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Thread: I stopped playing guild wars 2, Can someone give me a reason to play again.

  1. #11
    Quote Originally Posted by Michael5188 View Post
    When I would play dungeons I loved it when every so often the dungeon had some clever little mechanic where an interesting strategy was involved.

    Fractals of the Mist is all interesting mechanics. Really, it's like a breath of fresh air. I love having strategies other than kite and dodge from red circles over and over. You actually have to do different things other than deal straight damage to beat them. They're definitely worth getting back into the game for, if anything to see if you like them.

    and dungeons solo? Why? The whole world can be solo'd. The point of dungeons is to give you a team based experience.
    IMHO, they should give us the ability to Solo a few Dungeons. Or make the scale. If you have a group, it scales up, if not, Scales down.

    Putting together a dungeon run is kinda tough, especially if you play at strange hours. Even finding a Pug group is tough. Think most believe its simply not worth all the time and armor repair to run a dungeon.

    Thats just my 2 cents.

  2. #12
    Quote Originally Posted by tym View Post
    IMHO, they should give us the ability to Solo a few Dungeons. Or make the scale. If you have a group, it scales up, if not, Scales down.

    Putting together a dungeon run is kinda tough, especially if you play at strange hours. Even finding a Pug group is tough. Think most believe its simply not worth all the time and armor repair to run a dungeon.

    Thats just my 2 cents.
    See I agree, but I don't think the solution is to let you solo them. Again I feel that pretty much defeats the purpose of dungeons. Also you'd just make it virtually impossible to find group, since everyone would just give up finding a group of five and go in with 3, 2, or just alone.

    What they need is more incentive to do them, especially story mode. I still think there should be a bonus of money given to you when you run a story mode dungeon with someone who has never run it before, like a "mentor reward". That would give players a reason to do them, and to try and help newcomers.

  3. #13
    Vayne's Avatar
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    Quote Originally Posted by tym View Post
    IMHO, they should give us the ability to Solo a few Dungeons. Or make the scale. If you have a group, it scales up, if not, Scales down.

    Putting together a dungeon run is kinda tough, especially if you play at strange hours. Even finding a Pug group is tough. Think most believe its simply not worth all the time and armor repair to run a dungeon.

    Thats just my 2 cents.
    Except for the fact that it's actually impossible. You would have to, as I said before, change the nature of the dungeons completely. That's the problem.

    It's not about scaling up or down...that part is easy. It's about changing mechanics completely.

    Suppose there was a room like this, as an example.

    You're in an ever changing swamp. Trees appear and disappear, cutting of your progress. You have to get out of the swamp. There's no way out. But there are three recepticles in which you can put wisp essence. The wisps are out there. The problem is, all three recepticles have to be accessed at about the same time. your party of five now has to be broken into three, each going to a different part of the swamp to get what you need. It requires coordination. The coordination is in fact, the entire purpose behind this area of the dungeon. It is in fact, the only part of the dungeon that is challenging. The rest of the dungeon is no big deal, but this one task, coordinating three groups, two groups of two and one person who has to solo, each with their own challenge, which is random btw, is the whole point of this particular mechanic.

    There really is no way to make this soloable. You can't just scale it down, because the entire process is something that requires three people to pass. It was designed this way. Changing it, means changing the experience completely.

    In order to beat this, you need people not only with the right combination of skills, but also the ability to work together to time things. It's frustrating at first. The first few times you try it, you want to tear your hair out. But when you finally get it, it's like victory. And it becomes easier. So you perfect your technique.

    This is one example of needing teamwork to beat the game. It's not an isolated example there are tons of them. Any change to this to make it soloable, actually ruins the experience completely. You'd have to make a whole new experience, which not only takes programming time, but now gives the person doing a complete false idea of what that fractal is actually about. You might think you're doing the fractals, but you wouldn't be.

    That's the problem with making it soloable. It's not just about scaling. The mechanics simply can't be scaled for one person. At very best, you could scale that particular one for three people.

  4. #14
    Quote Originally Posted by Vayne View Post
    You're in an ever changing swamp. Trees appear and disappear, cutting of your progress. You have to get out of the swamp. There's no way out. But there are three recepticles in which you can put wisp essence. The wisps are out there. The problem is, all three recepticles have to be accessed at about the same time. your party of five now has to be broken into three, each going to a different part of the swamp to get what you need. It requires coordination. The coordination is in fact, the entire purpose behind this area of the dungeon. It is in fact, the only part of the dungeon that is challenging. The rest of the dungeon is no big deal, but this one task, coordinating three groups, two groups of two and one person who has to solo, each with their own challenge, which is random btw, is the whole point of this particular mechanic.
    No dungeons outside of the Fractals are like this though. They actually could implement solo options for dungeons relatively easily. I just don't think it'd be worth the time and investment to make it possible.

    There are a few specific bosses with gimmicks but other than that, none of them are heavily puzzle oriented.

  5. #15
    Quote Originally Posted by Fey View Post
    No dungeons outside of the Fractals are like this though. They actually could implement solo options for dungeons relatively easily. I just don't think it'd be worth the time and investment to make it possible.

    There are a few specific bosses with gimmicks but other than that, none of them are heavily puzzle oriented.
    I agree, if anything an upgraded lfg tool would better. I think there are a bunch of third party gw2 lfg tools that are supposed to be better than in games, tho I haven't checked them out yet. I really haven't even checked out the one already in game. When I looked I only saw 1 person and there was no description of what he was looking for. A global system would be nice like the trading post only this would be the pug post.
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  6. #16
    Vayne's Avatar
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    Quote Originally Posted by Fey View Post
    No dungeons outside of the Fractals are like this though. They actually could implement solo options for dungeons relatively easily. I just don't think it'd be worth the time and investment to make it possible.

    There are a few specific bosses with gimmicks but other than that, none of them are heavily puzzle oriented.
    Some of the dungeons are a bit puzzle oriented, but I agree. I have nothing against solo dungeons, with scaled down rewards. But if you keep the rewards the same, you end up with people not grouping to do dungeons and just soloing them, particularly if they can do them faster. In the end, you destroy the only part of this game, or one of the few parts that require coordination and that would be damning.

  7. #17
    Quote Originally Posted by Vayne View Post
    The way the fractals are designed is that teamwork is really necessary to some degree, more so than the other dungeons. There's specific areas of fractals that would be ruined by making them soloable. In fact, I think the entire point of them is to cater to the group of people who want more teamwork. Many fractals have mechanics that can't be zerged.

    Making them soloable would actually make them boring, and they'd literally have to completely change the mechanics of what's in there now.
    Which is good, as the earlier dungeons were a bit too much "die, run back, zerg, die, run back..."

  8. #18
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    Quote Originally Posted by Shar View Post
    Which is good, as the earlier dungeons were a bit too much "die, run back, zerg, die, run back..."
    Yep, I agree. And many of the explorable modes to have puzzles of sorts...but it's only one tiny part of the dungeon. More should have been done with this, in my opinion.

    The fractals are by far my favorite dungeon in the game.

  9. #19
    Quote Originally Posted by Vayne View Post
    Yep, I agree. And many of the explorable modes to have puzzles of sorts...but it's only one tiny part of the dungeon. More should have been done with this, in my opinion.
    Not really lol. Almost all of them are zerg-fests or simple objectives.

  10. #20
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    Quote Originally Posted by Fey View Post
    Not really lol. Almost all of them are zerg-fests or simple objectives.
    Well, I can think of several that have puzzles within them. There's one path of AC that has spikes that you need to control to kill gravelings. But if you figure out you can stand on top of the posts while pulling the spikes, it's a lot easier than running around zerging. You do it faster and almost never lose a guy. More than that, there are things like in the second path of Crucible of Eternity, where you have five consoles on two sides of a security system you have to navigate. It's in fact a simpler version of some of the stuff in the fractals.

    Even the graveling burrows, which you could zerg in some of the AC modes, are a billion times easier if you figure out the right order in order to beat them. Sure you could keep trying until you do it, but you can do it a lot easier by leaving some alone for later, because they spawn different things.

    The first time you run those dungeons, if you don't watch videos, they have puzzly elements, down to where to find boulders to put on pressure plates. Sure they're not major puzzles, but they're there, and in some cases, like the spikes. they do require coordination.

    It's just that everyone has done them so many times, you do it without even thinking about them.

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