Oct 30, 2007, 07:26 PM // 19:26
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#141
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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Quite honestly it is possible to form parties for Slaver's Exile in Umbral Grotto. There are people. This thread isn't about that, nor was it ever.
If people have actually done this dungeon in PUGs though, I can't possibly imagine them having a disagreement.
When doing Duncan nowadays, all must have completed all dungeons. This, quite frequently, leads to people forming PUGs, getting to the dungeon, and realizing someone has simply lied about it and the door is closed.
When doing any dungeon, the run there is repetitive and boring, especially since it must be completed to change builds for a second dungeon.
I was hoping that this would actually be fixed when the Duncan "exploit" was closed, but I guess I expected to much. It's not the A-net way.
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Oct 30, 2007, 07:45 PM // 19:45
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#142
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Krytan Explorer
Join Date: Sep 2007
Guild: [Yeti]
Profession: E/
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/signed
just because
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Oct 30, 2007, 07:56 PM // 19:56
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#143
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Wilds Pathfinder
Join Date: Jun 2006
Profession: Me/
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Quote:
Originally Posted by Alicendre
It's not because of the run.
It's because you CAN'T form a party for Slaver's Exile. Some people like to play in groups, could you respect that ? Or maybe it's too hard to think about someone not playing like you ?
Anyway, /signed
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So why dont form parties in Grotto?
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Oct 30, 2007, 08:08 PM // 20:08
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#144
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Forge Runner
Join Date: Aug 2006
Location: Scotland
Guild: Type like an idiot, I'll treat you like an idiot
Profession: E/Me
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Quote:
Originally Posted by Snow Bunny
oh noes! i r lazy.
i dun wanna run 2 teh dunjen.
Seriously? C'mon people.
/notsigned.
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If only the first line really was an ironic parody.
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Oct 30, 2007, 08:11 PM // 20:11
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#145
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Krytan Explorer
Join Date: Mar 2007
Location: in my house
Guild: The Arctic Maruarders [TAM]
Profession: A/
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/signed
i cant think of a reason not to make slavers exile an outpost.
other than runners out of business.
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Oct 30, 2007, 08:41 PM // 20:41
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#146
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Pre-Searing Cadet
Join Date: Oct 2007
Guild: Clan AOD
Profession: W/
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/signed slaver's exile needs outpostedness
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Oct 30, 2007, 09:13 PM // 21:13
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#147
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Desert Nomad
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/unsigned Work for what you Want and Get. Anet doesn't need to provide anymore easy paths in this game.
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Oct 30, 2007, 10:33 PM // 22:33
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#148
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Krytan Explorer
Join Date: Oct 2007
Location: Tualatin OR
Guild: N/A
Profession: A/W
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/somewhat signed
I like the idea, but maybe a CLOSER one instead of there being one like secret snowmen lair being connected right to the grotto (well you're teleported there w/e)
Maybe a closer outpost, that could be told to players by it's location "go here for slavers", but one connected to it may ruin the difficulty of the dungeon, regardless if it's an easy run to the dungeon or not.
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Oct 30, 2007, 11:50 PM // 23:50
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#149
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Wilds Pathfinder
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this is never gonna happen people
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Oct 31, 2007, 12:11 AM // 00:11
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#150
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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I think we should make all the farmable bosses right next to towns. That way I don't have to run 2 minutes to farm it. While we're at it, we need to move the trolls and giants much closer to droknars so I don't have to fight through the few avicara guys to get to them.
This thread fails.
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Oct 31, 2007, 01:33 AM // 01:33
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#151
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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^ Wtg completely missing the point of the discussion and purpose of the thread. You fail.
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Oct 31, 2007, 01:40 AM // 01:40
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#152
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Jungle Guide
Join Date: Jun 2005
Location: California
Guild: Shiverpeaks Search And Rescue [Lost]
Profession: Me/
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/signed
what moloch said. half the time doing duncan, someone doesn't understand the req's for it and the door is shut. /resign, find a replacement, reorder, rerun/fight/whatever what a waste of time.
all other elite areas have their own town/staging area, why not slaver's?
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Nov 04, 2007, 09:43 PM // 21:43
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#153
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Furnace Stoker
Join Date: Jun 2006
Profession: E/
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/signed
Slavers serves exactly the same purpose as TOA and other entrances to elite zones, so why isnt it the same?
It contains a weapon crafter like all outposts, so why isnt it an outpost? It offers nothing to fight so why isnt it an outpost? Get the point! Its pointles as anything else and should be an outpost.
It would serve as a hub to collect all the people who want to just play the elite dungeons. Instead of mashing together people who want to play elite dungeons, repeatable quests and normal dungeons all in the grotto.
Last edited by freekedoutfish; Nov 05, 2007 at 12:09 PM // 12:09..
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Nov 04, 2007, 10:42 PM // 22:42
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#154
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Alcoholic From Yale
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
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Quote:
Originally Posted by Moloch Vein
^ Wtg completely missing the point of the discussion and purpose of the thread. You fail.
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He doesn't miss the point of the thread.
Sardelac serves as the collective laziness of the community.
90% of these threads are "Make A,B,C,D,E,X,Y,Z Easier"
This is no different
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Nov 05, 2007, 01:33 AM // 01:33
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#155
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Emo Goth Italics
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getting there is easy enough,/notsigned
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Nov 05, 2007, 01:44 AM // 01:44
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#156
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Desert Nomad
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Quote:
Originally Posted by Mordakai
Guild Wars: The single player MMORPG.
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GW is not, for the umpteenth time, an MMO. There's nothing massively multiplayer about it, you can play with a maximum of 8 people in most situations. MMO's suck.
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Nov 05, 2007, 01:44 AM // 01:44
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#157
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Jungle Guide
Join Date: Dec 2006
Guild: Goon Squad [LLJK]
Profession: Mo/
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This is the case for other dungeons.
/notsigned
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Nov 05, 2007, 09:05 AM // 09:05
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#158
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Lion's Arch Merchant
Join Date: Sep 2006
Profession: W/
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/signed
Makes things more efficient. I like it.
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Nov 05, 2007, 09:40 AM // 09:40
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#159
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Krytan Explorer
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Just because you make things easier doesn't mean its a bad idea.
Just as you can extend the argument to say "why not put teleportal grid across the land"
You could just as validly ask the question "why not get rid of towns/outposts all together and make you walk"
There is a limit before a simple walk in the park goes from being a walk in the park to an arduous journey.
If people are getting pissed off at how long the journey is, then it should serve as a loud and clear sign to Anet that, "this section of the journey was too long" and really should be changed.
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Nov 05, 2007, 02:57 PM // 14:57
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#160
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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It takes what? 3 mins to walk to Slavers' from Umbral Grotto? hardly any monsters along the way at any rate. Umbral Grotto has pretty much established itself as the place to group at for Slavers' sooooo....I think it's time to let this thread die.
Quote:
Originally Posted by holymasamune
This thread fails.
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Fail Thread has run out of Fail.
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
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