Sep 05, 2007, 10:26 PM // 22:26
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#21
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Wilds Pathfinder
Join Date: Mar 2006
Guild: Honor Warriors
Profession: E/
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Quote:
Originally Posted by Moloch Vein
I'm sorry, I'm not going to feed the troll any longer. Let us get back on topic.
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Don't starve yourself on my account.
but hey if you want to get your point across belittling people isn't the best way.
to be "on topic" once again id say people would be more upset at the bots appearing once they can get to dungeons so fast.
the easier you make it to get somewhere, the less anything you find there will be worth
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Sep 05, 2007, 10:30 PM // 22:30
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#22
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Desert Nomad
Join Date: Jan 2007
Location: USA
Guild: Jenova's Apocolyptic Remains [JAR]
Profession: D/
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I have to agree with OP. I run around a lot since I enjoy exploring, but when I fail at a dungeon and have to redo the same obnoxious mob/patrol-filled trek three or four times in a row, it really kills my motivation to go back at all.
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Sep 05, 2007, 10:33 PM // 22:33
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#23
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Krytan Explorer
Join Date: Apr 2006
Guild: ...
Profession: W/Mo
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/signed
Would make things much more organized and people forming groups would have less trouble.
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Sep 05, 2007, 10:38 PM // 22:38
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#24
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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Quote:
Originally Posted by Exoudeous
Don't starve yourself on my account.
but hey if you want to get your point across belittling people isn't the best way.
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As opposed to your attitude? I think I've seen three posts in this thread alone by you worthy of a warning or a ban.
Quote:
to be "on topic" once again id say people would be more upset at the bots appearing once they can get to dungeons so fast.
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The bot problem is a constant all over the game. That has nothing to do with my suggestion.
Oh, and do you actually think it's "hard" to get through Cascades? That's another point where your Sorrow's comparison fails. Grenth's had a level of competition at least approaching Sorrow's (not that both aren't easy by today's standards), and the rewards were also approaching those. The same can hardly be said about Exile vs. Cascades.
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Sep 05, 2007, 10:40 PM // 22:40
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#25
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Forge Runner
Join Date: Mar 2007
Guild: Astral Revenants
Profession: P/W
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Quote:
Originally Posted by Exoudeous
Don't starve yourself on my account.
but hey if you want to get your point across belittling people isn't the best way.
to be "on topic" once again id say people would be more upset at the bots appearing once they can get to dungeons so fast.
the easier you make it to get somewhere, the less anything you find there will be worth
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Oh snap!
But seriously, it would be useful to have an outpost there.
It's inconvenient not having one close by.
Quote:
Originally Posted by Exoudeous
god forbid you explore and actually adventure in the game.
hey why not place outposts every five inches on the map cause its a pain spending 3 minutes walking around a map
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That's not what people are arguing for.
People who want to go there would obviously have explored the space inbetween on the way there. (Straight line or otherwise.)
But after that first time, it just becomes the same old path to get there.
So really, I don't see what your argument is.
Unless it's a deliberate Strawman.
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Sep 05, 2007, 10:47 PM // 22:47
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#26
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Wilds Pathfinder
Join Date: Apr 2005
Guild: Warrior Nation [WN]
Profession: N/Me
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This solves a problem I am sure many of the people in here have not thought of.
Entering the dungeon requires a Hero's Handbook with A Time for Heroes in it.
So you basically have to take up a slot for the handbook to enter. And to boot, if you want to turn in the handbook, you would have to repeat the mission. Not that it's hard, but it's still a time sink, and GW has enough of those already:P
So if they make it an outpost, and then just require you to have the mission in the handbook to unlock the outpost, you would be able to throw away the handbook after entering the dungeon, making it much less of a hassle
/signed
_Zexion
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Sep 05, 2007, 10:48 PM // 22:48
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#27
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Wilds Pathfinder
Join Date: Mar 2006
Guild: Honor Warriors
Profession: E/
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so you don't think having an outpost there, where some one could just do the place over and over and over and over, without anything blocking them is a problem? the content isn't hard like anguish where you actually NEED a human team right there. this place can be hunched.
for once it seems like Anet thought a little ahead about something for once.
Ideas are nice in practice yes, but a lot of times it ends up being crappy in the end. people saying its annoying going back and forth. well int that deterring you from farming the crap out of it?
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Sep 05, 2007, 10:50 PM // 22:50
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#28
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Desert Nomad
Join Date: Jan 2007
Location: USA
Guild: Jenova's Apocolyptic Remains [JAR]
Profession: D/
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I don't farm loot, and if I did, I sure as hell wouldn't be doing HM-level difficulty areas for crappy NM drops. I just want to get through the dungeons and play the game.
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Sep 05, 2007, 11:29 PM // 23:29
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#29
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Grotto Attendant
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/signed
Don't much care for a long, pointless walk through the windriders.
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Sep 05, 2007, 11:42 PM // 23:42
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#30
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Desert Nomad
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Quote:
Originally Posted by Exoudeous
Ideas are nice in practice yes, but a lot of times it ends up being crappy in the end.
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You still havent posted a decent reason why this shouldn't be done. I didn't think you were serious about the bot thing.....thats ridiculous. They'll always be around. Players have had to "suffer" because bots in the past but not adding outposts for that reason is completely stupid. What exacly are they gonna farm? Everyone's already stated that gold drops are rare in eotn. i haven't even heard anyone bring up bots in ages. You're just being paranoid....either that or you can't come up with a legit argument against the outpost idea.
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Sep 05, 2007, 11:57 PM // 23:57
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#31
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Grotto Attendant
Join Date: Mar 2006
Guild: Thanks to all the guru [mods]
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/signed.
be so much easier to get a team down there.
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Sep 06, 2007, 12:06 AM // 00:06
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#32
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Forge Runner
Join Date: Nov 2005
Location: Seattle
Guild: Odin's Hammer [OH] - Servant's of Fortuna [SoF]
Profession: R/
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/NOT signed.
If you're going to PUG slaver's exile then that 15 minute stroll getting there may be all the warning you'll get that you're wasting your time...
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Sep 06, 2007, 12:12 AM // 00:12
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#33
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Wilds Pathfinder
Join Date: Mar 2006
Guild: Honor Warriors
Profession: E/
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Quote:
Originally Posted by Cathode_Reborn
You still havent posted a decent reason why this shouldn't be done. I didn't think you were serious about the bot thing.....thats ridiculous. They'll always be around. Players have had to "suffer" because bots in the past but not adding outposts for that reason is completely stupid. What exacly are they gonna farm? Everyone's already stated that gold drops are rare in eotn. i haven't even heard anyone bring up bots in ages. You're just being paranoid....either that or you can't come up with a legit argument against the outpost idea.
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You still havent posted a good reason why this SHOULD be done how about that. I can deny your ideas for no reason just like you do mine
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Sep 06, 2007, 12:22 AM // 00:22
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#34
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Desert Nomad
Join Date: Nov 2005
Location: Check behind you again.
Profession: N/
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Quote:
Originally Posted by Exoudeous
You still havent posted a good reason why this SHOULD be done how about that. I can deny your ideas for no reason just like you do mine
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Because most of the players of GW are casual... And they don't have time to do a 15-minute run to a dungeon, rack up DP, and then start a dungeon, which may take an hour or more.
Speaking for a guildie of mine, he would hardly be able to complete the dungeon, because he plays over lunchbreak. (One hour) Now add another 15 mins, and no way possible in hell. (Lets see ANYONE do a dungeon in less than 45 mins...)
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Sep 06, 2007, 12:31 AM // 00:31
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#35
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Desert Nomad
Join Date: Jan 2006
Location: Good ol' USA, where everyone else wants to be
Guild: Now Plays World of Warcraft on Whisperwind
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/signed
It seriously needs to be a town that only opens for people who have beat the game.
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Sep 06, 2007, 12:36 AM // 00:36
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#36
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Desert Nomad
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Quote:
Originally Posted by Retribution X
Because most of the players of GW are casual... And they don't have time to do a 15-minute run to a dungeon, rack up DP, and then start a dungeon, which may take an hour or more.
Speaking for a guildie of mine, he would hardly be able to complete the dungeon, because he plays over lunchbreak. (One hour) Now add another 15 mins, and no way possible in hell. (Lets see ANYONE do a dungeon in less than 45 mins...)
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It's the same when the ToPK dungeon was first released. Initially it took everyone like 2-3 hours to clear, and when B/P got popular people are doing it routinely within 45 minutes.
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Sep 06, 2007, 12:37 AM // 00:37
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#37
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Furnace Stoker
Join Date: Nov 2006
Guild: Ageis Ascending
Profession: W/
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Placing an outpost there would be a good idea, and would solve several issuses. Slavers Exile for all intents and purposes is an outpost, there are no hostiles to kill and there are crafters present.
The only up side to having it not be an outpost is for those that wish to kill some bosses on the way to slavers exile inorder to start the dungeons with a +2-10 moral boost, something that can be easily achieved now with a craftable item!
You can not compare this to Sorrows Furnace since you are fighting the exact same foes outside as inside, it more closely resembles the first and second lvl's of the GW:EN dungeons.
Given that all of the other Elite dungeons have linked outposts, The Deep, Urgoz Warrens and DOA, there can be little justification for not making an outpost directly linked to Slaver's Exile dungeons.
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Sep 06, 2007, 01:04 AM // 01:04
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#38
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Lion's Arch Merchant
Join Date: Apr 2007
Profession: R/Rt
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Quote:
Originally Posted by Exoudeous
You still havent posted a good reason why this SHOULD be done how about that. I can deny your ideas for no reason just like you do mine
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Besides the general mentality it gets tedious to continually walk thru a 15 min zone killing enemies that have nothing to do with the dungeon itself there is the problem of finding parties.
OK, it doesn't REQUIRE human players, its certainly henchable. That in turn also makes it relatively PUGable though. Some ppl enjoy playing with human players, they like a lvl of interaction and communication between players. Sometimes its fun just having other people to talk to, congradulate, thank, and just have a more interactive time with. RIght now it is incredibly difficult to find a PUG going to slavers exile. WHen people are in umbral grotto the majority of players there are there more for quests involving zones around those outposts.
A very simple way to solve the problem of finding a human group, u make slavers exile an outpost, suddenly everyone there is there for slavers exile. They're not there to seek asura help or clear raven's point. People in a slavers exile outpost would be there for that specific area and thus make finding a PUG relatively easy.
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Sep 06, 2007, 02:00 AM // 02:00
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#39
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Pre-Searing Cadet
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/signed
I've been thinking of this too... but for ALL dungeons. Really, I figured they would've given dungeons their own outposts in the first place. I mean... let's face it - having to run across an entire zone to enter a dungeon that you've already been to is completely pointless. We don't have to run to any of the other high-level PvE areas, so why should we have to run to dungeons? Heck, isn't that the point of fast map travel in the first place? It makes things more streamlined and "user-friendly".
I guess the only real downside could be that there may be a lot of time spent creating the outposts, and the possibilities of botting... but I'm having trouble believing that either of those would be very large issues.
Also, to Exoudeous - please try to stay constructive in your criticism, and avoid "flaming". Many of your arguments have been hostile towards other posters, and are derogatory in nature. Posts like
Quote:
god forbid you explore and actually adventure in the game.
I woudlnt flatter yourself, I dont care enough to follow you around.
do YOU post with ever thinking?
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etc. It is fine to disagree... I just ask that you do so in a more understanding manner.
BTW....
<--- Long time lurker, first time poster. Sorry for going so far off-topic!
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Sep 06, 2007, 04:20 AM // 04:20
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#40
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Desert Nomad
Join Date: Jan 2007
Location: USA
Guild: Jenova's Apocolyptic Remains [JAR]
Profession: D/
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The bot argument doesn't fly. Bots will be there regardless of outpost placement. As long as there's a demand for game gold and GW is playable, you're going to have them. Fill the in-between area with enchant strippers/interrupters/whatever else might kill a single player, and they'll simply grab a tank to escort them as far as the dungeon, then leave.
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