PETITION: Make Slaver's Exile an Outpost

Croco Clouds

Croco Clouds

Wilds Pathfinder

Join Date: Mar 2007

Montreal, QC, Canada

Divine Illumination [LaZy]

E/A

/signed

To be more greedy:

make all dungeon entrances as outpost

Meo Yeong

Meo Yeong

Krytan Explorer

Join Date: Oct 2005

Canada Eh!

Test

Mo/E

I think only slaver's exile needs to have an outpot since you need to change builds in between each section that I have found so far and members leave and such when they have what tehy need so then you need to run all the way back. Rest of the dungeons can stay the way they are but this one needs to be changed so

/signed for outpost for slavers exile only

Arathi

Ascalonian Squire

Join Date: Sep 2007

/sign

i hate running back and forth it was hard enough getting 100% mapping > >

Clone

Clone

Krytan Explorer

Join Date: Jan 2006

/Signed

GW:EN's lack of mission staging outposts is very annoying.

Endow Gee

Endow Gee

Frost Gate Guardian

Join Date: Feb 2006

Ascalon City, Tyrian

Khight Of Imortallity

W/A

I think there’s a purpose on why you need to travel to caves to get there.
1) Fight your way there by killing and get drops.
2) In do so you will earn points.
3) Its a Dungeon/ Cave not a Town.
4) Why so many people complaining about Gwen to make it easier for them. Isn’t it the whole point of this is to play and kill monster if you want to get to your destination?

Meo Yeong

Meo Yeong

Krytan Explorer

Join Date: Oct 2005

Canada Eh!

Test

Mo/E

Its not about making it easier its about not having to waste time lol.

1) We all just run there
2) Who cares about tiny point amounts. Everyone knows that to get good points you need to wipe out the whole zone due to bonuses.
3) Yes its a dungeon but a dungeon with 4 sections that take a bit and with people leaving and such we all have to go back to outpost. Sometimes even having to change some skills like DOA.
4) Because they can but in ths case its just about not having to run there every time since no one is fighting there lol and running there is pretty easy just time consuming annoyance!!!!

Engel the Fallen

Lion's Arch Merchant

Join Date: Jun 2005

Mo/Me

/Not Signed.

Having easy access to these dungeons will prevent me from selling my finds at the rate I have been. This is my best money maker and since I am the only one who matters in the game, I refuse to see this changed.

Meo Yeong

Meo Yeong

Krytan Explorer

Join Date: Oct 2005

Canada Eh!

Test

Mo/E

Quote:
Originally Posted by Engel the Fallen
/Not Signed.

Having easy access to these dungeons will prevent me from selling my finds at the rate I have been. This is my best money maker and since I am the only one who matters in the game, I refuse to see this changed.
LOL

First off he the op only talking about the one dungeon.

Second, the 2 minute run to slavers exile would not have any effect on cost of items so I doubt it being an outpost would either.

SightlessBlind

SightlessBlind

Ascalonian Squire

Join Date: Jul 2007

Kentucky

Servants Of The Shard

R/E

Quote:
Originally Posted by Mordakai
Guild Wars: The single player MMORPG.
i agree. until i started doing droks runs for cash i hadnt even had much contact with most players. i can solo most missions with my heros easier then trying to get all the people to work together.

Guild Wars: Where everyone does what they want, even if the mobs pwn you

ramma77

ramma77

Krytan Explorer

Join Date: Dec 2005

South Shields, England

The Psycho Titans

R/

Would anyone like some cheese to go with their whine?

jesus christ.

genofreek

genofreek

Desert Nomad

Join Date: Jan 2007

USA

Jenova's Apocolyptic Remains [JAR]

D/

Quote:
Guild Wars: The single player MMORPG.
It's true. At least when the AI fudges my strategy and wipes out my party, I can yell and swear at them without hurting anyone's feelings (yeah yeah, here thar be carebears). Or if I screw something up, I won't get seven nasty PMs telling me to go back to pre. If my guildies aren't around, I pretty much hench everything because I can do what I want, take side trips, and learn the hard way without getting called noob.

I PUG occasionally, mostly to help newer players with areas I know well, but I almost always walk away with a nightmare story.

Omega X

Omega X

Ninja Unveiler

Join Date: Jun 2005

Louisiana, USA

Boston Guild[BG]

W/Me

/Signed for making Slaver's an outpost.

leprekan

leprekan

Wilds Pathfinder

Join Date: Oct 2005

Posers and Wannabes [nubs]

W/E

I for one hope they do NOT make it an outpost. If they make it even easier to camp and farm it then the items will have no meaning in less than a month. Look at DoA enough said.

/NOT signed

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

It's an elite Dungeon. No need to make it harder by having to get there.

liner

Academy Page

Join Date: Mar 2006

R/Mo

Quote:
Originally Posted by leprekan
I for one hope they do NOT make it an outpost. If they make it even easier to camp and farm it then the items will have no meaning in less than a month. Look at DoA enough said.

/NOT signed
Tormented weapons are still the most valuable items up to date. DoA has been available for quite a while now, along with numerous farming builds. Argument fail imo.

Everything is staged like it is an outpost already. Add a xunlai chest, merchant, and make it an outpost please!
/signed

Zexion

Zexion

Wilds Pathfinder

Join Date: Apr 2005

Warrior Nation [WN]

N/Me

/signed, for sure!

_Zexion

Darlichay Dalinar

Darlichay Dalinar

Ascalonian Squire

Join Date: Sep 2007

Cantha's Intelligence Agency

D/A

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
Repetition for no point is annoying after a long time, however, and I know plenty of people that go several times a day.

This is one suggestion I agree with, and I hardly make the travel there or do elite dungeons as it is.

jamal

Ascalonian Squire

Join Date: Dec 2006

E/

Having jsut gone through Slavers myself, i think any1 thats says no to this due to farmers is nuts. First after you've gone through a dungeon once what point is doing it again unless ur famring it for drops? Two there are so many anti enchant, interp, and anti melee, not to mention touchers, the only gimmick farming builds that are going to be usable here are the 8-man builds that are alrdy in use in the other elite zones. Some of those builds won't even work here. So unless you want drops to stay expenisve(they probly won't anyways) or too keep it H/H free(isn't right now) i can't see a plausible reason NOT to make an outpost out of it.
/signed

yuna of spira

yuna of spira

Academy Page

Join Date: Aug 2005

Perfectly Normal Beasts [MEAT]

Mo/Me

I dont necessarily agree with most of the people signing this thread for the same reasons....but i partially agree with the overall point. I think its a pretty simple run to slaver's exile....and while there is definitely an npc hub once you get inside...it just seems lazy still that you cant run there from umbral grotto. If its an elite area and you really wanna get there that badly, then you can kill just the short distance that it takes to get there....

Overall I think it was poor planning of the dungeons to have some so close to outposts and others so far away from others. This ties into the dungeon handbook reward vs the hero handbook reward, as over time it will take a lot longer to fill up the dungeon handbook than the hero handbook because its so easy to get to the missions from the outposts but longer to get to the dungeons....thus much more work for the same reward as filling up the hero handbook...

I mean, I got plenty annoyed at anet for not having the battledepths be an outpost when it made perfect sense for it to be. Even though the run was short, it just got annoying that the dwarves central hub for questing and npcs was an explorable area while all the other races had easy quick access. It also just seemed retarted then when I got to the central transfer chamber and it happened to be right next to the battledepts. That just doesnt make any sense geographically with the storyline: so all that time that I was in the battledepths, the central transfer chamber was right next to it behind a wall? wow, that belittles my having to travel there through the heart of shiverpeaks and the depths quest...

overall there just seems to be a problem with outpost distances in EOTN that I didnt find in the campaigns...I dont think that it could be simply solved by putting one outpost for slaver's, and I wouldnt want them to revamp the entire system after the game has already been out for a bit....so I guess I'd prefer nothing to happen. enough nerfing, enough changes...go with what we have

Skyros

Skyros

Lion's Arch Merchant

Join Date: Mar 2007

E/

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

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

[Thay]

N/

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.

jiggerjay

Krytan Explorer

Join Date: Nov 2006

England

Curse of the grail [Cotg]

W/

you could always make the door to the outpost only open if you have completed the main primary quest.

like the factions outposts.

kazjun

Desert Nomad

Join Date: Aug 2006

HoVa

W/N

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?

Senatoru

Senatoru

Frost Gate Guardian

Join Date: Nov 2005

Romania

Tiny Fluffy Bunnies [CUTE]

A/

/signed single player mmorpg

Vamis Threen

Frost Gate Guardian

Join Date: Nov 2006

E/Mo

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.

freekedoutfish

Furnace Stoker

Join Date: Jun 2006

E/

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.

Cathode_Reborn

Cathode_Reborn

Desert Nomad

Join Date: Sep 2006

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.

Indian

Indian

Wilds Pathfinder

Join Date: Oct 2005

[SWIM]/[HooD]/[RFE]

Me/

/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.

Tarus From Taros

Tarus From Taros

Lion's Arch Merchant

Join Date: Sep 2005

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.

FelixCarter

FelixCarter

Wilds Pathfinder

Join Date: Jul 2006

Mo/Me

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.

Lourens

Lourens

Forge Runner

Join Date: Mar 2006

/not signed

Agree with indian

Arathi

Ascalonian Squire

Join Date: Sep 2007

/signed

find it rather useless thats theres bout 40 norn down there and it looks like a town and its not > >

Limp

Limp

Pre-Searing Cadet

Join Date: Mar 2006

Guild Waraholics Anonymous

Mo/N

/signed
Complete the game....Get in the town/outpost.

Bankai

Bankai

Desert Nomad

Join Date: Sep 2006

Bubblegum Dragons

Mo/E

/not signed

12

Gli

Forge Runner

Join Date: Nov 2005

/signed

Maptravel beats walking every time.

Yawgmoth

Yawgmoth

Furnace Stoker

Join Date: Apr 2005

/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.

GAVIOTAJORDAN

Academy Page

Join Date: Oct 2006

/NOT SIGNED

you all are lazy,

R!ghteous Ind!gnation

R!ghteous Ind!gnation

Krytan Explorer

Join Date: Aug 2007

N/

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?!

rohara

rohara

Krytan Explorer

Join Date: Nov 2006

Rt/

/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.

pingu666

Jungle Guide

Join Date: Jul 2006

guildhall

[DETH]

/signed

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