Dungeons in Guild Wars 2

SeraCombi

Frost Gate Guardian

Join Date: Aug 2006

Hiding in a cave in old Ascalon

Anyone else concerned that the dungeons in GW2 will be like the ones in Eye of the North?

I was hoping for catacombs or sorrow's furnace-type dungeons in that expansion (In fact, that's what we were told to expect), but instead we got linear dungeons, copy-pasted interiors, and legend of zelda map markers.

I'm worried that the direction taken in EOTN will be the one followed in GW2. In fact, I don't see any reason to believe that they would revert back to the way they designed dungeon areas in the beginning.

Lonesamurai

Lonesamurai

Furnace Stoker

Join Date: Apr 2006

Cheltenham, Glos, UK

Wolf Pack Samurai [WPS]

R/A

but why would that be an issue with GW2?

Its going to be an open world style MMO, with GW1 style repeatable storyline missions

lewis91

lewis91

Wilds Pathfinder

Join Date: Jul 2008

Wales

Order of the Azurelight[OA]

E/

I enjoy the dungeons even if most are copyNpaste scenary. Im not saying that i wouldn't love a new scene in every dungeon. But whatever they decide to do i'l be happy with. I just wanna play GW2 asap, so if that means only 5 new layouts in 20 dungeons then screw it. Its all the same "Kill mobs, gain access to higher level, repeat, kill boss, get pissed at your onyx/diamond drop"

Eragon Zarroc

Eragon Zarroc

Atra estern?? ono thelduin

Join Date: Jan 2008

Madness Incarnate

[Duo]

W/P

i'm afraid that dungeons in GW2 will be ones with the giant bosses at the end that u can't even think about trying to tackle unless ur this specific lvl with this strong of gear and with a party of 20 people to do dps >_<

Lonesamurai

Lonesamurai

Furnace Stoker

Join Date: Apr 2006

Cheltenham, Glos, UK

Wolf Pack Samurai [WPS]

R/A

Quote:
Originally Posted by Eragon Zarroc View Post
i'm afraid that dungeons in GW2 will be ones with the giant bosses at the end that u can't even think about trying to tackle unless ur this specific lvl with this strong of gear and with a party of 20 people to do dps >_<
Its been said that won't be the case and even if they put some insane bosses in, even newbie players will be able to take part with the sidekick system

Fril Estelin

Fril Estelin

So Serious...

Join Date: Jan 2007

London

Nerfs Are [WHAK]

E/

We know so little about GW2, that I don't see the point of discussing comparison of existing GW1 game elements to what may or may not be in GW2. Sure, some people may find the discussion interesting. But, I mean, following this logic, shall we have a thread on "pathing in GW2", "clipping and texture in GW2" or "bosses in GW2"? Why be "worried" when instead you can just simply live your life patiently?

Or is this a kind of "what aspects of GW1 dungeons would like to see or not see in GW2" thread?

SeraCombi

Frost Gate Guardian

Join Date: Aug 2006

Hiding in a cave in old Ascalon

Quote:
Originally Posted by Lonesamurai View Post
but why would that be an issue with GW2?

Its going to be an open world style MMO, with GW1 style repeatable storyline missions
I'm referring to dungeon instances. There will be instanced content in GW2, dungeons specifically.

It's an issue because we tend to see trends in game development...for better or worse...where new content is tested, implemented, then repeated with revisions. It's an iterative process that builds on itself with feedback from testers and players.

Unless there's enough negative feedback regarding EOTN dungeons, we'll probably see similiar work in GW2.

Lonesamurai

Lonesamurai

Furnace Stoker

Join Date: Apr 2006

Cheltenham, Glos, UK

Wolf Pack Samurai [WPS]

R/A

Quote:
Originally Posted by SeraCombi View Post
I'm referring to dungeon instances. There will be instanced content in GW2, dungeons specifically.

It's an issue because we tend to see trends in game development...for better or worse...where new content is tested, implemented, then repeated with revisions. It's an iterative process that builds on itself with feedback from testers and players.

Unless there's enough negative feedback regarding EOTN dungeons, we'll probably see similiar work in GW2.
true, however as an open world persistant MMO, consider all the map we already have that has nothing in, most of that will now be filled, we already know there will be no Cantha, so that leaves Elona, Kryta (whats left from the floods and the new entry to the mists with the Battle Isle underwater), Ascalon, etc and all the areas beneath, plus any areas they add between now and then... There will be too many instances to copy paste them like they did EotN

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

I am afraid that by the time Guild Wars 2 is in the market, available to my country, that I'd be not a online game addict anymore. i have not touch my game in over 2 months except to retrieve the zaishen keys. and i did not play that other free game in a week. . ... don't seem to want to play any game anymore. So what ever dungeon they make for GW2 is of little concern to me actually, beside me wanting to say if the dungeon is the same as GW and the game is GW2,, then theres something really wrong.

my bad, i've not touch gw for 3 months, cos thats when i started to do the xunlai prediction.

SeraCombi

Frost Gate Guardian

Join Date: Aug 2006

Hiding in a cave in old Ascalon

Quote:
Originally Posted by Lonesamurai View Post
true, however as an open world persistant MMO, consider all the map we already have that has nothing in, most of that will now be filled, we already know there will be no Cantha, so that leaves Elona, Kryta (whats left from the floods and the new entry to the mists with the Battle Isle underwater), Ascalon, etc and all the areas beneath, plus any areas they add between now and then... There will be too many instances to copy paste them like they did EotN
The key to understanding what Arenanet did in EOTN, I believe, is to look at the number of dungeons they implemented. What was it, 18 or so?

That's a lot. And to pull it off, they had to make them linear (i.e, start here, move to the end of the tunnel, go to level 2, rinse repeat until you reach the boss), and they had to re-use interiors.

I would like to see fewer dungeons in GW2, with as much imagination, beauty, and intricacy as we found in the Catacombs or Sorrow's Furnace.

lewis91

lewis91

Wilds Pathfinder

Join Date: Jul 2008

Wales

Order of the Azurelight[OA]

E/

Quote:
Originally Posted by pumpkin pie View Post
I am afraid that by the time Guild Wars 2 is in the market, available to my country, that I'd be not a online game addict anymore.
Same, by the time GW2 comes around il probably be getting on with my life.

Lonesamurai

Lonesamurai

Furnace Stoker

Join Date: Apr 2006

Cheltenham, Glos, UK

Wolf Pack Samurai [WPS]

R/A

Quote:
Originally Posted by SeraCombi View Post
The key to understanding what Arenanet did in EOTN, I believe, is to look at the number of dungeons they implemented. What was it, 18 or so?

That's a lot. And to pull it off, they had to make them linear (i.e, start here, move to the end of the tunnel, go to level 2, rinse repeat until you reach the boss), and they had to re-use interiors.

I would like to see fewer dungeons in GW2, with as much imagination, beauty, and intricacy as we found in the Catacombs or Sorrow's Furnace.
That makes sense

but I think that there will be more dungeons (as we know them), but less compared to the volume of other playable area

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

I actually don't remember the dungeons.
Which, I think, is actually a good thing. Because the only things that I do remember about GWEN aren't good.
So if I don't remember them - that just means that they aren't really bad.

TheodenKing

TheodenKing

Jungle Guide

Join Date: Jun 2008

DoA

Dark Order of Retarded Knights (doRk)

N/Me

I choose not to speculate too much about what will or won't be in gw2 until they give us screenies or press releases to clue us in.

super strokey

super strokey

Krytan Explorer

Join Date: Aug 2006

Soviet Canuckistan

N/

Quote:
Originally Posted by Lonesamurai View Post
but why would that be an issue with GW2?

Its going to be an open world style MMO, with GW1 style repeatable storyline missions
Has the been confirmed? I hope so cause thats 100% what i want.

Lonesamurai

Lonesamurai

Furnace Stoker

Join Date: Apr 2006

Cheltenham, Glos, UK

Wolf Pack Samurai [WPS]

R/A

Quote:
Originally Posted by super strokey View Post
Has the been confirmed? I hope so cause thats 100% what i want.
Quote:
Originally Posted by GW2 Wiki
Technical

As with Guild Wars, there will be no monthly fee to play Guild Wars 2. Mike O'Brien has stated that expansions or mini-expansions are more likely than standalone campaigns, but a final decision hasn't been made yet.
Guild Wars 2 will be designed to run on computers with moderate specifications, but will have higher requirements than Guild Wars.
The original Guild Wars will continue to be supported after release of Guild Wars 2. This will include continued holiday events and tournaments.
Controls

The control system is going to be significantly changed (in particular mouse movement in the form "click to move" will be removed from the game), however target locking will still function. Guild Wars 2 will introduce a Z-axis to the game which will allow characters to jump over obstacles. Actions which have characters interacting with the environment, such as sliding and swimming, will also be introduced.
Graphics

James Phinney indicated in his "Imagining Guild Wars 2" article that polygon counts and texture allowances have been increased so he expects it to look beautiful and "like a whole new game". Gaile Gray has indicated the game will support DirectX 10, but not require it to play. Guild Wars 2 will use occlusion culling technology licensed from Umbra Software.
Persistence

The game will be on multiple servers or "worlds," but players will not be bound to a single world. They will be able to move freely from one world to another, as they do districts in Guild Wars, except that each world will encompass the entire game environment, not just a single outpost.
Guild Wars 2 will employ persistent environments more extensively than Guild Wars. Like other multiplayer online games, it will provide persistent explorable areas, allowing players to meet and interact while exploring.
Missions and dungeons will still be instanced.
An "Event System" will be used to notify players of major events in the world. This could be the return of a dragon to an area, for example.

That good enough?

Buster

Buster

Wilds Pathfinder

Join Date: Jan 2006

Elona

Clan Eternal Legion

D/W

When they eventually clue us in on Guild Wars 2 I'll be more than happy to comment.

mazey vorstagg

mazey vorstagg

Wilds Pathfinder

Join Date: Aug 2006

Nodnol

Meeting of Lost Minds

E/Mo

I hope they're different. They need dungeons like WoW. Shorter and fewer of them, but with story important bosses, unique scenery related to the dungeon and loot which isn't awful.

The problem with the dungeons in EoTN today is that they're all just areas filled with hard mobs and you progress through each level linearly. The mission at Doomlore is a good example of what a dungeon should be like. There puzzles to solve, ambushing bosses, narrative and then a boss at the end (who if you couldn't pull apart, might be hard) with animated statues and unique skills.

If all the dungeons in EOTN had been more like the storyline dungeons (except with a plot removed from the main one, although still relevant.) then it'd be much better. A quest chain of 2-3 steps could get you into the story of the dungeon, say a first quest scouting the Charr lands and finding Rragars fleshreaver, then a dip into the dungeon itself to find fleshreaver morsel and bring it back for analysis, then a full blown dungeon quest to kill Rragar with decent rewards for completing it. As you entered the dungeon you'd be able to explore freely and take multiple paths to the final boss, killing minibosses (who also drop loot worth having) on the way. You'd be dragged into a mini-story through lines spoken by the bosses you meet, or charr conversations you overhear. Perhaps there'd be puzzles to solve, or at least levers to pull to open the path before you.

Eventually you'd reach Rragar and his minion, duking it out in a multi phase fight that takes a while. The damage isn't massively spiky but it can still be deadly, especially if you're not dodging or don't move around. when he's dead you complete your quest, pick up the loot and go back to conclude the storyline.

You know, the way WoW and DnD did it

darkknightkain

Lion's Arch Merchant

Join Date: Mar 2007

P/W

Personally, I hope the dungeons are either
- shorter in length then EOTN, like 1/4~1/3 in length, and/or
- have save-points at the entrance, and on each floor of the dungeon, so to resume where was left off

I remember a lot of times have to abandon the dungeon progress in EOTN just because we reach the point myself or someone in the party needed to log out
The current ones simply take a bit too long to go through to finish within a session. The fact that most of the dungeons are located sooooooooo faaaaaaaar away from the outposts are also not helping either.

Owik Gall

Owik Gall

Wilds Pathfinder

Join Date: Jan 2007

Guardians of the Light

W/Mo

Who in this world knows? Just wait until the game comes out, please! Sheesh!

byteme!

byteme!

Forge Runner

Join Date: Jan 2006

On Earth

W/P

Sorrow's Type dungeons are worth playing 100 times over.

Good times.

Hyper.nl

Hyper.nl

Desert Nomad

Join Date: Oct 2006

Defending Fort Aspenwood

E/

I hope so, the dungeons of the Eye of the North were great. The only thing I missed was a save option, especially the 5 level dungeon takes very long to complete.

BenjZee

BenjZee

Forge Runner

Join Date: Dec 2006

The Overacheivers [Club]

Mo/

there will be dungeons
there will be dragons....
oh dear

papryk

Jungle Guide

Join Date: Feb 2006

Nancy

The Autonomy[?????????]

Quote:
Originally Posted by darkknightkain View Post
Personally, I hope the dungeons are either
- shorter in length then EOTN, like 1/4~1/3 in length, and/or
wtf? u want 5 minutes dungeons? oO