If you are going to call ignorance, you might want to start with sweeping your own floor first. That aside, I was giving two quite specific examples of how game mechanics support concepts such as stacking or skipping. However, judging by the rest of your post, there might be the need to first clarify what exactly can be considered as stacking or skipping. As far as stacking goes, I’m referring to standing on top of each others in order to maximize the effects of cleave as well as boon distribution. As far as skipping goes, I’m talking about bypassing a series of mobs through means of stealth/swiftness in order to get to the next “gate” that the dungeon path requires to be completed (skipping a gate itself is obviously neither intended or has it been in question).
As for the rest of your post, I don’t consider the oversimplification helpful to a discussion: Cluster of “trash-mobs” (begs the question why the community even named them as such) are not necessarily diverse, on the contrary, in several dungeons they are just a bunch of the same enemy types with the same basic behaviour. Thematic placement is completely irrelevant for dungeon completion, it’s just a visual thing really. But most importantly, the main reward component comes from the completion of the dungeon aka the final reward, neither implying nor suggesting that you have to complete EVERY non-gated step of the dungeon in order to qualify.
In short, there are certain “gates” in dungeons, often resulting in a (small) chest reward. Then there is the main reward component obtained by completing the dungeon. However, the tiny reward-pieces spread across “trash-mobs” are hardly relevant in this picture and there are no indications that Anet mandatory wanted you to defeat every single one of those (lack of gates). If you bother to actually do your research on this kind of content, you will come to realize that it’s these later parts that are being skipped.
I find myself having to explain this every time: The “Argument from Ignorance” is a fallacy in which someone uses the lack of information to assert a claim. This generally takes the form of “X is true, prove me wrong”, but also takes the form of “How you do you know that X isn’t true?”. I.E., how do I know that Burger King and Enron aren’t related? In your particular example, you’re asserting that skipping is intentional because the OP doesn’t have concrete, irrefutable proof that it isn’t intentional. This is troll logic at its core, because you can sustain your point by being utterly indignant and defiant instead or rational and reasonable. To break it down:
That aside, I was giving two quite specific examples of how game mechanics support concepts such as stacking or skipping
No, you are manipulating the mechanics hoping that whomever you’re talking to is misinformed. GW2 was designed PVP first, and as such Stealth and Swiftness were made for aggro management and active evasion. They’re meant to be used in-combat, not to avoid combat.
(skipping a gate itself is obviously neither intended or has it been in question).
You’re distracting from the point. The issue is the profound use of gates after the initial dungeon launch. Hrouda himself said the only reason why he didn’t stop skipping is because he couldn’t come up with an elegant enough solution. Of course, he was fired, then Anet tried gates, and after everyone hated gates Anet stopped trying.
Cluster of “trash-mobs” (begs the question why the community even named them as such) are not necessarily diverse,
You’re trying to use an exception to disprove an obvious general trend. It doesn’t work like that.
Thematic placement is completely irrelevant for dungeon completion, it’s just a visual thing really.
Its not. Encounters and combat are part of the theme. Otherwise it’d just be a movie.
But most importantly, the main reward component comes from the completion of the dungeon aka the final reward, neither implying nor suggesting that you have to complete EVERY non-gated step of the dungeon in order to qualify.
Here you’re either lying out misinformed. Dungeon rewards were originally spread more evenly throughout the dungeon. It was intended that you would do everything, because the rewards were everywhere. The “end completion” award was made when it was discovered that all players would do is farm the first boss over and over again. To fix the problem of people not actually playing any of the dungeon at all, the end-focused rewards were added.
This is also contradicted by the heavy use of gates in later dungeons. If they devs were happy with players running past everything and still “qualifying” for a full reward, then they wouldn’t have made it impossible to run past everything in future updates.
However, the tiny reward-pieces spread across “trash-mobs” are hardly relevant in this picture…
Except they are. Loot, placement, and experience are facts. They do not go away because you aren’t satisfied with how much they give.
and there are no indications that Anet mandatory wanted you to defeat every single one of those (lack of gates)
Except everything in the dungeon wants you to defeat those enemies. Dungeon skipping is the equivalent to picking up a book, only reading the first line of every page, then saying “There’s no indications that the author mandatory wanted you to read every single word on those (lack of pages)”. It is so backward, alien, and self motivated licentious thinking that of course Anet didn’t prepare for it. Silly devs thought players would actually play the game, and spent a tremendous amount of effort at launch to make rewards homogenized throughout all PVE content. It is an interesting if not depressing history of how this was changed throughout time:
First: Dungeon rewards were end-loaded so players wouldn’t just grind the first boss.
Second: Dungeon rewards were set up daily and diminishing returns were put in place so players would run something other than CoF P1.
Third: Dungeon rewards were re-balanced to encourage players to run longer dungeons instead of the same short few.
Fourth: Champ Boxes were added to make killing champions more worthwhile, as players were just skipping them.
Fifth: World bosses received large daily rewards because players were just skipping them.
Sixth: Events were altered to give no experience and loot until completion, because players were purposefully failing events to grind them.
Seventh: Map wide currencies and progress were added to encourage players to do events for greater goal, instead of just grinding the few same easy events and champs.
The history of rewards in this game all reflect on a single fact: They aren’t happy with how we are playing their game.
The entire case for skipping is based solely on the exploitation of negative space. It isn’t about making a point, but cultivating an immunity to rebuttal. So long as you can be difficult enough to stave away all the common sense, you win. You have no point.