I personally really, really hate the dungeons in GW2, its worse than going to work.
LFG for this game would be very appropriate, seeing is every class can perform any role. Therefor every profession will have an equal chance of getting into a dungeon, rather than some type of roles (tank for instance) getting insta-queued simply because they're more coveted. LFG isn't for me since I only do LFG on rare occasions with guildies or friends, but I can understand why many people might want it.
It would be nice to have a more selective dungeon finder. Im in a small RL friends guild and.I dont really play enough to.justify looking for an extra instance guild. I tried an AC explorable today and we had two people drop after they all died to the queen spider. It's a bit frustrating to see so many groups fail when I personally dont find the places that difficult.
A WoW style dungeon finder just wont work though. The playerbase isn't mature enough. They arent willing to wipe and arent willing to learn. This is unfortunate really... my best.memory is fighting the triple golem boss in SF. It was a little difficult to learn the tells on the first go, but once I got the timing on the flame.and poison golems rockets the fight went super smoothly. Clear progress through skill, not outgearing.
Last edited by Cyphran; 2012-10-10 at 09:55 AM.
http://us.battle.net/wow/en/characte...Cyphren/simple - Cyphren - Dr00dtank / Treeheals
http://us.battle.net/wow/en/characte...Cyphrin/simple - Cyphren - Bear Druid / Cat Druid
Once more: they should copy the DDO LFG tool. The best I've seen and it works.
Found a link to this thanks to a link on the AMA:
(Source).Originally Posted by Robert Hrouda
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I would favor a LFG system. Since the game lacks the traditional "hard" trinity, I don't believe that a LFG system would result in stupid-long queues or an assload of DPS who never get to play and egotistical healers and tanks. Yes, there'd still be "idiot rage" generated from people who don't know the game as well as others, people who are less geared, ect... But the only way to actually avoid that is to have a good guild, and I certainly don't support the WoW-model of forcing people to consolidate into guilds in order to play the game, I very much enjoy the "free form" grouping that takes place.
I would probably say though the only thing that would need to be added would be giving players the appropriate waypoint at the appropriate level, that way you don't have that "one guy" who doesn't have the waypoint, or allow the classic "summoning stone" concept of allowing players to "summon" others through a simply hud-functionality like right-clicking and selecting "summon".
Human progress isn't measured by industry. It's measured by the value you place on a life.
Just, be kind.
Players get ported into a dungeon just by being in the same zone currently. Its sort of nonsense design. Makes no sense other than to money sink players by forcing at least 1 waypoint to the zone. The actual dungeon waypoint has no bearing.
Should just get ported into the dungeon from anywhere- LFD/G or not. Would have to happen in any case for an LFD to be functional.
Not a random LFG like other games, not necessary but an improved lfg tab like tbc wow would be nice.
I don't see the issue with adding a LFG-tool.
We already have them for WvWvW & PvP.
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Restrict it to Story mode and Server only and I wouldn't have an issue with it.
Cross server would be bad with WvW and Explorable mode isn't designed for pugs.
Valar morghulis
It needs improvement over the current implementation no doubt. I dont favor a WoW implementation however. While automaticly being paired with 4 other people may be idea for convenience it also promotes disconnecting you from the other players. I ran wow LFD dungeons where for all I knew it could have been 4 bots behind the characters. They said nothing and were stupid enough at the very least. While LFD destroying the community is debatable I dont really see it doing it any favors. At least having to look at the list and say "Hi wana run X" before being grouped with someone promotes a bit more social interaction and will probably lead to a more successful run than a collection of folks just doing their own thing. While most of these dungeons are not all that hard they are also not quite the faceroll WoW's become after average gear levels exceed the dungeon where any random assortment of folks that dont even pay lip service to working together can breeze through.
What I would be looking for in a LFG system
Ability to flag yourself as looking for 1, all, or a particular selection of dungeons with the ability to break it down to particular explorable paths
Ability to flag a group as LFM with the same options.
A small note field where you can indicate something about your build. (or what group needs for group option)
Automatic cross server entry to the same dungeon if people from more than 1 server group up so there is no need to manualy mess with server transfers or guesting.
(optional) Auto port into dungeon, returning to original location when you leave. This already happens with WvW or HOTM. Not required but would be nice to have.
On the searching end of things (aka what you see when you look at who is listed as LFG)
Filters for the options available during listing (dungeon/path/ect...)
Filters for how broadly you want to look for members (aka same zone only, Same server only, Regional servers, or worldwide)
Additionaly players you have blocked/ignored should not show up on your list nor should any groups they are in. Would be nice if you did not show up for the groups containing a blocked individual as well but that might put to much strain on the servers to match everybody's blocked list realtime. Still an indicator on the group invite prompt that a blocked individual is in the inviting group would be helpful.
Who is John Galt?
And you base those assumptions on what facts? Not all the content in any game, is for everyone. Just as some love to pvp, others don't even touch it. It's the same with dungeons, daily quests, rep farms, you name it. For each their own. Dungeon explorables are the end game pve content. They are not meant to be done, few in an evening everyday. It's not WoW, it may appeal to a much smaller audience, similarly to original Guild Wars, let it be that way. There are many MMOs on the market right now, and it's absolutely lovely. I'm sure you can find one that suits you best. Don't try to make GW2 into yet another WoW clone.
WoW is still a great game, it's there to be played if you wish. There is Rift, that has the tools you're after as well. Both much more casual friendly, and that is great. But just as I, even though I really don't like what WoW has evolved into, can respect that it suits a great number of players; maybe you too, should consider that not everyone likes what you do, and that there are people that enjoy the lack of easy access to pugs. People that either have the time, or play with their friends, where grouping tools are irrelevant. Let us be
If you have no patience, no time, no will, try a game that makes it easier, they are out there.
On another note, 5 minutes in Lion's Arch, over a dozen LFG/LFM shouts in chat, and it's 10am on a weekday. It's really not hard, especially not if you choose to start one yourself. You'll have a group in no time. There is no trinity in the game, and while doing a 5 ranger group is far from optimal for some paths, it's still doable. It's a different kind of challenge.
Thing with Guild Wars dungeons, for some paths to be a smooth, pleasant experience, and not a zerg fest, you need a lot of group synergy. From careful utility choices cross professions, that take combos into consideration, to good communication, and frankly, the preference is voice. That rarely happens in a pug. Why give people a tool to frustration? Can you imaging the moaning then?
It's a game, it's meant to be a time sink, if you have no time to gather a group, do you really have time for a 2-3 hour attempt at a couple of explorable mode paths?
Few things here:Dungeon explorables are the end game pve content. They are not meant to be done, few in an evening everyday. They are not meant to be done, few in an evening everyday.
- There are only 3 explorable dungeons for level 80s.
- There is no endgame in any of the Guild Wars games at all.
- PUGs run multiple expo mode paths for the daily bonus.
I pretty much left because whilst I love the game, there is no LFG and I dont enjoy running round zones looking for events.
If they put in LFG and an instant adventure system like in Rift, I'd be back in a shot.
I think you really give the wrong impression when you say "no end game". There is no completing the game, it's not like you hit 80 and a You Win achievement pops up on the screen. It really confuses me when you do this.
And saying there are only 3 dungeons at 80 is like saying Caverns of Time is only one dungeon, just combining all the instances in there into one.
There are a total of 25 dungeon instances in GW2, each dungeon area has 1 story mode and 3 explorable modes, exept for Arah which has 4. These modes are seperate instances within the dungeons, different bosses, different achievements for a total of 25 dungeons.
Certain dungeon areas can only be accessed by 80s, but since you are downscaled, there are 25 dungeons for 80s.
In addition there are a number of mini-dungeons throughout the game, some of which can only be accessed after completing a meta event.
For a game with no end game there sure are alot of 80s running around collecting gear, achievements, pets, killing world bosses, and running events.
Valar morghulis
End of game is not the same as endgame. Historically, endgame refers to the penultimate step before absolute completion or finality. Or the later stages of play.
In the vulgar and w/r/t MMOs, endgame is the post level cap advancement. This does not exist in any of the Guild Wars games. None.
There are only 3 dungeons at 80. It's on the wiki. Crucible of Eternity, Arah and Honor of the Waves. The rest are sub-80 dungeons.And saying there are only 3 dungeons at 80 is like saying Caverns of Time is only one dungeon, just combining all the instances in there into one.
They are not distinct or discrete instances. There are 8 dungeons w/ multiple wings.There are a total of 25 dungeon instances in GW2, each dungeon area has 1 story mode and 3 explorable modes, exept for Arah which has 4. These modes are separate instances within the dungeons, different bosses, different achievements for a total of 25 dungeons.
No, there really isn't. Arena.net's own wiki confirms this is so. There are 3 level 80 dungeons.Certain dungeon areas can only be accessed by 80s, but since you are downscaled, there are 25 dungeons for 80s.
To wit~
http://wiki.guildwars2.com/wiki/Dung...st_of_Dungeons
That wouldn't constitute endgame anymore than picking strawberries. To do so makes the term and concept irrelevant to discussion.For a game with no end game there sure are alot of 80s running around collecting gear, achievements, pets, killing world bosses, and running events.
Semantics Champion strikes again!
I thought we already had this discussion.