| Mail |
You might also like: WoW Insider, Joystiq, and more

Reader Comments (37)

Posted: Apr 3rd 2012 4:09PM Ehra said

  • 2 hearts
  • Report
My carrot is unique looking gear, seeing new areas, and a good challenge. Those three things were enough to get me to explore every area in GW at least once, and those areas didn't have some of the replayability features being promised in GW2's dungeons. If GW2 can provide those things then that's plenty of incentive for me.

Posted: Apr 3rd 2012 4:09PM (Unverified) said

  • 2 hearts
  • Report
Ohhh you gave me a crazy idea! Dynamic events within a dungeon!!!!

(YAY for centaur examples!!!)

Perhaps a world quest could trigger a event in a instance dungeon; the centaurs after defeat, retreated into a cave (dungeon) effecting the path you would need to travel to complete, the mobs inside, reward set, cinema -RP stuff, goals (perhaps a airship is on fire, and crashing, and your team need to get to a escape pod, put out the fires)

In other games that was always one of those things that annoyed, once you level through a world region, there was never much a point to return. There a concern that high level stuff would make low level confused, or fearful.

Posted: Apr 3rd 2012 5:58PM Irem said

  • 2 hearts
  • Report
@(Unverified)
There are dynamic events within dungeons. They account for some of the variation in different playthroughs of explorable mode. :D
Reply

Posted: Apr 3rd 2012 4:17PM Mikx said

  • 2 hearts
  • Report
This is barely any different than gw1 where there is no reason to run dungeons except gear(skins) and that is at max level.

Posted: Apr 3rd 2012 4:32PM OptimusPrimeisOP said

  • 2.5 hearts
  • Report
Playing is its own reward. Everything else is a perk. I think that is what the Karma vendors are about, and the dungeons just follow suit.

You play through the dungeon because they are new and they have multiple branching paths, and when they get boring and tedious, you switch to something else.

There is no spoon... errr carrot

Posted: Apr 3rd 2012 4:42PM Deliverator said

  • 2 hearts
  • Report
@OptimusPrimeisOP

This is how I feel as well. It's how all MMOs should be right out of the box, before there's even a thought about populating a cash shop.
Reply

Posted: Apr 3rd 2012 10:51PM scrubmonkey said

  • 2 hearts
  • Report
@OptimusPrimeisOP

*Shrug* Some people crave progression. Why else do you think that Diablo 1 was so successful? Pure advancement has it's own draws as well. Anet has never catered to this mindset at all really, but they DID compromise the original vision of a "grind free game" in GW1 with the rep grinds...

I see the rep grinds from Factions onward as a failure of sorts for ANet. They changed directions mid-stream and it stuck out even more than it would have if they had integrated it into the game from the start. The unpleasant truth is that elements that people SAY are distasteful are often the very things that they NEED for a fulfilling gaming experience, on a deeper level. Heck, there are people that are STILL farming away on those original servers, when they are well past the point of needing anything anymore.

Still, aiming to create a grind-free game is a very, VERY noble goal that ANet has been working on for decades, and I'm sure I'll enjoy the attempt. I am more than willing to give ANet the benefit of the doubt on this one.
Reply

Posted: Apr 3rd 2012 5:41PM Keladry said

  • 2 hearts
  • Report
The game is my carrot. :)

After waiting five years to play, there is very little other incentive to want to play it. And I'm a huge armor nerd. As are several people in my guild. There will be much explorable mode death in our future, I'm sure.

Posted: Apr 3rd 2012 6:10PM Irem said

  • 2 hearts
  • Report
Dungeons are a different animal possibly because they have different expectations attached to them than anything else in the game. They're meant to be just another activity for people who enjoy that kind of play, but as a stand-in for raids they also run the risk of being seen as mandatory, or as the ultimate content--the thing you're "supposed" to be doing at max level. The other activities need reinforcement to show people that they're meant to stand up to repeat performances, whereas dungeons need to break the conditioning that tells people there's nothing else worth doing.

Posted: Apr 3rd 2012 6:55PM Vandal said

  • 2 hearts
  • Report
Aside from playing for the fun of it, my carrots are generally exploration and storylines, not so much gear. I sometimes go for one or two items that catch my eye but I never care about full sets or such.

I wonder if ArenaNet has left out leaderboards and titles for PvE content to keep people from rushing through it for the 'server-first' BS that shows up in gear-based MMOs. That seems like the kind of gameplay they don't want to encourage so that might be why dungeons rewards are being kept as skins.

Posted: Apr 3rd 2012 7:33PM Shadanwolf said

  • 2 hearts
  • Report
My ideal game:
- great graphics
-rvr(3 realms)
-crafting that's interesting and significant
-housing that's meaningful and deep

Posted: Apr 3rd 2012 8:17PM cray said

  • 2 hearts
  • Report
PvE is not supposed to be competitive, so I don't see the point of having a leaderboard. PvE is all about cooperative play, you're all on the same side. The point of explorable dungeons is just that...to explore more dungeons. I think unique armors is more than enough reward for the effort of doing them.

Posted: Apr 4th 2012 1:09AM StevenTM said

  • 2 hearts
  • Report
Pretty sure it's based on GW's loot/progression system.

People spend tens of hours farming (various crap to sell or the "materials") for unique skins - Chaos Gloves, Tormented weapons, etc.

If people could start farming Domain of Anguish for a good few hours for a weird-looking ovoid sword at level 12, with zero drawbacks, you bet your pretty little eyes that they'd start doing it at 12.

Posted: Apr 4th 2012 6:10AM Dirame said

  • 2 hearts
  • Report
All I want is cool looking weapons, I don't really care for armour skins.

Posted: Apr 4th 2012 12:11PM kjhasdfjkhk said

  • 2 hearts
  • Report
Uh...loot? I'm guessing level 35 items aren't going to be very helpful at level 80. Who the fudge runs dungeons for XP in ANY game?

Posted: Apr 4th 2012 4:33PM ArcherAvatar said

  • 2 hearts
  • Report
I'm sorry E.C. but I really feel like you're guilty of "old paradigm" thinking in this edition of Flameseeker. GW2 is not (I really, really hope) going to have the same type of gear grind treadmills and power creep associated with just about every other MMO out there (which are all based on a restrictive trinity class system.)

Please go watch some kids playing in a park, or on a jungle gym. They are not earning credits/gold/karma/gems/isk... There is no "higher / meta" purpose to their activity... they are playing because it's fun to play.

If you remove the hideously broken mechanics of trinity-based class systems, and kill stealing, and competition over resource nodes, and ganking/griefing, and gear grind, and level grind, and subscription financial model (and HOLY CRAP, what was I ever thinking playing those other MMOs???) then you're just left with designing game elements which are entertaining, interesting, or just plain ol' fun.

Now add scaling of content AND characters so that you're not making all of your hard work at the various stages of progression become obsolete simply because a charater isn't the "right" level... viola... fun game.

I realize this is going to freak out a bunch of MMO players who have been seriously brainwashed by past games into thinking that annoying, repetitive, exhausting, frustrating content is actually good, but it's NOT good... it's just all we had before. Soon (very soon) we will have a better option.

Just go play the dungeons. If they are fun, and you felt challenged, and maybe a little exhilarated when you finished them, and you feel like maybe trying it again, and everyone in your group agrees they want to give it another go to see if you can do "better" as a group, then where's the harm? Just go play. When you've had your fill of a particular dungeon then move on to a different one, or some other type of content.

It's a little sad to me when I see so many MMO veterans essentially asking "where's my torture?" These folks have been psychologically abused and taken advantage of by horribly flawed game design for such an extended period of time... it's going to be interesting to see what happens when all that crap is removed (in some cases against the will of the tortured) and how they react when they can just... play...

Posted: Apr 5th 2012 11:23AM Felladin said

  • 2 hearts
  • Report
Just have a dungeon-specific mob drop a weak wand with a frog on the end and players will grind that dungeon ad infinitum!

I'm looking at you, ridiculously expensive Frog Scepter:
http://wiki.guildwars.com/wiki/Frog_Scepter

Featured Stories

Make My MMO: December 14 - 20, 2014

Posted on Dec 20th 2014 7:00PM

Engadget

Engadget

Joystiq

Joystiq

WoW Insider

WoW

TUAW

TUAW