5 mans have always been the most fun grouping size for me.
It is sad to see them say this, and yet in the last Beta Weekend, they shut down beta testing because they didn't have the RAID UI working. LOL. They will nerf dungeons, yet don't even have RAIDS up in Beta yet? And release is less than 4 weeks away!!!
LMAO, Anet, really...
You are laughing at what is easily the best mmo developer. They are leaps and bounds ahead of any mmo ever made. Hey next time when their servers are down lets have a talk. Oh wait their servers are never down.
The best? I wouldn't go that far. lol.
GW2 is a good game, but it has many flaws and lacks vision. It experiments with ideas on live servers before even testing them on a private server, then when it fails, they abandon the idea (dungeons being the latest victim of their failed experiments). You mention servers never being down, but that's because the majority of people stopped playing already.
Lol what? There's more people playing GW2 now than ever before. Please don't talk about things you have no idea about.
GW2 is actually catering efficiently to all kinds of MMO players. I've yet to see an MMO out there which has so many different things to do.
They often try things and they often make mistakes... so what? Every developer does. The expansion again is more content for all kinds of players.
It's leaps and bounds better than any other AAA mmo out there at the moment.
Eh that is saying very very little since every game out there is complete shit. What GW2 does, it does competently, but it has no soul and very little imagination. Doesnt get much more theme parky. The classes are boring, the limited hotkeys lame, I could go on. And yet yes it is still one of the better mmos out there, sadly.
5 mans have always been the most fun grouping size for me.
It is sad to see them say this, and yet in the last Beta Weekend, they shut down beta testing because they didn't have the RAID UI working. LOL. They will nerf dungeons, yet don't even have RAIDS up in Beta yet? And release is less than 4 weeks away!!!
LMAO, Anet, really...
You are laughing at what is easily the best mmo developer. They are leaps and bounds ahead of any mmo ever made. Hey next time when their servers are down lets have a talk. Oh wait their servers are never down.
"the best MMO developer". What is your claim based on?
Everyone I know that played this game quit in the first 2 months. Its an okay game that appeals to enough people to keep it running, but I can make that claim about a dozen other MMO developers too.
Personally I think shunning dungeons is a mistake. Dungeons are more accessible to casual players.. and GW2 is the ultimate casual game. If anything I think the dungeons should be made more rewarding. They are making this decision because less players are doing dungeons these days.. and that's because the rewards are poor compared to.. say.. doing sPvP reward tracks for the SAME rewards, plus more additional rewards, in WAY less time. It is not because people don't like the dungeons. I know they claim it's because they are being farmed.. but that only happens with guilds because the dungeons have this 'daily' thing going on. For more casual players they are an exciting part of the game.
It also removes another thing to do if you feel like that kind of thing.. I'm totally against this decision tbh. BUT, it depends on what they are planning to do with fractals.. because, technically, they are just dungeons.
Cant agree more. GW2 entire paradigm revolves around ease of access and casual play, everything from world design, to the business model is aimed at this. Realistically, other than the high level of polish and production value, I felt the only content I really enjoyed was putzing around the game world doing whatever felt interesting, spvp, and rolling characters just to have them.
Jump puzzles, group content, events, world bosses, spvp all had a level of try hard that was a turn off for what the game was. I didn't mind its existence and I guess part of me was glad it was there had I even had the urge to ever really do it.
I found wvw just a hot mess of "whatever" that any game that's ever done zerg vs zerg pvp offered, in the end it was boring and a massive time sink usually before anything slightly interesting happened.
Fractals and group PVE focuses on everything GW2 did wrong, in that there is no role mechanics to have a group operating like a well oiled machine. I get people hated being shoe horned into a role and the never ending need for high skill healer/tank making it hard for the masses of "just want to have fun" dps to get anything done...but if they were going to axe the trinity why not axe the content for it all together and find something creative to do?
IMO they should be adding new spvp ladders, zones, game modes, ect the moba type thing was a good start. Then just keep adding a new zone chalked full of heart quests and things to do.
I really think some form of wave based guild stronghold pve type deal with guild rankings on success and fun rewards would bridge the gap on team effort that's structured, just make it complicated in who stands where (multiple paths for waves ect)
In the end I wasn't even enticed enough to play the HOT expansion I bought, sometimes I get the urge to log in and do some world pve content but never really act on it. I feel ive been away long enough to where id have to relearn pvp again, given balance changes I'm sure have occurred.
Without much of a character progression, gear progression, or long term goals other than "that would look nice I guess" it really is just a casuals super game world. Why they intend to even focus on things like fractials and dungeons at all is strange to me. Start pumping out cool new parts of the game world, and some unique events, activities and new game modes and watch more of this games insanely massive "on break" crowd start coming back...just don't make the new game world areas a vertical hot mess.
Seems legit. Shouldn't the tougher content be rewarded better?
LOl seems legit? So why not make dungeons tougher?There is nothing stopping a developer from making ANY cotntent more challenging,ANYWHERE in the game. To m,e just another developer who doesn't have a clue to what they are doing.Why should content EVER be focused into one area,why are we not seeing a wide open game world living as a RPG ,instead of instanced gaming just because it is easier and cheaper for the developer to create?
Knowing how lame and misleading Arena net is,i would say without first hand knowledge,there is a much deeper reason behind their actions.They have always opted for a cheaper approach to delivering a game with it's design to support it's f2p model.
Never forget 3 mile Island and never trust a government official or company spokesman.
Fractals = the reason I stopped GW2 in the first place. Not that they were super bad but to me it badly fragmented the community and added a dumb treadmill.
"As far as the forum code of conduct, I would think it's a bit outdated and in need of a refre *CLOSED*"
So what this is saying is they haven't the resource to continue with the current level of diversity in the game, consequently they have to think about what to stagnate.
It's a pity when any game developer this, as games should try to offer a wide a choice as possible to cater to the varied likes of a wide player base.
But you have to cut your cloth etc etc and this reduction in resource to one game aspect is the result. Maybe their game revenue isn't as high as needed and something had to give. Knocking out dungeon support is the result.
Fractals = the reason I stopped GW2 in the first place. Not that they were super bad but to me it badly fragmented the community and added a dumb treadmill.
Yep. "Hey everybody, come do these cheap mini dungeons with us"
A few people on my list were always doing fractals and nothing else and I never got the appeal.
Reasons I hate them: I always got shitty groups and most times one person would leave and screw the rest of us. I also hate the fact that stuff you want is tied to fractals and makes me not want to do them. They are a challenge, but only cause aggony stacks...without that they would be easy. They make as much sense in gw2 as super adventure box and Wintersday.
Honestly dungeons in gw2 are weak and always have been. I haven't done the raids yet but I watched videos and it looked like a snoozefest, actually really disappointing and I'm sure people only do them for loot.
I never did fractals and hardly did any dungeons. I remember attempting ascalon catacombs when the game was released at the level its first available lol... what a fucking joke that was. To top if off after actually managing to complete the stupid thing and you get some tokens for a cosmetic item.
Cosmetic item. Seriously. Or some crafting materials.
I never did fractals and hardly did any dungeons. I remember attempting ascalon catacombs when the game was released at the level its first available lol... what a fucking joke that was. To top if off after actually managing to complete the stupid thing and you get some tokens for a cosmetic item.
Cosmetic item. Seriously. Or some crafting materials.
Never did a dungeon again.
I'm not defending GW2 as i think their group dynamic is terrible and spam ridden but you do realize cosmetic gear was the only reason to do dungeons i hope? The best gear was easily crafted and available to everyone. Cosmetic gear was the entire point of the game at the start.
Yep I think its stupid dungeons should have just as decent rewards as the raids Glad I didn't buy the GW2 Expansion, In addition the developers were told that they needed to add "WORLD BOSS SPAWNS" on the maps and UI so players know when they spawn ( They Don't listen to feed-back and don't care) another reason players should not support GW2 IMO..
GW1 was better given the date it was created GW2 not so great other than revamped visuals, and developers are just ruining this game more and more with doing stupid things I have seen the massive population drops already on my server just checking it out once in awhile.
From the Spring Quarterly update of April 19, 2016:
DUNGEONS We increased dungeon rewards, including both gold and tokens. We chose to use a repeatable achievement to deliver gold rewards, as it encourages completing multiple dungeon paths while allowing dungeon runners to play as many dungeons as they like when it’s convenient for them, rather than tying players to a daily reset.
Added a new repeatable achievement for completing 8 unique dungeon paths. Completing this achievement will award players with 5 gold and 150 tokens from the dungeon of their choice.
Dungeon tokens given in the daily bonus chest awarded the first time each dungeon path is completed have been increased from 40 to 80 tokens.
All Aetherblade weapons now drop much more frequently from the chest that is awarded after defeating the Clockheart boss at the end of the Aetherblade path of the Twilight Arbor explorable-mode dungeon.
One of the issues I can see with dungeon (and raid) content is that it can be limited by the available classes.
Now the traditional tank/healer/dps, whilst stale in some peoples eyes (definitely not mine though), does allow for a wide range of group mechanics. I know it has the perennial problem of looking for tank/healer, but to me that's the trade off against a diverse combat experience. (I also play healers ha!).
The recent moves have been toward the every one does a bit of everything. Whilst this removes the waiting times for some classes, it can lead to a reduction in dungeon mechanics, with some games just going for the dps everything down as fast as you can whilst slugging potions to keep you up.
It's not surprising to hear players getting fed up of this "we're all doing the same" gameplay.
To me, diverse/dedicated role classes offer the developer a wider scope in dungeon & raid mechanics. It follows that a reduction in these dedicated role mechanics has a direct impact on how diverse the dungeon content can be.
it was worst decision ever ..I used to farm Fractal before it became mainstream forcing me to it even more now is just wrong ......Arena always manage to to some terrible decisions . I will never ever again play that grind ass game
GW2 dungeons very early on became the turf of bespoke farming teams with specific class make ups that could steam roll dungeon mechanics. Heaven help you if you tried to PUG or guild run the same dungeons with a class that was not considered one of those bespoke cookie cutter class make ups.
To me Fractals are just a fancy name for adjustable difficulty instances, less lore, more innovation but I stopped playing GW2 when practically every fractal had a mandatory ridiculous jumping puzzle or jumping challenge.
Anet still cult! after all this years and never let us down about how mess company can do! but look market have only fews game still worth play and yes gw2 still there
Anet still cult! after all this years and never let us down about how mess company can do! but look market have only fews game still worth play and yes gw2 still there
Anet still cult! after all this years and never let us down about how mess company can do! but look market have only fews game still worth play and yes gw2 still there
Still there because it went f2p.
yea, the death spiral has begun, its a real shame
if they had a long term strategy, it didnt work out too well
no matter what they make in the next expansion, it will sell even worse, than hot did
Seems legit. Shouldn't the tougher content be rewarded better?
It should. That's why I always wondered why 10 minute run dungeon paths rewarded the same as the 90+ minute runs and most people consequently only ran the same 3-5 dungeon paths every day.
Imo it would be better if ANet just evaluated the reward/time ratio for all activities and adjusted the rewards accordingly. Up to the point of improving rewards for longer and tougher dungeons and decreasing the rewards for 10 minute run dungeon paths. Instead of abandoning an important type of gameplay alltogether by an overall devaluation of the rewards.
Comments
Then I made it to the final part of the story and guess what, needed to do a dungeon when every single other part was solo up to that point.
Said no thank-you and spent the year doing WvW. (Provoked....was fun guys & gals
.../bow)
"the best MMO developer". What is your claim based on?
Everyone I know that played this game quit in the first 2 months. Its an okay game that appeals to enough people to keep it running, but I can make that claim about a dozen other MMO developers too.
거북이는 목을 내밀 때 안 움직입니다
Cant agree more. GW2 entire paradigm revolves around ease of access and casual play, everything from world design, to the business model is aimed at this. Realistically, other than the high level of polish and production value, I felt the only content I really enjoyed was putzing around the game world doing whatever felt interesting, spvp, and rolling characters just to have them.
Jump puzzles, group content, events, world bosses, spvp all had a level of try hard that was a turn off for what the game was. I didn't mind its existence and I guess part of me was glad it was there had I even had the urge to ever really do it.
I found wvw just a hot mess of "whatever" that any game that's ever done zerg vs zerg pvp offered, in the end it was boring and a massive time sink usually before anything slightly interesting happened.
Fractals and group PVE focuses on everything GW2 did wrong, in that there is no role mechanics to have a group operating like a well oiled machine. I get people hated being shoe horned into a role and the never ending need for high skill healer/tank making it hard for the masses of "just want to have fun" dps to get anything done...but if they were going to axe the trinity why not axe the content for it all together and find something creative to do?
IMO they should be adding new spvp ladders, zones, game modes, ect the moba type thing was a good start. Then just keep adding a new zone chalked full of heart quests and things to do.
I really think some form of wave based guild stronghold pve type deal with guild rankings on success and fun rewards would bridge the gap on team effort that's structured, just make it complicated in who stands where (multiple paths for waves ect)
In the end I wasn't even enticed enough to play the HOT expansion I bought, sometimes I get the urge to log in and do some world pve content but never really act on it. I feel ive been away long enough to where id have to relearn pvp again, given balance changes I'm sure have occurred.
Without much of a character progression, gear progression, or long term goals other than "that would look nice I guess" it really is just a casuals super game world. Why they intend to even focus on things like fractials and dungeons at all is strange to me. Start pumping out cool new parts of the game world, and some unique events, activities and new game modes and watch more of this games insanely massive "on break" crowd start coming back...just don't make the new game world areas a vertical hot mess.
So why not make dungeons tougher?There is nothing stopping a developer from making ANY cotntent more challenging,ANYWHERE in the game.
To m,e just another developer who doesn't have a clue to what they are doing.Why should content EVER be focused into one area,why are we not seeing a wide open game world living as a RPG ,instead of instanced gaming just because it is easier and cheaper for the developer to create?
Knowing how lame and misleading Arena net is,i would say without first hand knowledge,there is a much deeper reason behind their actions.They have always opted for a cheaper approach to delivering a game with it's design to support it's f2p model.
Never forget 3 mile Island and never trust a government official or company spokesman.
¯\_(ツ)_/¯
It's a pity when any game developer this, as games should try to offer a wide a choice as possible to cater to the varied likes of a wide player base.
But you have to cut your cloth etc etc and this reduction in resource to one game aspect is the result. Maybe their game revenue isn't as high as needed and something had to give. Knocking out dungeon support is the result.
A few people on my list were always doing fractals and nothing else and I never got the appeal.
Reasons I hate them: I always got shitty groups and most times one person would leave and screw the rest of us. I also hate the fact that stuff you want is tied to fractals and makes me not want to do them. They are a challenge, but only cause aggony stacks...without that they would be easy. They make as much sense in gw2 as super adventure box and Wintersday.
Honestly dungeons in gw2 are weak and always have been. I haven't done the raids yet but I watched videos and it looked like a snoozefest, actually really disappointing and I'm sure people only do them for loot.
Cosmetic item. Seriously. Or some crafting materials.
Never did a dungeon again.
i tried a dungeon once in this game
i was lvl 60, the dungeon was lvl 20+
the whole team wiped right at the entrance, because we couldnt dodge those flamethowers
lag , or bug? dont know, never touched it again
GW1 was better given the date it was created GW2 not so great other than revamped visuals, and developers are just ruining this game more and more with doing stupid things I have seen the massive population drops already on my server just checking it out once in awhile.
https://forum-en.guildwars2.com/forum/info/updates/Game-Update-Notes-April-19-2016?_ga=1.83329302.1266759141.1415050787
From the Spring Quarterly update of April 19, 2016:
DUNGEONS
We increased dungeon rewards, including both gold and tokens. We chose to use a repeatable achievement to deliver gold rewards, as it encourages completing multiple dungeon paths while allowing dungeon runners to play as many dungeons as they like when it’s convenient for them, rather than tying players to a daily reset.
Now the traditional tank/healer/dps, whilst stale in some peoples eyes (definitely not mine though), does allow for a wide range of group mechanics. I know it has the perennial problem of looking for tank/healer, but to me that's the trade off against a diverse combat experience. (I also play healers ha!).
The recent moves have been toward the every one does a bit of everything. Whilst this removes the waiting times for some classes, it can lead to a reduction in dungeon mechanics, with some games just going for the dps everything down as fast as you can whilst slugging potions to keep you up.
It's not surprising to hear players getting fed up of this "we're all doing the same" gameplay.
To me, diverse/dedicated role classes offer the developer a wider scope in dungeon & raid mechanics. It follows that a reduction in these dedicated role mechanics has a direct impact on how diverse the dungeon content can be.
To me Fractals are just a fancy name for adjustable difficulty instances, less lore, more innovation but I stopped playing GW2 when practically every fractal had a mandatory ridiculous jumping puzzle or jumping challenge.
but look market have only fews game still worth play and yes gw2 still there
yea, the death spiral has begun, its a real shame
if they had a long term strategy, it didnt work out too well
no matter what they make in the next expansion, it will sell even worse, than hot did
and they will get even more flak for it too
one size does NOT fit all
Imo it would be better if ANet just evaluated the reward/time ratio for all activities and adjusted the rewards accordingly. Up to the point of improving rewards for longer and tougher dungeons and decreasing the rewards for 10 minute run dungeon paths.
Instead of abandoning an important type of gameplay alltogether by an overall devaluation of the rewards.
Cast your vote: The importance of character customisation