PETITION: Make Slaver's Exile an Outpost

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

[Thay]

N/

In my opinion, it makes no sense that Slaver's Exile should be a dungeon. At least if it was a dungeon (which it isn't), there should be an Outpost directly beside it.

This defeats the entire community mentality. You can't go to Slaver's to search for a party for the dungeons. You have to go to Umbral Grotto, where _lots_ of people are for different reasons, and then _run_ your way to the dungeon (outpost?), only to then enter to the sub-quest (dungeon?) you want.

Make Slaver's Exile an outpost!

Discuss!

[riVen]

[riVen]

Krytan Explorer

Join Date: Jun 2006

Refuge From Exile [RFE]

/signed

(1234567890)

CyberMesh0

CyberMesh0

Jungle Guide

Join Date: Jul 2005

Charter Vanguard [CV]

N/Me

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.

Mordakai

Mordakai

Grotto Attendant

Join Date: Aug 2005

Kyhlo

W/

Guild Wars: The single player MMORPG.

R!ghteous Ind!gnation

R!ghteous Ind!gnation

Krytan Explorer

Join Date: Aug 2007

N/

/signed single player mmorpg

Squirl

Squirl

Ascalonian Squire

Join Date: Jul 2006

Slayers Players

A/N

Well, I do like the idea of there being closer outposts. It's not really fun getting to the dungeons themselves. I mean, do you find it fun, not whether or not you mind it, but do you genuinely have fun having to go through a zone every time you want to do a dungeon? I don't and it would have been nice to have them closer to outposts.

Exoudeous

Exoudeous

Wilds Pathfinder

Join Date: Mar 2006

Honor Warriors

E/

Quote:
Originally Posted by Squirl
Well, I do like the idea of there being closer outposts. It's not really fun getting to the dungeons themselves. I mean, do you find it fun, not whether or not you mind it, but do you genuinely have fun having to go through a zone every time you want to do a dungeon? I don't and it would have been nice to have them closer to outposts.
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

Navaros

Forge Runner

Join Date: Apr 2005

Mo/Me

/signed

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.
Sure it's not hard to say that, but that doesn't amount to anything. You'll never actually find a party for Slaver's in Umbral or Olaf. The players there are not there for the purpose of doing Slaver's.

It's not a matter of "survival" to the dungeons.

And indeed having to grind one's way to the Dungeons every time by killing trivial mobs is not fun and has no point for any Dungeon. But that is a secondary issue to the one listed in the OP.

The primary issue is that Slaver's most of all must be given an outpost, because without the outpost for it, it is impossible to find a party for it.

Dubug

Pre-Searing Cadet

Join Date: Aug 2007

D/Mo

Actually, they should just make the dungeon map icons clickable and allow you to travel to them instantly once you have found them. Problem solved.

Navaros

Forge Runner

Join Date: Apr 2005

Mo/Me

Quote:
Originally Posted by Dubug
Actually, they should just make the dungeon map icons clickable and allow you to travel to them instantly once you have found them. Problem solved.
That is a very good idea, but it does not solve the problem for Slaver's since even with that solution it would still remain impossible to find a party for Slaver's. A Slaver's-specific outpost is the only thing that would remedy this.

Squirl

Squirl

Ascalonian Squire

Join Date: Jul 2006

Slayers Players

A/N

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
I never said I don't like exploring and it is fun. But when there's a place you're going to be visiting more than two to three times having to cross a whole zone with mobs you honestly don't care about... it's just really redundant.

I'm beginning to think you have some personal vendetta toward me, anything I say I've got you jumping down my throat without ever actually giving any thought to what I say. Please, tell me that every time you want to do Slaver's Exile you're going to be loving every minute of having to wade through Verdant Cascades so that I can be wrong here.

Avatar Exico

Avatar Exico

Wilds Pathfinder

Join Date: Jun 2006

Way to Cold at Home:Illnois and School:Iowa.

We Trip Hard On [AcID]

N/

It would only make it fair for Slaver's Exile to be Outpost if you look at every other Elite Mission they have outpost so ya make outpost.

/Signed

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

[Thay]

N/

This has nothing to do with "surviving through the first area". I ran there myself the first time with a necro using two skills on an otherwise empty skill bar because I thought it would be faster, and that wasn't a problem.

No, what this is about is that Exile is a hub from where you access different dungeons. It's the ideal meeting place for said dungeons. Except you can't meet anyone there, because it isn't an outpost.

Oh, and...

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

Exoudeous

Exoudeous

Wilds Pathfinder

Join Date: Mar 2006

Honor Warriors

E/

Quote:
Originally Posted by Squirl
stuff
I woudlnt flatter yourself, I dont care enough to follow you around.

do YOU post with ever thinking?


Quote:
Originally Posted by Moloch Vein
more stuff
and this is diffrent from going to sorrows furnace how?

Cathode_Reborn

Cathode_Reborn

Desert Nomad

Join Date: Sep 2006

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
When you do it over and over again, it becomes annoying. Even worse, a friend and I decide to do Slaver's exile....she was running a conditions build and we entered the zone that we both have never been to...the result: fleshless enemies, her build made useless....then we have to zone back then run all the way back to Slaver's just to make a small adjustment.

The I find the whole running to dungeons thing pretty annoying. This can discourage teaming with others....when you got a party of 8, it's pretty likely that someone may have forget a skill/item/etcetc...then the only choice is to zone back and do another run to the dungeon because someone forgot something.

Cathode_Reborn

Cathode_Reborn

Desert Nomad

Join Date: Sep 2006

Edit: Too much flaming.

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

[Thay]

N/

Quote:
Originally Posted by Exoudeous
and this is diffrent from going to sorrows furnace how?
It is extremely different. I am even going to be patient with you and explain it, even though you hardly deserve it.

Sorrow's Furnace can in practice only be accessed from Deldrimor War Camp. To get there, you go through Grenth's Footprint, where DWC is located. This is also where you pick up the quests for Sorrow's Furnace, and this area is thus tied into Sorrow's in a meaningful way.

Exile will usually be accessed from Umbral Grotto. This places has nothing to do with Exile, and Cascades does not either. Umbral Grotto is directly tied to another dungeon (Vloxen Excavations) and several other quests.

Go on girl, post "more stuff".

Exoudeous

Exoudeous

Wilds Pathfinder

Join Date: Mar 2006

Honor Warriors

E/

Quote:
Originally Posted by Cathode_Reborn
What kind of lame comparison is that? SF was the ONLY area before EotN that had you do this kind of running. Now you gotta do that much more cause most of these dungeons have no outpost.

You should actually try posting a good reason to not add outposts at dungeons.
im sorry its your oppinion tis not good, but that doesnt make it true now does it?

I can see anet making it an oupost and then seeing 50 million topics complaining about bots.

See people may want something, but that doesnt mean that once they get it it will be all good or without its own problems


Quote:
Originally Posted by Moloch Vein
attempt to look smart
go ahead make more posts and act like you are above me. its also cute that you assume im a girl. Do i need to explain thinsg to you even though you dont have the brain to understand it?

Reflect

Reflect

Krytan Explorer

Join Date: May 2007

Varna,Bulgaria

Glob Of Ectospasm [GoE]

W/

/signed
tho going there is not hard at all, as i henched the dungeon i had to restart from grotto for each of the 4 rooms to change builds, which made it quite annoying

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

[Thay]

N/

I'm sorry, I'm not going to feed the troll any longer. Let us get back on topic.

Exoudeous

Exoudeous

Wilds Pathfinder

Join Date: Mar 2006

Honor Warriors

E/

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.
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

genofreek

genofreek

Desert Nomad

Join Date: Jan 2007

USA

Jenova's Apocolyptic Remains [JAR]

D/

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.

Micromaster

Micromaster

Krytan Explorer

Join Date: Apr 2006

...

W/Mo

/signed

Would make things much more organized and people forming groups would have less trouble.

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

[Thay]

N/

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.
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.
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.

Onarik Amrak

Onarik Amrak

Forge Runner

Join Date: Mar 2007

Astral Revenants

P/W

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
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
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.

Zexion

Zexion

Wilds Pathfinder

Join Date: Apr 2005

Warrior Nation [WN]

N/Me

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

Exoudeous

Exoudeous

Wilds Pathfinder

Join Date: Mar 2006

Honor Warriors

E/

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?

genofreek

genofreek

Desert Nomad

Join Date: Jan 2007

USA

Jenova's Apocolyptic Remains [JAR]

D/

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.

Chthon

Grotto Attendant

Join Date: Apr 2007

/signed

Don't much care for a long, pointless walk through the windriders.

Cathode_Reborn

Cathode_Reborn

Desert Nomad

Join Date: Sep 2006

Quote:
Originally Posted by Exoudeous
Ideas are nice in practice yes, but a lot of times it ends up being crappy in the end.
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.

onerabbit

onerabbit

Grotto Attendant

Join Date: Mar 2006

Thanks to all the guru [mods]

/signed.

be so much easier to get a team down there.

lennymon

lennymon

Forge Runner

Join Date: Nov 2005

Seattle

Odin's Hammer [OH] - Servant's of Fortuna [SoF]

R/

/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...

Exoudeous

Exoudeous

Wilds Pathfinder

Join Date: Mar 2006

Honor Warriors

E/

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.
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

Retribution X

Retribution X

Desert Nomad

Join Date: Nov 2005

Check behind you again.

N/

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
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...)

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

/signed

It seriously needs to be a town that only opens for people who have beat the game.

generik

Desert Nomad

Join Date: Jun 2005

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...)
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.

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

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.

Inger

Lion's Arch Merchant

Join Date: Apr 2007

R/Rt

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
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.

nw0

nw0

Pre-Searing Cadet

Join Date: Sep 2007

/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?
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!

genofreek

genofreek

Desert Nomad

Join Date: Jan 2007

USA

Jenova's Apocolyptic Remains [JAR]

D/

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.