I think a lot of people don’t recognize the value of stability given the relative lack of need for it when simply leveling out in the world.

Does anyone else have the problem of always having to login to the forum and it not redirecting to the original link after doing so? A minor thing that annoys the hell out of me when I’m trying to check out patch notes or event announcements they make on Twitter.

Workaround:

  • Open a new tab in the forum
  • Login to the new tab
  • Refresh the page you were looking at

Did it ever occur to you that’s the point of the dungeons? It’s also the point of both PvP modes, and the vistas, and the underwater areas. It’s the point of the Straits of Devastation, classes that play differently from each other, and the new fractal dungeons. Guild Wars 2 does a grand job of offering a variety of types of experiences. I find it puzzling that anyone would somehow consider that a bad thing.

-Tom

I think a lot of folks here, just like me, are older gamers and looking at GW2 dungeon experience through rose-colored glasses of nostalgia. We “grew up” when buggy and punishing content was the norm and for some reason now are forgiving of it. We also used to tolerate dial up connections, but I don’t see anyone being equally accepting of lag and disconnects when they happen today.

Lets compare how GW2 and WoW.

How they communicate “big deal” attacks to the player:

WoW: Cast bar that tells you what ability is used, and if you have target-of-target enabled also who is the target (almost always the tank).

GW2: Some sparkles around the mob in the sea of magic effects. Only AOEs are telegraphed correctly via red circles on the ground.

How are players suppose to react:

WoW - unless you are tank or healer, move out of the way. Tanks and healers both given “oh snap!” buttons to deal with abilities, and until end-game content and one of these would adequately address any event.

GW2 - players, every single one, are expected to have correct skills selected for each engagement or risk getting locked-down and killed. Very little ability to help your group member in trouble, realistically only Guardian class has abilities to meaningfully support group member in trouble.

How aggro is handled:

WoW - tank grabs it, everyone else avoids it. Plus, for years WoW decided to make aggro mostly non-issue; unless DPS pulls first, tanks can hold everything without problems. Plus most classes have aggro dump or disengage abilities.

GW2 - aggro feels almost-random, but melee seems to be preferred target. You can expect anyone at any time aggro any mob in the fight. Everyone has 2 dodge rolls (short invulnerability) and expected to use them to potentially tank whole encounter, regardless of spec, armor type or abilities selected. There is no taunting. When mob downs you, they do not de-aggro you. If there is a room, you can kite, and kiting seems to be de-facto tanking method.

How CC handled:

WoW - PvE has 30s CC as a rule, most classes have some CC and you are generally expected to use it on challenging or new content. This makes trash fights orderly, you can generally turn large packs that otherwise might be unmanageable for you group into 1vgroup fights while the rest is CCed. Mobs also generally do not CC, and every character is given an ability to instantly break CC regardless of spec of gear.

GW2 - player’s CC is generally lasts ~2 seconds every ~60 seconds. Mobs CC for ~10 seconds at a time also about every ~60 seconds. Most classes have access to stun breaks, but have to slot for it. Only some classes have access to stability, but you have to slot or spec for it. Very few classes have group stability and none (afaik) have group stun break.

Overall - when you do side-by-side comparison it is very easy to see that GW2 is behind acceptable minimum standard in MMO PvE. Most of the above is well-understood and nearly universally used concepts in other MMOs. Unless you are arguing that GW2 should specifically go for “retro” feel, and maybe also bring back corpse runs and meditation with a spell book, it is very clear that they have a lot of room for improvement in Dungeon and PvE design.

Dungeons provide a different, more difficult play experience, but they’re meant to be (Arah story aside) completely optional. Everything is optional. The design is that you can get endgame gear without touching dungeons. Whatever style of play you like – dungeons, solo PvE, group overland PvE, WvW or crafting – all of them lead to endgame oranges.

I have never before played an MMO that allows you to achieve endgame gear through virtually any playstyle. This is a big deal :)

Question for those who might know: How does a F2P (or B2P) game like GW2 make money? Is it primarily the box price, and eventually the box price of expansions? Does the in-game store provide a substantial amount of additional revenue?

I am curious, as that information would tell us a lot about where this game is likely to go. As I like it quite a bit, I am curious. For similar games, does anyone have any relevant knowledge (or links)?

You were talking about 10+ seconds of being CC’ed and I called bullshit. None of the encounters above will lock you down for 10+ seconds, period.

Another funny thing is that you listed pretty trivial encounters, I’ve done those dungeons maybe a dozen times each and don’t remember anyone in my groups dying there ever.

GW2 dungeons are not all that. Comparing to WoW they feel unpolished.

Gasp! I wonder why. Maybe it’s because WoW is like gazillion years old and GW2 was released only 3 months ago? Just a guess.

Even when it all works as intended trash has way too much hit points and for not having tanks hits way too hard. It is not uncommon to have to graveyard zerg content just to finish it.

TL;DR Tank-less, healer-less CC-light design doesn’t work when mobs are tanks with tons of CC.

Again about tons of CC. It’s like you are playing some completely different game.

If you have to graveyard zerg dungeons, you are doing something wrong. Really, like someone said before, l2p.

What surprises me with GW2 dungeons is disconnect from the rest of the game. Rest of GW2 is ultra-casual, ultra-friendly. Anyone, any level, any activity. WvW? Uplevel. tPvP? Here is char with gear. Group with friends? Down-level to zone level.

So? How having a char with gear is making tPvP any easier? You are still going to get stomped if you suck at it.

Dungeons? Err. Ehh. Well. You got to be level 80 and geared to have smooth runs in what advertised as level-30 (or 40, or 50) content. Group of typical level 30s? They have to be world-class raiders to pull off smooth run in AC on the first try. Why such disconnected experience?

Really? Too bad we didn’t know that when we were doing all those dungeons as we leveled up. And then did it again on alts.

Look, not everything in a game is supposed to appeal to everyone. There is NO way to design every part of a game to be loved by everyone. I don’t like hard jumping puzzles (I still enjoy vistas), so I don’t do them. I don’t go around swearing how stupid jumping puzzles are in the game and how wrong they’ve been implemented because I know for a fact that a lot of people enjoy them. My friend doesn’t like PvP so he doesn’t do it.

And most of all, if you suck at something, you shouldn’t try and justify your suckiness by stating that it’s because that part of the game is not designed well, is too hard, has a lot of CC or whatever.

You want a safer dungeoning experience provided by the games that require a tank and a healer to carry the group. We get it. It’s easier to complete dungeons when mobs don’t ever hit you. “…stress-free runs where THEY feel like they are contributing” thing is not going to work in GW2 because everyone has to contribute, not feel like they did. They don’t need to be some kind of game geniuses but they have to be adequate players that know how their class works and how the game works. And that’s the whole point with dungeons and if you don’t get it, well, this part of the game is not designed for you then.

Yes, some bosses could lose some hps because after some point, when you get the fight under control, it’s just tedious to fight the boss for another 5 minutes. But the dungeons don’t need to be easier. We’ve 3-manned CM last week, we don’t want it to be easier.

Constant “dungeons are too hard” whining ruined dungeons in WoW, I hope it doesn’t happen in GW2.

Stridergg, I would appreciate if between now and next time you posted you took time to mature just enough to avoid personal attacks.

Plus, meh at your “walk uphill both ways” arguments. If you had your way we would still be doing corpse runs in 2012. Its a game, not a job, and it should never punch you in the groin. There are better ways to make content challenging than making it obnoxious.

I missed this gem on my first read-through.

Ruined? No, making dungeons accessible is what enabled WoW’s success! Plus, like GW2 its non-dungeon aspects, WoW is EQ minus a lot of obnoxious/artificially difficult roadblocks.

During previous expansion, Cataclysm, Blizzard tried to go back on accessibility and it ended up having to give away Diablo3 copies just to stop subscription bleeding. This alone should tell you that your “ruined” is a lot closer to mainstream definition of “fun” than you are willing to admit. I heard Blizzard reversed about every decision on difficulty with Panda expansion, plus I remember unending stream of dungeons nerfs and “please don’t quit” news updates and trials since then. I don’t know what WoW subscription numbers look like, but I am fairly sure sales # for Panda expansion show that a lot of players have not forgiven them for Cata.

If anything Cataclysm and pandering to views like Stridergg’s cost Blizzard a whole bunch of revenue. Let others learn from Blizzard’s lesson.

Hehe, every point you make about WoW sounds pretty boring (don’t get me wrong, it was fun back then but IMO got stale by now) and every point you make about GW2 you are wrong.

Stridergg, I would appreciate if between now and next time you posted you took time to mature just enough to avoid personal attacks.

What personal attacks? I didn’t call you names or anything. I attacked your arguments, I didn’t call you stupid for having them. I did say you need to learn to play but you really do and it’s not a personal attack because all of us had to do it. Not knowing the game is not a personal fault, learning is a part of game. Arguably the most fun part of the game because what fun is it to come to a new game and immediately know how to play it because it plays exactly like WoW (what you seem to expect).

Plus, meh at your “walk uphill both ways” arguments. If you had your way we would still be doing corpse runs in 2012. Its a game, not a job, and it should never punch you in the groin. There are better ways to make content challenging than making it obnoxious.

Nah, I hated corpse runs even when they were the norm. :)

You call GW2 dungeon content obnoxious because it doesn’t work the way you used to and expect it to, the way WoW does it. It is completely possible to finish a GW2 dungeon without anyone in the group dying but you need to work with the tools the system gives you, not complain that the system is stupid because it doesn’t give you a taunt.

The game doesn’t need a taunt or 30 sec long CC or dedicated tank/healer, etc. because it gives you other tools to deal with challenges. The game is not better or worse (or obnoxious) because of that, it’s just different.

Its a game, not a job, and it should never punch you in the groin.

Very old and tired argument. If you suck at certain part of the game and are not willing to learn and improve, just admit that it’s not for you and move on to something else. Like I said before, I suck at jumping puzzles, I am not interested at getting better at them, so I simply don’t do them.

I don’t go around pretending like I am some kind of a jumping puzzle expert and I disagree on their core design principles. And I don’t post wrong information about them either.

Generally speaking, when you say something like:

And most of all, if you suck at something, you shouldn’t try and justify your suckiness by stating that it’s because that part of the game is not designed well, is too hard, has a lot of CC or whatever.

It is read as a personal attack. Just a FYI.

Lol, of course, success of the entire 7 years old WoW universe was ruined solely by the difficulty level of Cataclism dungeons! Nevermind a bunch of reasons, like the age of the game, for example. :)

Besides, when I was talking about “ruined” and how I hope it doesn’t happen in GW2, I was talking about selfish me and my precious enjoyment of the game only. I couldn’t care less what’s better for the game or the company or the gaming industry. I think that’s how most people approach gaming.

But just for you, I’ll rephrase it:

Constant “dungeons are too hard” whining ruined dungeons in WoW for me, I hope it doesn’t happen in GW2.

Only in that case, “you” was used as “one”, as it was aimed not at you specifically but at anyone who sucks at something. That sentence did go after I talked about my jumping puzzle issues and my friend’s PvP troubles.

Going back to your “willing to learn and improve”. It is very clear that in your world there are only two types of people, capable who learned and enjoy it and incapable who failed to learn and do not enjoy it. You do not for example consider a possibility that people that there are people capable who do not need to learn, or people that are capable, who learned and do not enjoy it or any other variation. Pause to consider implications of this.

Throughout your posts you seem to focus on “learning” aspect of this. I will make an educated guess is that you would define “learning” along the lines of effectively using your character’s abilities and learning to appropriately using them to defeat specific encounter.

I will agree with you that effectively using your character is important expectation that we shouldn’t attempt to design around. You have a baseline expectations, “you must be this tall to ride” and design your encounters around it.

Second part, “appropriately using them to defeat specific encounter”, is where we disagree. I think that Anet design is flawed in this aspect, putting to much pressure on specifics on learning to jumps through the hoops of a specific dungeon and not enough on generalizing knowledge of how to effectively use your character. As such, it creates a result where “learning to play” is almost entirely is learn to play that specific dungeon. This generally done in following ways - out of game learning, learning by observation or trial and error. Former two are “effort” and to me are signs of bad design.

WoW suffered from this malady a great deal in its Raid design, but dungeon content was surprisingly generalizable. You learned to effectively use your character and this was enough to complete the content. Very few encounters in dungeons, up until Cataclysm change-of-course, required specific encounter learning.

So if you want to closely examine GW2 dungeon design flaws, you will see they can be traced to “appropriately using them to defeat specific encounter” problem and lack of generalization. It made even more problematic by GW2’s unstructured group design and forces each player to do so.

This is problematic when you look at casual-friendly focus elsewhere in the game. It sets expectations that you can go into any activity, and given adequate level of “effectively using your character’s abilities” can succeed.

You made it very clear that you don’t see all of the above as a problem, but you have to concede that GW2 dungeon design is inconsistent with the rest of the game.

WoW was successful long before dungeon finder, raid finder, and easy mode five mans. Indeed, right before they added in the dungeon finder is when the game peaked in terms of subscribers. Now you can certainly claim that its continued success is based on those features, but not its initial success.

Oh yeah, the Cataclysm heroics were no more difficult than the Wrath heroics and orders of magnitude easier than BC heroics. It’s just after a year of easymode dungeon finder runs (when the dungeonfinder was introduced most of the playerbase was already overgeared for the current content) it seemed more difficult.

Not sure if it’s been mentioned in this thread, but Chris Whiteside, in talking about post-Lost Shores development, mentioned that they were working on “Revamping all of our existing dungeons (Story and Explorable versions) through rebalance and overhauled encounters.” I will be very interested to see exactly what that means, because it’s incredibly vague. It’s no secret that I’m hoping for a little bit easier experience in story mode dungeons. It’ll never happen, but I would love to see some stats on dungeon runs (deaths, average length of a run, incomplete/complete run ratios).

I have no doubt that there is a sizable group of players who are currently enjoying dungeons as they are, and succeeding, but ANet is definitely not catering to a casual crowd with them.

And yes, there’s no reason why they should if that’s their desire. Dungeons aren’t mandatory at all. However, like it or not, WoW taught a very large group of non-traditional players that dungeons are fun diversions from open world questing while leveling, and one of the primary things you can do at the level cap…and no, you don’t have to have a near-perfect rotation or teamwork execution to succeed. Those folks get a very rude awakening in GW2.

So yes, dungeons aren’t mandatory, but I really don’t see the harm in taking a small portion (8? out of 30+ dungeon paths) and making them more accessible. I know the folks who have gotten over the learning hump will disagree, but I don’t see why, when you have that many dungeon paths, that you can’t appease both types of players.

No, I never said “once you learn it, you will for sure enjoy it”. I am puzzled how you could read my posts like that. I don’t think I ever talked about your enjoyment at all.

But if you want to talk about enjoyment and to stop you from guessing, my opinion is that it’s hard to enjoy a part of the game if one doesn’t quite understand how it works and dies all the time. If I was doing “graveyard zergs” all the time, I wouldn’t like it either.

That’s the only thing I am saying. Whether one would enjoy the learning process or enjoy playing the game after learning it, it’s all highly individual.

Throughout your posts you seem to focus on “learning” aspect of this. I will make an educated guess is that you would define “learning” along the lines of effectively using your character’s abilities and learning to appropriately using them to defeat specific encounter.

No, I wouldn’t define “learning” like that. You would. :)

What I mean by “learning” is three-fold and these three “learnings” are progressively harder. Learn your character (basically, what abilities you have and how to use them), learn the environment (basically, what enemies can do to your character and how to deal with it), learn your group (basically, what your group - including you - can or should do in different situations).

Second part, “appropriately using them to defeat specific encounter”, is where we disagree. I think that Anet design is flawed in this aspect, putting to much pressure on specifics on learning to jumps through the hoops of a specific dungeon and not enough on generalizing knowledge of how to effectively use your character. As such, it creates a result where “learning to play” is almost entirely is learn to play that specific dungeon. This generally done in following ways - out of game learning, learning by observation or trial and error. Former two are “effort” and to me are signs of bad design.

We can’t disagree on that because I never said that. Actually, I would say it’s completely opposite - in GW2, once you’ve completed the “three disciplines” I listed above, you DON’T need to learn particular encounters or dungeons (well, except for the boss fights, every game nowadays seems to come up with some tricky boss mechanics). You will know how to deal with those archers or necros or knockdowns or whatever no matter where and when you encounter them.

BTW, if you don’t want to learn by observation, I don’t know how you lpay games then. :)

WoW suffered from this malady a great deal in its Raid design, but dungeon content was surprisingly generalizable. You learned to effectively use your character and this was enough to complete the content.

“Effectively use your character” is different in WOW and GW2. In WoW, it’s enough to know your role. “Do your rotation and don’t stand in fire” for a dps, for example.

In GW2, it’s not enough to do your damage and mitigate your damage. Everyone have to use everything they’ve got. One moment you are damaging the mob, the next moment you will heal your teammate, then you would knock back another mob, then you would blind a mob. You would put up a reflective wall if some archer is shooting at your teammate, you would put up a protection buff if someone gets hammered. And so on.

In reality, not everyone has to perform at 100% all the time, of course. I would guess that if everyone in the group performs at 70%, it’s more than enough. If someone is at 50% for whatever reason, the rest of the group needs to pick up and perform at 80% or whatever. The numbers are for illustrative purposes only, of course, as there is no way to measure stuff like that. :)

In WoW, if you healer sucks or your tank, the entire group is screwed and nothing can be done about it. Not in GW2 - here, there is a lot less accent on individual performance but a lot more depends on a group as a whole.

This is problematic when you look at casual-friendly focus elsewhere in the game. It sets expectations that you can go into any activity, and given adequate level of “effectively using your character’s abilities” can succeed.

You made it very clear that you don’t see all of the above as a problem, but you have to concede that GW2 dungeon design is inconsistent with the rest of the game.

I agree that GW2 dungeons are not casual friendly and require some basic “effort” that you hate so much. :)

However, I don’t understand what you mean by “inconsistent”. All the different parts of GW2 are inconsistent with each other to a certain extend. tPVP requires TONS of communication, planning and learning (much more than dungeons, for example), and has absolutely nothing to do with “regular PvE”. sPvP and WvW require less but have also very little in common with “regular PvE”.

The only thing that makes sPvP and WvW so accessible to casual players is zerg - your individual skill or your party’s skill doesnt’ matter at all in a zerg. Go solo in WvW or with a couple of friends and you will soon realize how little your “casual PvE” prepared you for it.

Not everything in the game is “easy breazy, here is the medal just for coming” kind of activity. Whether you like it or not, many parts of the game require a lot of learning to be effective.

You might not like it and that’s fine, the only question is whether there is a lot of people that do like it.

How about fractals? Aren’t they pretty easy at least the first 10 levels or so? Have you tried them?

Haven’t tried them yet because I’ve been out of town. I definitely wanted to give them a shot, but I haven’t read up on whether or not the first few levels are a little bit more casual friendly, particularly when you’re being upscaled. I think I have one more time where I can say to my wife and friends that “yes, the dungeon is easier at the start” and possibly have them believe me.