Forgive me for pulling just your quote from the pile of the “DE’s aren’t all that”, but that one sentence seems the best jumping off point. Sure, the quests and boss spawns may seem that simple, but I’ve found you have to do things many gamers may find boring to know why the boss spawned.
For example, the video linked up thread about a boy building a strawman army …
Skip this part, if you don’t care for examples of finding boss spawn backstory exposition
[spoiler]In the video linked up thread about a boy building a strawman army that if you follow you see a grawl attack may have looked like “kill the grawl shaman” if you showed up when that boss icon popped on the map. Before he built the army though and before his collect quest for mats for said army, if you followed a limping NPC in from a nearby area to his house you’d have found out that was his father, injured the only survivor of a grawl attack. And, if you talked to EVERY NPC in the house you’d realized the mother forbid the father to do anything but rest since presumably he was on his death bed, and they both forbid the son from anything as he was too young. The boy was out there defying both parents in a bid to do something to save his family. Because the grawl were still coming (!!!) and he was the only one who could save them.
But if you wandered by the house right as the last boss popped, that would be all you saw (and there are two events before that that show on the map). Even the video maker hadn’t seen the initial story set-up, which had no quest associated, just the NPC spawning and limping in. Nor had he talked to all the NPCs in the house at the right moment in the chain to get the exposition dialog. He only picks it up at the first point where a “collect bear asses” type of game content appears, which does show on the map.
Some family and I also ran into another event in an unmarked cave that didn’t spawn unless you read a bunch of gravestones. Then waited, and then the ghost aggressor (a dolyak) that killed the cave’s prior inhabitants reappears, also as a ghost and they reenact the story, eventually spawning a veteran ghost of the leader of the original inhabitants which you can then kill. The only part of that that would have shown on the map would have been the last boss spawn. Crappy loot, btw.[/spoiler]
I actually like that all this is there. But in defense of whach-a-mole treadmill, I’m in poor health right now and some nights that’s all I feel like. And if that’s all you want this game can deliver it. If you do like talking to every NPC for backstory, its there! But yakking (pun intended after Dolyak story) for hours with NPCs, reading every clickable object and randomly following any NPC that moves can get kinda boring too. GW2 does a good job of giving options in how you consume the content that can appeal more than one type. So my initial reaction is kudos. Or even, I’ll blow through this content once, but I promise I’ll come back and read the quest text and talk to NPCs later. Ahem.
The amount of content in those hidden caves, text on clickables in the environment, and NPC dialogs explaining why the boss spawned is a bit staggering to me for both a new release and a game that I thought was at least half e-sport. Oh, but all this story stuff still has crappy loot. =P
Yes please! Three minutes after marveling at some hidden gem of detailed exposition dialog, I’m grumbling about not being able to finish the next broken skill point. :/ As an ex-crunch-timer (non-game), do the reboots. Get some sleep. It will probably be fixed faster that way anyway.
How is it balanced? Once I’m feeling better we want to start tackling those again. I hear, and read, everything from “its too hard” to “its too easy even in explore” to “I get instagibbed on some fights” to “learn to dodge newb”. The last time we did a run with 2 pug members, didn’t seem too bad. No deaths (was CM after last round of changes).
How are you finding that content? Still needs polish/balancing on some fights? or good to go now?