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Old Sep 10, 2007, 03:02 AM // 03:02   #101
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Quote:
Originally Posted by Skyros
You know what a dungeon area with a outpost is?

A Mission area from the other campaigns.

If Duncan's Dungeon (Alliteration FTW) was made an outpost, there would be so many people who haven't beaten the game and aren't ready for an elite dungeon there looking for groups.
How could there be those people there when it is impossible to enter the area unless you have completed the game?

Quote:
It would defeat the purpose of having the elite dungeon. I'm betting that everyone that wants this place to be an outpost also find GW:EN to be "too hard".
You could bet, but you would lose.
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Old Sep 10, 2007, 03:11 AM // 03:11   #102
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you could always make the door to the outpost only open if you have completed the main primary quest.

like the factions outposts.
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Old Sep 10, 2007, 06:27 AM // 06:27   #103
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Quote:
Originally Posted by Skyros
You know what a dungeon area with a outpost is?

A Mission area from the other campaigns.

If Duncan's Dungeon (Alliteration FTW) was made an outpost, there would be so many people who haven't beaten the game and aren't ready for an elite dungeon there looking for groups. It would defeat the purpose of having the elite dungeon. I'm betting that everyone that wants this place to be an outpost also find GW:EN to be "too hard".

I think the dungeons were designed they way they are to emphasis that most of them are COMPLETELY OPTIONAL. If you find a dungeon to be SOOO far out of the way, no one is forcing you to do it. It also explains why the filling out the master dungeon log reward is not that great, to reward players for doing it but not making the reward so good that it makes players want to get it.

/notsigned * 100
Right. There's also tons of noobs who haven't finished nightfall sitting in the gate of anguish, right?

I also don't get what you're saying? So the way to reward players and make them want to do dungeons is to make it a crap reward? Or are you saying anet, after making such a big deal out of dungeon crawling, don't really care if we want to play the dungeons?
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Old Sep 11, 2007, 09:11 PM // 21:11   #104
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/signed single player mmorpg
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Old Sep 11, 2007, 09:27 PM // 21:27   #105
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I play for about two hours at a time nowadays and trekking repetitively across the charr homeland, for example, is a bit too dull and eats into too much playing time. When I want to play a dungeon I want to play it now, not in fifteen minutes time.

The comparison to SF is fair enough, though. However the journey wthere as more interesting because you never knew which bosses were going to spawn and you always had a small chance of getting a nice (if admittedly rubbish) green.
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Old Sep 11, 2007, 09:43 PM // 21:43   #106
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Im signed for this purely because it seems daft to have 4 dungeons leading away from one dungeon. It would confuse the hell out of me, and GWENs dungeons system is somewhat confusing anyway.

Im having issues just finding the dungeons I havent done yet... and ive done all the ones ive found!

So yes make Slaves an outpost if its nothing more then a starting point for 4 other dungeons.
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Old Sep 11, 2007, 10:30 PM // 22:30   #107
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You know all they have to do is put Veth (storyteller quest giver guy) in or outside Umbral grotto. Once you get his quest he'll ask if you wanna be transported to Slaver's exile.

There's a few npcs that take you straight to the dungeon once you've taken their quest.
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Old Sep 12, 2007, 02:00 AM // 02:00   #108
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/not signed

Takes fun out of "Elite Dungeon" if you can just walk by. If they decide to change Slavers to outpost it'll be like another.. Gate of Anguish.

Best way to run to Slavers is from Olafstead, IMO.
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Old Sep 12, 2007, 02:18 AM // 02:18   #109
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Signed for making it a town.

Here's the simple method. Put an NPC directly outside of the Slaver's Exile portal. Make it gated off. The Player must talk to an NPC to get through to the small town.

If the player has other people in his party who have not completed the game it will just say something along the lines of: "Your party has players who cannot travel there, Do you wish to leave them behind?"

Once inside, if you want to do Duncan the Black I guess you could just repeat above however, that would be a pain in the ass unless it said the particular player(s) who still need to complete the rest of the quest.

Going off topic here but has it already been mentioned you don't need to do the other parts of the quest to enter Duncan the Black's dungeon currently if the (leader?) already has those parts done? I'm not sure if Mallyx is the same way but I know it's true for this. You don't have to do any aspect of the dungeon other then Duncan's to get the quest reward too. I assume this is a bug that will be fixed soon. I should probably keep my mouth shut eh?

Oh and for those who are not signing, please explain what the hell the benefit is from having to run there every time? Do you think it makes it more challenging? More elite? It's not difficult, it's just unnecessarily tedious.

Last edited by Tarus From Taros; Sep 12, 2007 at 02:26 AM // 02:26..
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Old Sep 12, 2007, 02:25 AM // 02:25   #110
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I personally don't do many dungeons, much less Elite Missions/Dungeons... But...

I think that if it's useful to others, then I might as well /Sign.
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Old Sep 12, 2007, 07:00 AM // 07:00   #111
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/not signed

Agree with indian
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Old Sep 12, 2007, 11:01 AM // 11:01   #112
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/signed

find it rather useless thats theres bout 40 norn down there and it looks like a town and its not > >
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Old Sep 12, 2007, 01:41 PM // 13:41   #113
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/signed
Complete the game....Get in the town/outpost.
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Old Sep 12, 2007, 01:54 PM // 13:54   #114
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/not signed

12
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Old Sep 12, 2007, 01:59 PM // 13:59   #115
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/signed

Maptravel beats walking every time.
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Old Sep 12, 2007, 02:47 PM // 14:47   #116
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/signed

but there's even more: I'd love to see one central outpost where groups for clearing ANY dungeons should gather. It can be anywhere, any town, even the EotN is fine. It will become extremelly useful when HardMode will come, now almost all dungeons are solo-henchable.
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Old Sep 12, 2007, 04:42 PM // 16:42   #117
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/NOT SIGNED

you all are lazy,
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Old Sep 12, 2007, 06:25 PM // 18:25   #118
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Quote:
Originally Posted by CyberMesh0
Hmm... how about we do that for every other dungeon in the game as well, since they're hard to reach just like this dungeon is? It's not that hard to go to Umbral and tack on "Party for Slavers' Exile" in the party window, you know. While I understand the whole "but it's the elite dungeon!" mentality, there's really no point- if you can't survive for 15 minutes getting there, you really have no business going there in the first place.
HAHAHAHHAHA it takes you 15 minutes to get there?!
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Old Sep 12, 2007, 07:07 PM // 19:07   #119
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/signed

wasted a good hour last night with a guildie getting wiped in forgewight, having to map back to umbral to modify our builds several times. (having never been there before, didn't know what we'd be up against) after the 2nd try, we resorted to running to the dungeon as to not waste more time.

slaver's exile isn't a dungeon anyway, per se, just a place that links to the dungeons. just make it an outpost already XD

DoA isn't a good example as to why making slaver's an outpost is a bad idea. DoA is only farming central because of the gems, and the DoA areas are so retardedly designed that the vast majority of players want nothing to do with it. dungeons are different...they're hero/henchable, offer no gems (except from the big shiny chests), and farming the first few monsters in these dungeons would be a waste of time.
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Old Sep 13, 2007, 07:03 PM // 19:03   #120
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/signed

bots wouldnt be too much of a problem, as they would haveto complete gwen to get there
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