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margin:0 auto; text-align:center; padding:30px 0; } .t-footer .t-footer-curseLinks>ul:before,.t-footer .t-footer-curseLinks>ul:after { content:""; display:table; } .t-footer .t-footer-curseLinks>ul:after { clear:both; } .ie8 .t-footer .t-footer-curseLinks>ul { zoom:1; } .t-footer .t-footer-curseLinks>ul>li { display:0; -moz-box-orient:vertical; display:inline-block; vertical-align:middle; margin:0 8px; font-size:11px; text-transform:uppercase; } .t-footer .t-footer-curseLinks>ul>li a { color:#666; } .t-footer .t-footer-curseLinks>ul>li a:hover { color:#ff5f14; } .t-footer .t-footer-createdBy { background:#101010; clear:both; text-align:center; color:#4d4d4d; padding:20px 0 40px; text-transform:uppercase; } .t-footer .t-footer-createdBy>* { display:0; -moz-box-orient:vertical; display:inline-block; vertical-align:middle; } .t-footer .t-footer-createdBy .curse-logo { background-image:url(../Img/icon-curse-logo-footer.png); width:35px; height:50px; margin:0 1em; } .t-footer .t-footer-createdBy .happy-pants { display:block; clear:both; margin-bottom:0; padding:20px 0 0; } .t-footer .return-to-top { background:url(../Img/icon-back_to_top.png) no-repeat right center; padding-right:24px; position:absolute; top:-30px; width:1000px; margin:0 auto; text-align:right; display:block; font-size:11px; font-weight:bold; height:30px; line-height:30px; } .t-footer .return-to-top a:hover { color:#ff5f14; } /* --------------------------------------------------------------------------- Footer ad hack, remove after code push -JB (4/18/13) - Specificity issues due to old code --------------------------------------------------------------------------- */ /* Temp Wrapper */ .show-ads { position: relative; } /* Header */ .show-ads .t-footer .t-footer-curseNetwork { border-top: none; } .show-ads .t-footer-curseNetwork > header:first-child { border-top: 1px solid #333; width: 50%; } .show-ads .t-footer-curseNetwork > header:first-child .t-footer-jumpLink { margin-right: 10px; position: relative; } .show-ads .t-footer-curseNetwork > header:first-child .t-footer-jumpLink:after { background: #151515; content: ""; height: 100%; position: absolute; left: 100%; width: 10px; } /* Featured Items */ .show-ads .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem { float: none; margin-left: 0; overflow: hidden; width: 50%; } .show-ads .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem h4 { float: left; position: relative; z-index: 2; } .show-ads .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem dl { border-radius: 0 8px 8px 0; height: 91px; overflow: hidden; padding-left: 28px; position: relative; top: 11px; left: -10px; width: auto; } /* Remove 3rd & 4th featured sites */ .show-ads .t-footer .t-footer-featureItem:nth-child(3), .show-ads .t-footer .t-footer-featureItem:nth-child(4) { position: absolute; left: -99999px; } /* Med Rect */ .show-ads .footer-ad-medRect { margin-right: -490px; position: absolute; top: 45px; right: 50%; } Make once entranced Dungeons warpable - Guild Wars Forums - GW Guru
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Old Sep 24, 2007, 04:16 PM // 16:16   #1
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Default Make once entranced Dungeons warpable

God, i hate it, that we can't map travel to dungeons, which we have entranced at least once.

its stupid ,when you have to travel ever and ever again by foot to the dungeons, and this sometimes through hard areas and you have to take the risk then, to end up with ur team at the dungeon entrance with several dies maybe, startign the dungeon with malus -.-

Why can#t you just make the dungeon symbols on the map make clickable, so that players can map travel them, once they have entranced it once.
Would raise the overall gameplay of GW:EN very much, because how it is at the momen, its far more then annoying. Its horrid
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Old Sep 24, 2007, 04:51 PM // 16:51   #2
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OMFG MAKE IT EASY LIKE THE OTHER GAMES. IDC THAT THIS IS SUPPOSED TO BE A HARD EXPANSION I WANTS MY DUNGEONS TO BE EASY GWAR.

CAN YOU ALSO MAKE ALL OF THE DUNGEON BOSSES NOT AS HIGH A LEVEL, AND THEIR SKILLS ARE TOO GOOD NERF THEM.

/endrant

but seriously, its kinda meant to be a pain, and i like it that way. i think its just fine how it is atm, that way people have to THINK about pve, i know god forbid thinking in pve. also by having to run and kill on the way to the dungeon you can get some rep points so hey its not bad.
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Old Sep 24, 2007, 05:21 PM // 17:21   #3
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god, how i hate such selfish a...... which think for no second on casual players and have them to write such dumb wannabe sarcastic ghosty garbage in big letters as if they would think, it would look then much more better, but try then to be serious ....

sry, but that was now just only my opinion about the post above, nothing personal at all, only the post, not the person behind the post.
================


Could you just imagine for short time, thta there exist players, which have not the time to run every god damn way by foot.
THAT THIS IS MAYBE THE REASON WHY THE FEATURE OF MAP TRAVELING EXISTS IN THIS GAME ???

Not, because its funny, not because its unique, not because it works simple.
NO

Because it helps casual players to play better GW with their short time they have maybe only once or twice a week ...
Thats exactly the god damn reason, why this wannabe MMO has even heroes and henchmen, to help casual players not wasting time ....
And thats the exact reason, why dungeons should be map travelable ONCE U'VE TRAVELED TO THEM ONCE BY FEET AND ENTRANCED THEM !!!!
Then the player has proven that they could take on your god damn pain to make it to them and thats enough, theres no need then anymore to punish casual players for having lesser time than others wasting time to run again to the dungeons, when they could theoretically map travel to those points ...

The only one who god had forbidden to think "socially" is you, because you think only about, what would be nice for the hardcore player

Last edited by Phoenix Tears; Sep 24, 2007 at 05:23 PM // 17:23..
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Old Sep 24, 2007, 05:37 PM // 17:37   #4
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Why not just throw in map travel to your quests? Think about it, most dungeons take anywhere from 30 mins to an hour to do, so if you have time for that, you have the time to run to the dungeon. It's not like it takes a hour to get to one, 2 mins and bamm your there.
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Old Sep 24, 2007, 05:48 PM // 17:48   #5
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but isn't gwen is for hardcore players? beside the point i don't see this as necessary feature that we need in this expansion. It takes about about 30m-2hours to clear a dungeon, plus i don't know 10-20 min to get to the dungeon. Isn't what might causal player need is to play for few hours maybe clear a dungeon or two and call it a day. So what we have to fight our way to get there. I am a casual player and do not see the need for easy map travel to a dungeon.

/notsigned.
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Old Sep 24, 2007, 05:56 PM // 17:56   #6
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and btw i AM a casual player, i am currently working and going to college so yea not much time, BUT i dont do dungeons when i dont have much time is the point,dungeons are meant to be hard like i stated, if you want short time pve you go do quests or w/e BUT for those who want something that is challenging and takes time they do dungeons, we dont want to ruin it by adding MORE stuff for the casuals and LESS stuff for those who want a bit more depth
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Old Sep 24, 2007, 06:06 PM // 18:06   #7
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Sure, the content should be for "good" players, not for hardcore players, theres a difference in good players and hardcore players which simple play only very much time. Good players seek only for challenges, iE. the dungeons, or elite missions regardless of how much time they play or how much time they have for playing.

The fact of making dungeons warpable is simple. Traveling to them is a waste of time. Time, which the casual player could spent better with being in the dungeon after warping to it.
Sure, most dungeons need only like 5-10 minutes when you rush to them and no group of monsters cut you way (but what often is the matter, when unlucky even with resulting in some senseless deaths before reaching the dungeon) But there exist even Dungeons, like the Catacombs of kathandrax where you have to run through 2 maps until you reach the dungeon finaly then the second map's right lower corner, where you have to go through first through the burning forest, which is full will annoying elementalists where you have to be really prepared for, or ur run will definitely end up in some senseless deaths before even reaching the dungeon, where reaching the dungeon takes up like an half hour, when you fight carefully to risk not any deaths.

Thats time, very much casual players have not a day, they have only like 30 minutes or say 45 minutes up to an hour and that was it, with this time, dungeons like the Catacombs are impossoible to make for casual gamers, when they have to waste like 20-30 minutes first to reach the dungeon.

When not making dungeons warpable at general by map, then should Anet change it so, that once traveled to the dungeon, the dungeon becomes warpable, when the player uses for the dungeon a certain Entrance Scroll, which sells an NpC then for the fixed price of say 250g ...

how sounds that ?
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Old Sep 24, 2007, 07:13 PM // 19:13   #8
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Sure, I'd allow you to map travel to the dungeons, but most you'll not get past the first level.

Seeing as how the dungeons require a quest to be active to access the lower levels and the end bosses, but go ahead and map travel and have fun clearing the first floor.
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Old Sep 24, 2007, 07:42 PM // 19:42   #9
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/signed

That or remove the mouse-over icons that act as though you can click on them and have something happen.
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Old Sep 24, 2007, 07:48 PM // 19:48   #10
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Speaking as a casual player, doing a dungeon takes considerably longer than getting to a dungeon. The whole operation is maybe a 2 hour deal, which is fine for a night's session. How trimming the first 10-15 minutes off that would make it more viable is beyond me.

/not signed
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Old Sep 24, 2007, 08:02 PM // 20:02   #11
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The only problem I see is items accumulatin in the inventory. Sell tab in collectors, merchants at the entrance of Dungeons or consumables that summon a merchant would do the trick for that.
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Old Sep 24, 2007, 08:06 PM // 20:06   #12
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How would repeatedly clearing a dungeon pose a challenge?
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Old Sep 24, 2007, 08:07 PM // 20:07   #13
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Quote:
Originally Posted by MithranArkanere
The only problem I see is items accumulatin in the inventory. Sell tab in collectors, merchants at the entrance of Dungeons or consumables that summon a merchant would do the trick for that.
Don't like the idea of a conumable that summons a merchant. But a merchant at the rez shrine outside the dungeons would rock!
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Old Sep 24, 2007, 08:22 PM // 20:22   #14
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A merchant halfway through the longer dungeons as well would be a good thing. I've dumped so many non-max whites to pick up non-maxed blues that may be Improved Sale Value that I think I've lost out on almost 50g worth every time.


Seriously though...if we're forced to run through places and keep drops, make the drops worthy and give us a means to dispose of unwanted items other than trashing or dropping.
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Old Sep 25, 2007, 03:59 PM // 15:59   #15
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uhm, what has this merchant stuff now to do with my thread ? yes, exactly.... nothing ...
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Old Sep 25, 2007, 04:22 PM // 16:22   #16
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it has everything to do with it, people are stating that the only downfall to having to run there is the fact that your inventory gets a bit filled so with the addition of merchants that problem is alleviated lol.
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Old Sep 25, 2007, 04:41 PM // 16:41   #17
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but merchants have nothing to do with the fact, that running ever and ever again to the dungeons is time consuming -.-
There was never the mention about stupid drops on the way to the dungeons which fill your inventory -.-

The point of this thread is making Dungeons map travelable, once you were in them at least once, like you make towns and outposts map travelalble, once you were in them at least once ...
When you want more merchants on explorable maps, then make an own thread for it.
But for the sake of the gameplay for casual gamers, dungeons need to become map travelable, casual players should use their less time in the dungeons, not by wasting time first tu run by foot first to them ever and ever again and as said, sure, there are some, which U've reached in like 5 minutes, but there also are dungeons, which you reach only after like 20-30 minutes, when you go carefully to them, when you won't risk any deaths and this time is simple too much. Not to mention that the average time of making dungeons is so or so often too high for casial players which have maybe like only 1 Hour, but the dungeons needs then like 2-3 hours to be completed.
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Old Sep 25, 2007, 04:46 PM // 16:46   #18
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ok you need to read your own thread completely, what they have stated is that the run is 10 to maybe 20 mins which should have no bias on your ability to do the dungeon because they take about an hour or 2, so if you have the time to devote an hour or 2, 20 mins is not a big deal and will not affect casual players at all.

WHERE AS the full inventories is a problem but that is fixed by adding merchants THEREFOR there is no reason to make dungeons warpable just add merchants adn the problem is solved, they are just giving a /notsigned and giving a better solution.

and a slight tip i have learned, if you are hostile less people will get behind you on your idea lol.
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Old Sep 25, 2007, 06:03 PM // 18:03   #19
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Quote:
Originally Posted by tenshi_strife
OMFG MAKE IT EASY LIKE THE OTHER GAMES. IDC THAT THIS IS SUPPOSED TO BE A HARD EXPANSION I WANTS MY DUNGEONS TO BE EASY GWAR.

CAN YOU ALSO MAKE ALL OF THE DUNGEON BOSSES NOT AS HIGH A LEVEL, AND THEIR SKILLS ARE TOO GOOD NERF THEM.

/endrant

but seriously, its kinda meant to be a pain, and i like it that way. i think its just fine how it is atm, that way people have to THINK about pve, i know god forbid thinking in pve. also by having to run and kill on the way to the dungeon you can get some rep points so hey its not bad.
You win the thread.

/notsigned.
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Old Sep 25, 2007, 06:13 PM // 18:13   #20
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Cry more. Next thing you know someone's going to ask for make it possible to warp to the last level of the dungeon for "casual" players.
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