first weeks it was released. Many people called it impossible, but it was a heck lot of fun to do! Why? Because it offered veriety and fluid gameplay, quick and deadly like it should be. Not kiting a mob for 2 minutes and then walking into the next mob rinse and repeat.”
I’ll point out ironically, when we first turned on DoA back in Gw1 the posts you’re seeing in this forum from a few folks about difficulty were the exact same comments everyone had about DoA. It was “impossible, mobs were just tuned to do insane damage and have huge HP, there was no tactics to defeat DoA”, etc. I went back and read through the original DoA launch feedback and it was literally identical to the comments folks on the forums are leaving now.
We made the choice back then to stick with the difficulty, and give people time to learn how to play the dungeon better and overcome it. A few months later, people viewed it as the most fun thing in the game and totally reasonable without us changing anything.
We’ll be doing the same with the Gw2 explorable dungeons, our own internal testing teams and alpha test groups learned to beat them using a combination of player skill, synchronous builds, strong use of cross-profession combos, use of cooking/consumable buffs (these make a huge difference!) and well formed player tactics. By comparison, after having months to play the game and the time our alpha was complete, some of our better dungeon groups felt the explorable dungeons were too easy for launch, we decided not to make them any harder given the expected player skill on launch.
We’re actively monitoring every dungeon and working on balancing issues we encounter appropriately. We’ll be keeping an eye on bosses we think don’t have enough varied mechanics to warrant their large health pools and updating them over time to make them more varied/interesting fights. We’ll be monitoring, and continually tweaking/adding to dungeon rewards over time and of course balancing where we see the need. And of course, we’ll be looking at adding more dungeons as well!
All of that being said, the game is VERY new for most of our players, and I can absolutely promise with more knowledge of the game and advanced player skill, the explorable dungeons can all be overcome by being skilled groups. We’ve seen many groups do it just fine in our internal alpha test once they had time to learn how to play the game well. Just like Domain of Anguish in Gw1, it takes time and practice to learn how to overcome stuff as hard as our explorable mode dungeons, and that’s exactly the kind of players they are designed for.
If DoA was any indication, a couple months from now, many of you will likely be posting saying most of the dungeons are too easy and you need better challenges
another “l2p” response from the devs lol. Seriously, why is it so hard to see that the core problem is not dungeons being “too hard”, it’s about the steep learning cliff, convoluted design (why the trash mobs often cause more wipes than bosses? why a high level dungeon feels much difficult than a lower level dungeon? why certain routes in HotW and CoF ex mode are considerably easier than even most story mode dungeons?), and finally, the reward that doesn’t scale with the effort and time spent doing these dungeons.
And someone should do a reality check on how popular is DoA in gw1. The place, along with many other “elite” areas, are basically off limits to new players, since the learning curve requires the veterans to teach and the newbies to practice before becoming good. So, remind me why is it a good design and why we want that kind of mentality in gw2 please?
Please allow us to see overall queue sizes and our own position in queue for all WvW maps.
i won, close the topic, cant discuss or give a valid reason of why repair should not be there.
You know, maybe when you don’t have anything constructive to say in a thread, the best option is to not saying anything instead of spouting /thread.
Anyway, repair fee ties into the whole reward system in wvw, which I believe anet is still tweaking and will be addressing the issue soon.
Sure, it’s easy to roll with a zerg and never die and get exp, karma, and gold from events. Currently repair fee in wvw only hurts the underdog server who’s being significantly outnumbered, where it’s not possible to avoid death and do anything useful at the same time.
Death in wvw itself is a severe enough penalty, since it means one less body to fight and a long enough walk to get back into the fight.
Let’s not be ignorant of the facts.
I think I read somewhere saying not all dwarves underwent the rite. Mainly the Deldrimor dwarves did, but let’s remember the Stone Summit would have no interest of doing so. Let’s remember Slaver’s Exile plot taken place after the main plot of EotN is finished. In theory there may be organic dwarves somewhere, most likely the descendent of Stone Summit dwarves.
[Spoilers] ArenaNet "confirms" the fan theories about Elder Dragons?
in Lore
Posted by: kgptzac.8419
The Pale Tree being a rouge champion of a “nature dragon” seems to make much more sense than the theory of her being an evil entity from gameplay point of view. As much as some may love conspiracy theories, such plot twist will no doubt butcher the lore from inside out when one of the playable race’s “ruler” is actually evil.
Logically, he made a poor decision. The death of an elder dragon is worth more than the life of a queen. Its not like Jennah needed him anyways.
Not so. The queen is instrumental in brokering the truce between humans and charr, and this fact alone qualifies her existence as the ruler of Kryta and pretty much all of the human race. That, plus her popularity and ancestry makes her a more fitting ruler than Caudecus many times over.
Actually I think Logan’s desicion is probably the single shining point to the plot of Edge of Destiny. The rest of the novel reads much like an RP of the progression and drama of a raiding guild in MMORPG.
edit: One thing needs to be reassured that Logan did not had that “big picture” in mind when he decided to save his lover instead of his friends and slay an Elder Dragon. What I’m saying is that the decision has a justifiable outcome, consider the Elder Dragon isn’t that hard to kill after all.
(edited by kgptzac.8419)
You know why there aren’t many posts from people saying how much they love the dungeons? Because those people are too busy playing and enjoying the game to come here.
Just because all the whiners make the most noise, doesn’t make them right.
Excluding all the “OMG nerf it” and “l2p” nonsense, most complaint posts about dungeons in this forum actually listed reasons why the current design is flawed and in need of improvement. I know some people may have trouble distinguishing constructive feedback from whining, but I think ArenaNet devs are capable of doing so.
I hate to say this, I really do, but here goes nothing.
Anyone who holds to the thought that the current state of the dungeons is a good thing for the vast majority of the current GW2 audience is flat out completely wrong. Sorry, you just are.
Here’s why.
1. People play dungeons for the rewards. If they suck, people will hate.
2. People don’t have all the time in the world to put in 2-3 hours for a 4 boss dungeon.
3. Current dungeon gameplay is so drastically different from non dungeon pve that it feels completely disjointed from the world.
4. Inconsistent. Trash pulls are harder than Boss. Level 40 dungeons easier than level 30.
5. Wiping time and time again will discourage further play.The above statements are true for about oh, I say, 80% of the people who play.
There is a lot that is wrong with the dungeons right now. There is a lot that is right as well. The reason the dungeon issue is so glaring is because everything else is so polished and honed. Dungeons feel…well crappy.
Bar minimum, if nothing else is done, rewards need to be increased. I don’t mind a challenge, but at least reward me for my time. Kill a champion, get a white. Really?!
This man speaks the truth better than I can. ANet seriously need to start reading all the valid complaints like this one to make dungeons sensible in this game.
AC story mode is convoluted. The three Ascalonian Archers are still the most overpowered mobs in the whole dungeon, while the last boss is a joke where ranged attackers can basically kill him without ever taking damage. I don’t understand why people say this dungeon is fine as it is… it definitely is one of the hardest story mode dungeons in the game even though it is the first one players would face, and have several instances of non-boss foes are insanely difficult.
also its a social game like you said, so be social and get a party together and do the dungeon.
As I said in my original post, it’s not about if I want the dungeon tokens, it’s that I want still use the tokens as a reward even I’m not interested in anything I can trade the tokens for.
Also, I’m not calling to abolish all non-tradeable items and currencies. Karma, soulbound and account-bound items all have their use. It’s also not about people selling gems for “pay to epic”. They already can do that by buying crafted exotic gears. Allow me to repeat myself again: it’s about giving fairer rewards to people so they are more motivated to run dungeons.
The equipment requirement makes me scratch my head. I hope it doesn’t mean that without full exotic set I should forget about doing arah explorable mode.
Well, you don’t need any of the dungeon gear technically… it’s only prestige. By allowing the tokens to be traded you remove some of that prestige because the work the player put in (or didn’t) is more questionable. When you see someone with Orrian armor, you know what they had to do for it. If they did what you suggest, people would just see “Oh, probably got his friends to farm it for him” or “Oh, he probably just bought the tokens” or “Oh, he got all his party members to give him tokens to speed up the process”.
First of all, I don’t see any of what you said is a bad thing. Also, the market price would be fair, and to be able to afford the token, the buyer need to spend similar amount of effort, albeit elsewhere.
This has worked in GW1. All the “prestige” armor sets in GW1 have components that are fully tradeable, and when I see people wearing them I know they have farmed a long time to afford the set.
I’m fairly certain that this suggestion has been brought up before numerous times, maybe buried in threads that contain many other suggestions of improvement.
Well, here it is again, said loud and clear in the title. I find dungeon tokens not being tradeable is an arbitrary and anti-social limiter that has no place in GW2, a game that is supposed to be exceptionally social. It is my personal experience, (and echoed by many others, ) that the current state of explorable dungeons give too little reward consider how much effort must be put into a successfully run.
The problem compound itself when a guild mate is starting a party for the explorable dungeons that gives tokens I don’t need or want. So the situation becomes: I want to face the challenge with my guild mates, but my motivation is severely diminished by the fact that the most valuable reward from the dungeon serves no purpose to me other than taking up bank spaces.
Making tokens tradeable makes much more sense. People who really want those armors can obtain them easier from buying tokens from the trading post, and those who normally wouldn’t run explorable dungeons have more motivation by selling the tokens. It’s a win-win situation everyone.