Like you, Ricketer, I'm a strong proponent of dungeon crawls in MMOs. One of the greatest losses to the genre has been the death of quality dungeons. Dungeons today are so heavily designed for the lowest common denominator that virtually anything which made them enjoyable has been designed out of the genre.
folks, imho, this is pretty ridiculous. Running a dungeon requires skill, and teamwork and IMHO, for a guild, its one of the best ways to build team and comraderie.
You basically answer your question here; if you approach dungeons with your guild, then what issue is it to you if other players are particularly exclusive about who/what they bring to a dungeon?
Is this really about an overarching trend in the community, or about your own personal inability to engage those trends?
i want to know how you guys, the community, feels about the above screen shots. Tell me if you agree with this behavior. if so, why? and vice versa.
Personally, i disagree, please help me understand why you as the playerbase would strip the game of its values for the "quick buck" so to speak.
There's only so many hours in a day, days in a week, weeks in a month, etc.
I would rather spend a few minutes before starting a dungeon certifying that everyone is similarly prepared for the dungeon, then to find out halfway through the dungeon that someone is woefully undergeared or underskilled for the content.
That undergeared or underskilled player may be approaching the game in a manner that's acceptable for themselves, but once they've chosen to enter a dungeon their performance now impacts the rest of the group.
I'm only looking out for myself and the three other members of the group. For what its worth, I'm not into speed running CoF, and when I did heavily grind dungeons in this game, I only excluded players based on class given the rest of the group's current makeup. And unless I knew the entire group was familiar with the content, I would take the time to explain encounters beforehand.
That doesn't seem elitist to me; that seems considerate, unlike the undergeared and underskilled player feeling entitled to a spot in a dungeon group simply because they're logged in. If they want a spot, they can form their own group (just as I have done), but I imagine they're as incapable of that as they are of compiling decent gear or selecting a decent build....hence why they resort to whining about being excluded, because they feel entitled.
Least efforts theory is often used to find breaks in a game's systems, or in this case the content design and operant strategies.
To be fair, the game feels unrewarding, and very much grindfest, when playing it the "intended" way. I couldn't bring myself to play the game the way CoF speed runners do; I see no point in playing the game at all when that's the preferred method of playing it. But it's not like the game really supports other approaches; I mean to say, they took some acceptably complex dungeon layouts and then ruined them with the path system, and that blanket token reward system is homogeneously awful.
Edited by Millimidget, 22 March 2013 - 12:13 AM.