- What are your thoughts on the hardcore-endgame-pve, that doestnt deal with the personal story things?
- Should any of the world events, be tailored to the Hardcore crowd?if so what percentage?
- Should any endgame instanced dungons be tailored to the hardocre crowd? if so, what percentage?
- what are your thoughts on hardcore solo mission instances.(similar theme to GW1 basically)
What are your thoughts on Endgame hardcore pve, exluding personal story gameplay?
#1
Posted 16 September 2010 - 10:36 PM
#2
Posted 16 September 2010 - 10:41 PM
And there won't be mission instances, as far as we know, now they're part of the dungeon content.
#3
Posted 16 September 2010 - 10:46 PM
#4
Posted 16 September 2010 - 10:48 PM
#5
Posted 16 September 2010 - 10:49 PM
When it comes to dungeons, I really like the approach Arenanet has taken. By giving each a story, it makes them a lot more fun than just 'battle down to the end boss' and by adding some random elements, it forces teams to adapt and pay attention rather than cruise through using the same moves over and over.
I really don't want 'hardcore' play to be exclusive to 'hardcore' players though. A challenge is great but something that has to be 'mastered', takes several hours and can be torn through with some gimmicky SC build is boring.
#6
Posted 16 September 2010 - 10:55 PM
Obviously give them a limit of about about 15 people, and have a max raid group of 25+? So you decide the difficulty. If you want a 'hardcore' experience invite more people, if you'd like a fair challenge take less.
#7
Posted 16 September 2010 - 11:02 PM
2. Should any of the world events be tailored to the hardcore crowd? This one's a bit more difficult. Because of the way dynamic events scale, I don't see this working out so well. "Guild of Leet Rockzorz" would not enjoy when a random level 75 joins a so-called hardcore event that they are in the middle of, causing it to scale up, even if the level 75 was able to pull his own weight. This would negate the "happy to see anyone" feeling that ArenaNet is trying to create.
3. Should any endgame instances be tailored to the hardcore crowd? Yes! Perfect place for challenging wipe-five-times-a-run fights. I couldn't really give a % for this, there just needs to be a good "curve" of dungeons to choose from so that we have something at every difficulty.
4. Hardcore solo instance missions: maybe in the personal story? I don't really think they'll make the personal story missions too hard, though. I don't imagine these fitting in to GW2.
#8
Posted 16 September 2010 - 11:04 PM
#9
Posted 16 September 2010 - 11:06 PM
Lisletbh said:
Obviously give them a limit of about about 15 people, and have a max raid group of 25+? So you decide the difficulty. If you want a 'hardcore' experience invite more people, if you'd like a fair challenge take less.
As far as we know there won't be party sizes that big. Although the vision is the same - you can go with 5 people (the max party size) and roll the dungeon with more ease than if you only went with 2-3 people.
#10
Posted 16 September 2010 - 11:06 PM
Unlight said:
A music genre I loathe.
#11
Posted 16 September 2010 - 11:36 PM
Unlight said:
Difficult?
http://www.synonym.com/synonyms/hard/
#12
Posted 16 September 2010 - 11:53 PM
Trinity said:
- What are your thoughts on the hardcore-endgame-pve, that doestnt deal with the personal story things?
- Should any of the world events, be tailored to the Hardcore crowd?if so what percentage?
- Should any endgame instanced dungons be tailored to the hardocre crowd? if so, what percentage?
- what are your thoughts on hardcore solo mission instances.(similar theme to GW1 basically)
but still:
1. It seems fine, whatever you define as such, but they did say there will be events that are harder than others, mainly the ones with the bigger bosses. These usually are hard because they go all over one map area. Sure with enough people it might be easier to beat.
2. and 3. There already are events tailored to be more difficult. ANd dungeons are basically designed to be more difficult. (they are not the substitute to missions, though may have a gameplay feeling they are)
4. You mean like the dwarven brawl and the norn tournament? I think, it might be fairly possible to make it hard in your personal storyline by concept. I dunno if they have done so though. I guess I would like them, but I don't see it necessary to have them in the game if the content is challenging enough. Especially in an MMO. It's a plus, sure.
#13
Posted 16 September 2010 - 11:59 PM
Unlight said:
#14
Posted 17 September 2010 - 12:03 AM
Quinci said:
Then any of the five-man, end-game dungeons can be made 'hardcore', simply by hitting a button to ramp up the difficulty to Hard Mode. Everyone can see all the content and everyone gets the challenge they want. Do this for all instanced play. Simple enough.
#15
Posted 17 September 2010 - 12:27 AM
... Personal mystery ... ;)
#16
Posted 17 September 2010 - 12:32 AM
A lot of people don't like that and get aggravated by having to spend time to actually learn how to 'win' something, but, there should at least be one or two encounters in dungeons that aren't easy enough that a random PuG could manage it in one or two tries. I don't want there to be a lot of content like this, but at least enough that people who want to feel accomplished have something to do like that, and then something to show for it afterwards.
#17
Posted 17 September 2010 - 12:35 AM
#18
Posted 17 September 2010 - 01:08 AM
#19
Posted 17 September 2010 - 02:07 AM
trollberry said:
I could get on board with this. I want challenging content that kicks my butt, but I don't what the challenge to be logistical (e.g. you need to gather 39 other people), or time-based (e.g. make sure you have nothing to do for the next 8 hours). It should be noted that no matter how hard they make PvE, the hardest of the hardcore will still claim it's easy, and takes no skill.
#20
Posted 17 September 2010 - 02:11 AM
However i hope we can avoid this translating into certain zones/dungeons being effectively off limit for a portion of the player base. Maybe have difficulty settings instead of individual hard/casual content? so say have dungeons that can be completed on bronc/silver/gold difficulty?
Additionally; please . . . please don't let AreanaNet make the mistake WoW has made and make 5 man dungeons become obsolete due to powercreep and lack of initial difficulty.
trollberry > Completely agreed, making content difficult by making it take a long time is the epitome of fake difficulty. however "winged" dungeon complexes can be cool and really give a nice feel to it.
Edited by Snowblind, 17 September 2010 - 02:14 AM.
#21
Posted 17 September 2010 - 02:23 AM
#22
Posted 17 September 2010 - 02:58 AM
But im sure ArenaNet will make each of them very rewarding and challenging to do
#23
Posted 17 September 2010 - 02:59 AM
I don't mind if a 5 man instance takes a couple of hours. Yet, I also do not want the entire strategic and tactical aspects of the instance merely to hinge on either group numbers or gimmick builds. Instead, I would most like to see AIs that scale and adjust their strategies and tactics based upon the constituency of the group engaging the encounters.
#24
Posted 17 September 2010 - 05:12 AM
tetravus said:
I agree with this. Some things need to be pretty difficult to beat and shouldn't be just beaten alone by a cheapo class, permasin for example. Too many times, in Guild Wars, have I been doing a mission or dungeon where someone decides to run ahead and try to destroy everything before we get to it so we somehow respect that person. It's pretty annoying but I don't let games really bother me. It needs to require teamwork, more than just "GLF -whatever class-" and then have the party chat be completely silent until someone messes up. People need to have to work together or fail.
I think there should be something that it's pretty difficult but is fairly accessible. The UW, for instance. If I went into a major city in Guild Wars, half the people there wouldn't even know how to get there but there are actually a lot of people who have almost mastered it. Something like that would be great.
#25
Posted 17 September 2010 - 05:18 AM
#26
Posted 17 September 2010 - 06:06 AM
#27
Posted 17 September 2010 - 07:43 AM
#28
Posted 17 September 2010 - 08:25 AM
- There is a wide variety of pistes available. While easy to access, they differ from each other based on theme, type of challenge and difficulty.
- You are welcome to try any and all of them right away but if you choose a piste that's way above your skill level you will fall a lot. You might get to the end eventually but it's not fast nor particularly enjoyable.
- Most importantly, the fun part happens between the start and the end of the piste, and getting to the end just means that you can then choose a new one.
On the other hand, if the process of going through a dungeon is so enjoyable in itself that players wouldn't mind the dungeon being even longer, then we are getting exactly what was promised.
#29
Posted 17 September 2010 - 10:50 AM
tmakinen said:
- There is a wide variety of pistes available. While easy to access, they differ from each other based on theme, type of challenge and difficulty.
- You are welcome to try any and all of them right away but if you choose a piste that's way above your skill level you will fall a lot. You might get to the end eventually but it's not fast nor particularly enjoyable.
- Most importantly, the fun part happens between the start and the end of the piste, and getting to the end just means that you can then choose a new one.
On the other hand, if the process of going through a dungeon is so enjoyable in itself that players wouldn't mind the dungeon being even longer, then we are getting exactly what was promised.
I guess you don't even need an end boss in a dungeon.
I wonder though what you think if the dungeon hinders the players from getting what they want? (i.e. to get the reward)?
I think if that is going to be a problem, then what is the point of playing the game? I think it has always hard to make a game that is as well as challenging as well as giving people what they want.
Ofcourse if a dungeon is hard, and it takes a lot of time, but the reward is little, why do it? Because the item there, as crappy as it be will have some extra value. I suppose.
The other way around, people that do not succeed will get annoyed they can't "access" everything, because they just suck at the game.
I wonder though when you do suck at the game, you should still get access to everything, or you're just out of luck. Either option sounds kind of bad.
#30
Posted 17 September 2010 - 10:54 AM
Rudaz said:
Amen. I would love if content could scale down to 1 person, but I'd still rather play with friends when they are available. The key would be flexibility; so you could bring however many people who had around. I'm not sure how viable that would be design-wise, but one can dream. And most definitely yes to challenging; accessible but challenging as all hell.









