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DRM are not what we think?

TheThief.8475TheThief.8475 Member ✭✭
edited January 28, 2021 in Living World

What if DRM are actually instanced story chapters that you play in party? Everyone says they suck because lack of rewards, maybe they are not meant to be repeated, if not for achivements.

I completed all DRM yesterday, and I a have to say I enjoyed em a lot (except the metrica and caledon).

Imo they are a GREAT way to play the instanced story chapter that you used to play alone. They are not repeatable content (or even end game content), they are just great if you play each of them one time to advance the story. I would like to see some instanced story chapter in this format in EoD.

I've played gw2 for a very long time, and this is the first time i have really enjoyed the instanced story, wich were much more boring even in HoT and PoF with no exception for living world season 3 and 4.

But yes, there is no content added in the game in the "champions" releases, no one can deny it (no maps, no strikes, no meta events ecc).
But no, DRM are not as bad as everyone says, they are just a fun way to push instanced story (imo). Not a repeatable content, but not bad content.

What do you think?

<1

Comments

  • Kondor.2904Kondor.2904 Member ✭✭✭

    @TheThief.8475 said:
    What if DRM are actually instanced story chapters that you play in party? Everyone says they suck because lack of rewards, maybe they are not meant to be repeated, if not for achivements.

    I completed all DRM yesterday, and I a have to say I enjoyed em a lot (except the metrica and caledon).

    Imo they are a GREAT way to play the instanced story chapter that you used to play alone. They are not repeatable content (or even end game content), they are just great if you play each of them one time to advance the story. I would like to see some instanced story chapter in this format in EoD.

    I've played gw2 for a very long time, and this is the first time i have really enjoyed the instanced story, wich were much more boring even in HoT and PoF with no exception for living world season 3 and 4.

    But yes, there is no content added in the game in the "champions" releases, no one can deny it (no maps, no strikes, no meta events ecc).
    But no, DRM are not as bad as everyone says, they are just a fun way to push instanced story (imo). Not a repeatable content, but not bad content.

    What do you think?

    That's exactly how I treated them. And imo the story narrative is more dynamic this way, sometimes a bit too dynamic (i missed some dialogues when i joined them the first time, cuz i felt feel like we were tight on time), I did enjoy them in terms of story interaction and progression, I think overall it's better than stealing candy from a baby-boss 1v1 in the solo story instances.

    And while the end bosses themselves can be fought repeatedly for certain rewards in CM, I think the initial preparation missions are too tedious to do them over and over again. If they want to make them into something more or less repeatable, they should get rid of the excessive dialogues and initial quests after the 1rst "story mode" completion (with some kind of option to repeat it if you want to hear that all again), so you can proceed straight to the escort/boss.

  • @Ameepa.6793 said:
    They would not have grindy achievements to repeat them a number of times , dailies to complete them every day and their own currency if they were ment to be played only once.

    This is true, but I think that they did it to keep us busy with some "content" while they are developing EoD. Maybe they were not meant to be repeatable, but since the devs didn't know about the expansion (wich was decided to be made during the icebrood saga), they had to change things a bit, to do the most of the job for the expansion, and the few possible for icebrood(?)

  • TheThief.8475TheThief.8475 Member ✭✭
    edited January 28, 2021

    @AgentMoore.9453 said:
    It's possible DRMs were meant to simply be Living World story steps (with the usual mediocre rewards) and were later adapted into repeatable content when the dev team suddenly had "Hey guys, we're doing an expansion now" dropped into their laps mid-production. Not only does it feel that way from the perspective of a player, but recent Guild Chat remarks suggest the same.

    Something that seems like it was meant to be one and done is now being marketed as a.) a new type of content (it isn't) and b.) something that players are expected to grind repeatedly. If they are doing this to fill the space between here and End of Dragons, they need to continue refining DRMs so that the rewards and enjoyability are proportional to the effort of repetition that goes into doing them and listening to the same voice lines over and over.

    Perhaps the Volcanic Stormcaller weapon set is supposed to be the carrot that keeps people playing DRMs the way Tequatl and Drakkar weapons keep people doing those metas? Unclear, but more (or at least more desirable) rewards need to be added to DRMs or people will only do the bare minimum before ultimately abandoning DRMs completely.

    Exactly what i thought, I read your comment just after I said the same thing :D (even if you were much more detailed!)

  • mindcircus.1506mindcircus.1506 Member ✭✭✭✭

    @TheThief.8475 said:
    What if DRM are actually instanced story chapters that you play in party? Everyone says they suck because lack of rewards, maybe they are not meant to be repeated, if not for achivements.

    The devs are on record multiple times saying this content is meant to be repeatable.

    "We recognize that some players are not able to complete all content." Gaile Gray 01.10.19

  • TheThief.8475TheThief.8475 Member ✭✭
    edited January 28, 2021

    @mindcircus.1506 said:

    @TheThief.8475 said:
    What if DRM are actually instanced story chapters that you play in party? Everyone says they suck because lack of rewards, maybe they are not meant to be repeated, if not for achivements.

    The devs are on record multiple times saying this content is meant to be repeatable.

    @AliamRationem.5172 said:

    @TheThief.8475 said:
    What if DRM are actually instanced story chapters that you play in party? Everyone says they suck because lack of rewards, maybe they are not meant to be repeated, if not for achivements.

    I completed all DRM yesterday, and I a have to say I enjoyed em a lot (except the metrica and caledon).

    Imo they are a GREAT way to play the instanced story chapter that you used to play alone. They are not repeatable content (or even end game content), they are just great if you play each of them one time to advance the story. I would like to see some instanced story chapter in this format in EoD.

    I've played gw2 for a very long time, and this is the first time i have really enjoyed the instanced story, wich were much more boring even in HoT and PoF with no exception for living world season 3 and 4.

    But yes, there is no content added in the game in the "champions" releases, no one can deny it (no maps, no strikes, no meta events ecc).
    But no, DRM are not as bad as everyone says, they are just a fun way to push instanced story (imo). Not a repeatable content, but not bad content.

    What do you think?

    "I knew it! I knew it would be bad news. Wait, I have an idea. Maybe if you tell me the bad news in a good way, it won't sound so bad."

    They aren't repeatable content at all. That's why they have...dailies. There's no content, of course. But at least you don't have to repeat DRMs. So, you see DRMs are a really great method of content delivery!

    I'm glad you're enjoying them, but to me they feel like copy/paste content that does not stand well on its own. Icebrood Saga started off strong with the prologue which had a map full of personality and a pretty solid story episode associated with it. It's unfortunate that we're now approaching the finale trying to justify to each other how little the story is delivering. This is a sad franchise that could have been so much more if it had been managed properly.

    Copy pasting the answer from a previous comment :D.

    This is true, but I think that they did it to keep us busy with some "content" while they are developing EoD. Maybe they were not meant to be repeatable, but since the devs didn't know about the expansion (wich was decided to be made during the icebrood saga), they had to change things a bit, to do the most of the job for the expansion, and the few possible for icebrood(?)

    So maybe they reworked them to be repeatable to give us something to play until the expansion :D

  • zealex.9410zealex.9410 Member ✭✭✭✭
    edited January 28, 2021

    Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability.

    Also strikes, major fights in story could then be strikes for groups.

  • Blude.6812Blude.6812 Member ✭✭✭✭

    @Fueki.4753 said:
    DRMs are exactly what we think they are.
    They are replacing proper story content that usually comes with story missions.
    They are replacing the Open World content we have gotten which each episode since Season 3.
    It's content that has been scraped together and coupled with grindy achievements to give players something to do and prevent a content drought.

    I wish they had just given us an epilogue that explains why we go to Cantha and how the journey is related to Jormag's awakening.
    In my opinion, a content drought following said epilogue would have been less detrimental to the game.

    Truth!!! And it IS what drms are.

  • TheThief.8475TheThief.8475 Member ✭✭
    edited January 28, 2021

    @Fueki.4753 said:
    DRMs are exactly what we think they are.
    They are replacing proper story content that usually comes with story missions.
    They are replacing the Open World content we have gotten which each episode since Season 3.
    It's content that has been scraped together and coupled with grindy achievements to give players something to do and prevent a content drought.

    I wish they had just given us an epilogue that explains why we go to Cantha and how the journey is related to Jormag's awakening.
    In my opinion, a content drought following said epilogue would have been less detrimental to the game.

    It is true that they are replacing content, but i will repeat myself once again, maybe when there was no expansion plan, the drm would have been released alongside a new map (who knows, they said plans changed when they were told to develop a new expansion this is the reality - i'm not inventing it).

    We have 2 chapters yet and they will sure explain us about Jormag, and our jurney to Cantha, don't worry about that.

    We just need to resist for some months (ch4 will be realeasin late april) for EoD, and then we will discuss about what they did, and why. Whish the best for us :D

  • @zealex.9410 said:
    Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability.

    Also strikes, major fights in story could then be strikes for groups.

    I agree with that. The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight.

    A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend.

  • Linken.6345Linken.6345 Member ✭✭✭✭

    @TheThief.8475 said:

    @zealex.9410 said:
    Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability.

    Also strikes, major fights in story could then be strikes for groups.

    I agree with that. The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight.

    A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend.

    The end for core story was story mode of the dungeon Arah, players dident like that they all of a sudden had to group to finish story so I doubt Anet will make that mistake again.

  • Yasai.3549Yasai.3549 Member ✭✭✭✭

    If yu strip everything away, DRMs are basically watered down Fractals.

    Single scenario - Story driven objectives - Boss at the end with some mechanics.
    These are all the makings of a Fractal.

    If I play a stupid build, I deserve to die.
    If I beat people on a stupid build, I deserve to get away with it.

  • Brayonsky.4736Brayonsky.4736 Member
    edited January 28, 2021

    @Linken.6345 said:

    @TheThief.8475 said:

    @zealex.9410 said:
    Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability.

    Also strikes, major fights in story could then be strikes for groups.

    I agree with that. The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight.

    A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend.

    The end for core story was story mode of the dungeon Arah, players dident like that they all of a sudden had to group to finish story so I doubt Anet will make that mistake again.

    maybe if they do it like with Jormag's Voice; solo story boss then strike

  • Pifil.5193Pifil.5193 Member ✭✭✭✭

    @Yasai.3549 said:
    If yu strip everything away, DRMs are basically watered down Fractals.

    Single scenario - Story driven objectives - Boss at the end with some mechanics.
    These are all the makings of a Fractal.

    Yeah, or a simple open world event chain, a simple event to gather everyone together, escort/defend section and a boss. These DRMs are a lot like a simplified version of the assaults on the fortresses and towns in Drizzlewood. Without everything else in the episode and on that map. It's amazing just how little is in these chapters compared to the episodes that came before them.

  • Fueki.4753Fueki.4753 Member ✭✭✭✭

    @TheThief.8475 said:
    i will repeat myself once again, maybe when there was no expansion plan, the drm would have been released alongside a new map

    That's just your speculation, repeating yourself won't change that.
    Arenanet could have chosen an entirely different direction.
    After all, Arenanet also wanted to implemented things similar to season 1,
    yet the only things close to season 1 are the season 1 instances accessible via the scrying pool.

    Point is, we don't know whether they would have chosen DRMs or not, if there had been no expansion in development.
    But the end result is that we got them and they worse than content droughts.

  • Ayrilana.1396Ayrilana.1396 Member ✭✭✭✭

    @TheThief.8475 said:
    maybe when there was no expansion plan, the drm would have been released alongside a new map (who knows, they said plans changed when they were told to develop a new expansion this is the reality - i'm not inventing it).

    This all assuming that DRMs were actually planned to be included from the start of the saga and not added as cheap filler content later on in order to keep us busy until the expansion.

  • zealex.9410zealex.9410 Member ✭✭✭✭

    Ppl focus, drms dont need to replace propper story instances or ow maps, they just need after eod to be implemented as a replayable mode of story instances that include combat.

    They reuse everything from mobs to bosses to the instance itself so the only work needed is basically comming up with rewards. This type of content absolutely can make the gw2 experience better for solo and group players alike.

  • @Fueki.4753 said:

    @TheThief.8475 said:
    i will repeat myself once again, maybe when there was no expansion plan, the drm would have been released alongside a new map

    That's just your speculation, repeating yourself won't change that.
    Arenanet could have chosen an entirely different direction.
    After all, Arenanet also wanted to implemented things similar to season 1,
    yet the only things close to season 1 are the season 1 instances accessible via the scrying pool.

    Point is, we don't know whether they would have chosen DRMs or not, if there had been no expansion in development.
    But the end result is that we got them and they worse than content droughts.

    That was an assuption, but the change of plans is not. I'm just saying that if they use this format for some story chapters (wich u can play alone, but in public intsances) that would be cool imo. The assumpions that I made is due to the fact that DRM replayability is weak and feels like they had to add it to keep us busy.
    If DRMs were designed like a replayable content long time ago I doubt that replayability would have sucked so much (but who knows, maybe they shouldn't have existed at all?).
    Anyway they are giving us what they can during the expac developement, and i can see potential in this format, even tho I won't like them as replayable end game content, I would appreciate them as replayable instanced story content.

    Time will tell us what are (and were) the plans for DRMs, or if they were created because of the expac developement.

  • TheThief.8475TheThief.8475 Member ✭✭
    edited January 29, 2021

    @Linken.6345 said:

    @TheThief.8475 said:

    @zealex.9410 said:
    Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability.

    Also strikes, major fights in story could then be strikes for groups.

    I agree with that. The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight.

    A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend.

    The end for core story was story mode of the dungeon Arah, players dident like that they all of a sudden had to group to finish story so I doubt Anet will make that mistake again.

    I remember the last core story boss fight is a single player content, and i can remember the horrible fight with zaithan where u just press one key on the cannon to damage and kill him, and who in the world would prefer this horrible content to a strike mission where u have a real epic fight against zaithan?

    People didn't like to play arah story mode as "final chapter"(i can't remember that but it was in 2013, so might be my memory -404 memory not found).
    People don't like a lot of contents in gw2 but yet we have it. Players will never have all the same tastes, but they can focus on what players that play the game a lot of time want (players where they get most of the money from) . And i suppose you are saying that anet wont do this while you would like it, am I right?

  • TheThief.8475TheThief.8475 Member ✭✭
    edited January 29, 2021

    @Ayrilana.1396 said:

    @TheThief.8475 said:
    maybe when there was no expansion plan, the drm would have been released alongside a new map (who knows, they said plans changed when they were told to develop a new expansion this is the reality - i'm not inventing it).

    This all assuming that DRMs were actually planned to be included from the start of the saga and not added as cheap filler content later on in order to keep us busy until the expansion.

    Yes, i suppose that they were planned as instanced story chapters for champion, but they were modified to make them replayable, because the content delivery speed is significanlty decreased (imo they would have released "Champions" without chapters from 1 to 4, but all at once)

    Do you think it is possible?

  • @zealex.9410 said:
    Ppl focus, drms dont need to replace propper story instances or ow maps, they just need after eod to be implemented as a replayable mode of story instances that include combat.

    They reuse everything from mobs to bosses to the instance itself so the only work needed is basically comming up with rewards. This type of content absolutely can make the gw2 experience better for solo and group players alike.

    Cool idea too :D

  • Linken.6345Linken.6345 Member ✭✭✭✭
    edited January 29, 2021

    @TheThief.8475 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @zealex.9410 said:
    Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability.

    Also strikes, major fights in story could then be strikes for groups.

    I agree with that. The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight.

    A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend.

    The end for core story was story mode of the dungeon Arah, players dident like that they all of a sudden had to group to finish story so I doubt Anet will make that mistake again.

    I remember the last core story boss fight is a single player content, and i can remember the horrible fight with zaithan where u just press one key on the cannon to damage and kill him, and who in the world would prefer this horrible content to a strike mission where u have a real epic fight against zaithan?

    People didn't like to play arah story mode as "final chapter"(i can't remember that but it was in 2013, so might be my memory -404 memory not found).
    People don't like a lot of contents in gw2 but yet we have it. Players will never have all the same tastes, but they can focus on what players that play the game a lot of time want (players where they get most of the money from) . And i suppose you are saying that anet wont do this while you would like it, am I right?

    They changed it at release it was a 5 man dungeon instance.
    Yes there was alot of complaints that their story ended with a party instance.

  • Dawdler.8521Dawdler.8521 Member ✭✭✭✭
    edited January 31, 2021

    @Linken.6345 said:

    @TheThief.8475 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @zealex.9410 said:
    Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability.

    Also strikes, major fights in story could then be strikes for groups.

    I agree with that. The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight.

    A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend.

    The end for core story was story mode of the dungeon Arah, players dident like that they all of a sudden had to group to finish story so I doubt Anet will make that mistake again.

    I remember the last core story boss fight is a single player content, and i can remember the horrible fight with zaithan where u just press one key on the cannon to damage and kill him, and who in the world would prefer this horrible content to a strike mission where u have a real epic fight against zaithan?

    People didn't like to play arah story mode as "final chapter"(i can't remember that but it was in 2013, so might be my memory -404 memory not found).
    People don't like a lot of contents in gw2 but yet we have it. Players will never have all the same tastes, but they can focus on what players that play the game a lot of time want (players where they get most of the money from) . And i suppose you are saying that anet wont do this while you would like it, am I right?

    They changed it at release it was a 5 man dungeon instance.
    Yes there was alot of complaints that their story ended with a party instance.

    Mostly because it was a kitten ending. Having multiple "commanders" didnt even make sense in your own story finale.

    gaggle - /ˈɡaɡ(ə)l/ - noun
    A disorderly group of Asura.
    "The gaggle of Asura tried to agree on whether a phase-shifted thermonuclear energy matrix was sufficiently powerful for a device capable of heating bread"

  • Sarrs.4831Sarrs.4831 Member ✭✭✭

    I think I'm inclined to agree. They're just a straight-up story mission replacement. If many of the steps in other story missions had actually been DRMs I think they could've gotten a lot of replayability out of them; steps like the Joko fight or the Kralk fight would work really well.

  • Blocki.4931Blocki.4931 Member ✭✭✭✭

    They're really not that bad.
    People are just mad that the all stuff around such a typical instance isn't there.
    They have a lot of replayability, I've had a blast over the last week min maxing their gameplay, soloing everything and dodging big damage in the last moments. The concept is solid, the first instances were a bit lame that is true, but the newer ones are all very good.

    Pls just permaban me by now so I can stop going back here

  • TheThief.8475TheThief.8475 Member ✭✭
    edited January 31, 2021

    @Dawdler.8521 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @zealex.9410 said:
    Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability.

    Also strikes, major fights in story could then be strikes for groups.

    I agree with that. The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight.

    A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend.

    The end for core story was story mode of the dungeon Arah, players dident like that they all of a sudden had to group to finish story so I doubt Anet will make that mistake again.

    I remember the last core story boss fight is a single player content, and i can remember the horrible fight with zaithan where u just press one key on the cannon to damage and kill him, and who in the world would prefer this horrible content to a strike mission where u have a real epic fight against zaithan?

    People didn't like to play arah story mode as "final chapter"(i can't remember that but it was in 2013, so might be my memory -404 memory not found).
    People don't like a lot of contents in gw2 but yet we have it. Players will never have all the same tastes, but they can focus on what players that play the game a lot of time want (players where they get most of the money from) . And i suppose you are saying that anet wont do this while you would like it, am I right?

    They changed it at release it was a 5 man dungeon instance.
    Yes there was alot of complaints that their story ended with a party instance.

    Mostly because it was a kitten ending. Having multiple "commanders" didnt even make sense in your own story finale.

    Strike missions for last boss fight in story chapters really hype me a lot, but i guess the problem is real.

    But i think they could solve the problem if they want! The question is "will they consider a strike mission for the final boss fight in the story"? I hope so :D

  • Fueki.4753Fueki.4753 Member ✭✭✭✭
    edited February 1, 2021

    @TheThief.8475 said:
    Strike missions for last boss fight in story chapters really hype me a lot, but i guess the problem is real.
    But i think they could solve the problem if they want! The question is "will they consider a strike mission for the final boss fight in the story"? I hope so :D

    Rather than forcing multiplayer into the story, doing it like they did with the Icebrood Construct and the Fraenir would be far superior.
    That way, everyone can finish the story without bothering to team up with others while group player can enjoy more Strike Missions.

    But they should also make Strike Missions out of past bosses, like Scruffy 2.0 or Lazarus.

  • @Fueki.4753 said:

    @TheThief.8475 said:
    Strike missions for last boss fight in story chapters really hype me a lot, but i guess the problem is real.
    But i think they could solve the problem if they want! The question is "will they consider a strike mission for the final boss fight in the story"? I hope so :D

    Rather than forcing multiplayer into the story, doing it like they did with the Icebrood Construct and the Fraenir would be far superior.
    That way, everyone can finish the story without bothering to team up with others while group player can enjoy more Strike Missions.

    But they should also make Strike Missions out of past bosses, like Scruffy 2.0 or Lazarus.

    If they really want to change the format without risks, they should made small surveys and ask to us what we think.
    I can see in a post where just few people share thought, there are so much different opinion, so the best opinion for them would be to ask the community, and then do what most of us want, may that non be strike mission bosses ç_ç

  • Fueki.4753Fueki.4753 Member ✭✭✭✭

    @TheThief.8475 said:
    If they really want to change the format without risks, they should made small surveys and ask to us what we think.
    I can see in a post where just few people share thought, there are so much different opinion, so the best opinion for them would be to ask the community, and then do what most of us want, may that non be strike mission bosses ç_ç

    Since the vast majority of the player base doesn't even visit the forums, an official survey would be worth nothing.
    And I doubt GW2 has the functionality to display surveys ingame.

  • @Fueki.4753 said:

    @TheThief.8475 said:
    If they really want to change the format without risks, they should made small surveys and ask to us what we think.
    I can see in a post where just few people share thought, there are so much different opinion, so the best opinion for them would be to ask the community, and then do what most of us want, may that non be strike mission bosses ç_ç

    Since the vast majority of the player base doesn't even visit the forums, an official survey would be worth nothing.
    And I doubt GW2 has the functionality to display surveys ingame.

    Surveys in game can be implemented, I've seen it in a ton of games (and cheaper than gw2 in terms of quality and devs).

    I wasn't thinking about forums surveys, but if they'd want to, they would release a news with a captivating title so that when players log-in in the launcher may notice it, and opening the news page they find the link to the survey. This would provide a much higher audience compared to forum only community.

  • @TheThief.8475 said:

    @Fueki.4753 said:

    @TheThief.8475 said:
    If they really want to change the format without risks, they should made small surveys and ask to us what we think.
    I can see in a post where just few people share thought, there are so much different opinion, so the best opinion for them would be to ask the community, and then do what most of us want, may that non be strike mission bosses ç_ç

    Since the vast majority of the player base doesn't even visit the forums, an official survey would be worth nothing.
    And I doubt GW2 has the functionality to display surveys ingame.

    Surveys in game can be implemented, I've seen it in a ton of games (and cheaper than gw2 in terms of quality and devs).

    I wasn't thinking about forums surveys, but if they'd want to, they would release a news with a captivating title so that when players log-in in the launcher may notice it, and opening the news page they find the link to the survey. This would provide a much higher audience compared to forum only community.

    Also they could advertise in game about the survey going on, with a special message, or a small event :D

  • More chapters to come in my opinion means possibility of increased rewards with increased masteries obtained, making it better to replay once you are max mastery. It is dull right now because the episode is not complete yet. This keeps new people from jumping right in and getting the max rewards without putting in the effort to get the masteries.

  • zealex.9410zealex.9410 Member ✭✭✭✭

    @TheThief.8475 said:

    @Dawdler.8521 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @zealex.9410 said:
    Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability.

    Also strikes, major fights in story could then be strikes for groups.

    I agree with that. The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight.

    A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend.

    The end for core story was story mode of the dungeon Arah, players dident like that they all of a sudden had to group to finish story so I doubt Anet will make that mistake again.

    I remember the last core story boss fight is a single player content, and i can remember the horrible fight with zaithan where u just press one key on the cannon to damage and kill him, and who in the world would prefer this horrible content to a strike mission where u have a real epic fight against zaithan?

    People didn't like to play arah story mode as "final chapter"(i can't remember that but it was in 2013, so might be my memory -404 memory not found).
    People don't like a lot of contents in gw2 but yet we have it. Players will never have all the same tastes, but they can focus on what players that play the game a lot of time want (players where they get most of the money from) . And i suppose you are saying that anet wont do this while you would like it, am I right?

    They changed it at release it was a 5 man dungeon instance.
    Yes there was alot of complaints that their story ended with a party instance.

    Mostly because it was a kitten ending. Having multiple "commanders" didnt even make sense in your own story finale.

    Strike missions for last boss fight in story chapters really hype me a lot, but i guess the problem is real.

    But i think they could solve the problem if they want! The question is "will they consider a strike mission for the final boss fight in the story"? I hope so :D

    Raids used us as the commander and a bunch or mercs or just mercs if you didnt complete it. Same rule could aply to the final boss if it was a strike.

  • TheThief.8475TheThief.8475 Member ✭✭
    edited February 2, 2021

    @zealex.9410 said:

    @TheThief.8475 said:

    @Dawdler.8521 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @zealex.9410 said:
    Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability.

    Also strikes, major fights in story could then be strikes for groups.

    I agree with that. The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight.

    A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend.

    The end for core story was story mode of the dungeon Arah, players dident like that they all of a sudden had to group to finish story so I doubt Anet will make that mistake again.

    I remember the last core story boss fight is a single player content, and i can remember the horrible fight with zaithan where u just press one key on the cannon to damage and kill him, and who in the world would prefer this horrible content to a strike mission where u have a real epic fight against zaithan?

    People didn't like to play arah story mode as "final chapter"(i can't remember that but it was in 2013, so might be my memory -404 memory not found).
    People don't like a lot of contents in gw2 but yet we have it. Players will never have all the same tastes, but they can focus on what players that play the game a lot of time want (players where they get most of the money from) . And i suppose you are saying that anet wont do this while you would like it, am I right?

    They changed it at release it was a 5 man dungeon instance.
    Yes there was alot of complaints that their story ended with a party instance.

    Mostly because it was a kitten ending. Having multiple "commanders" didnt even make sense in your own story finale.

    Strike missions for last boss fight in story chapters really hype me a lot, but i guess the problem is real.

    But i think they could solve the problem if they want! The question is "will they consider a strike mission for the final boss fight in the story"? I hope so :D

    Raids used us as the commander and a bunch or mercs or just mercs if you didnt complete it. Same rule could aply to the final boss if it was a strike.

    I agree, and i also thought about it, didn't mention it because kittens could complain about not being the protagonist (this won't change the quality of the gameplay and is irrelevant to me :D). A good story with a good gameplay is a great experience. A great story with boring gameplay is a TV series XD

  • Blude.6812Blude.6812 Member ✭✭✭✭

    @TheThief.8475 said:

    @Dawdler.8521 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @zealex.9410 said:
    Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability.

    Also strikes, major fights in story could then be strikes for groups.

    I agree with that. The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight.

    A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend.

    The end for core story was story mode of the dungeon Arah, players dident like that they all of a sudden had to group to finish story so I doubt Anet will make that mistake again.

    I remember the last core story boss fight is a single player content, and i can remember the horrible fight with zaithan where u just press one key on the cannon to damage and kill him, and who in the world would prefer this horrible content to a strike mission where u have a real epic fight against zaithan?

    People didn't like to play arah story mode as "final chapter"(i can't remember that but it was in 2013, so might be my memory -404 memory not found).
    People don't like a lot of contents in gw2 but yet we have it. Players will never have all the same tastes, but they can focus on what players that play the game a lot of time want (players where they get most of the money from) . And i suppose you are saying that anet wont do this while you would like it, am I right?

    They changed it at release it was a 5 man dungeon instance.
    Yes there was alot of complaints that their story ended with a party instance.

    Mostly because it was a kitten ending. Having multiple "commanders" didnt even make sense in your own story finale.

    Strike missions for last boss fight in story chapters really hype me a lot, but i guess the problem is real.

    But i think they could solve the problem if they want! The question is "will they consider a strike mission for the final boss fight in the story"? I hope so :D

    Hope not!!!!!!!!!

  • @Blude.6812 said:

    @TheThief.8475 said:

    @Dawdler.8521 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @zealex.9410 said:
    Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability.

    Also strikes, major fights in story could then be strikes for groups.

    I agree with that. The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight.

    A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend.

    The end for core story was story mode of the dungeon Arah, players dident like that they all of a sudden had to group to finish story so I doubt Anet will make that mistake again.

    I remember the last core story boss fight is a single player content, and i can remember the horrible fight with zaithan where u just press one key on the cannon to damage and kill him, and who in the world would prefer this horrible content to a strike mission where u have a real epic fight against zaithan?

    People didn't like to play arah story mode as "final chapter"(i can't remember that but it was in 2013, so might be my memory -404 memory not found).
    People don't like a lot of contents in gw2 but yet we have it. Players will never have all the same tastes, but they can focus on what players that play the game a lot of time want (players where they get most of the money from) . And i suppose you are saying that anet wont do this while you would like it, am I right?

    They changed it at release it was a 5 man dungeon instance.
    Yes there was alot of complaints that their story ended with a party instance.

    Mostly because it was a kitten ending. Having multiple "commanders" didnt even make sense in your own story finale.

    Strike missions for last boss fight in story chapters really hype me a lot, but i guess the problem is real.

    But i think they could solve the problem if they want! The question is "will they consider a strike mission for the final boss fight in the story"? I hope so :D

    Hope not!!!!!!!!!

    So you prefer to spam 1 :confused:

  • Blude.6812Blude.6812 Member ✭✭✭✭

    @TheThief.8475 said:

    @Blude.6812 said:

    @TheThief.8475 said:

    @Dawdler.8521 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @zealex.9410 said:
    Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability.

    Also strikes, major fights in story could then be strikes for groups.

    I agree with that. The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight.

    A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend.

    The end for core story was story mode of the dungeon Arah, players dident like that they all of a sudden had to group to finish story so I doubt Anet will make that mistake again.

    I remember the last core story boss fight is a single player content, and i can remember the horrible fight with zaithan where u just press one key on the cannon to damage and kill him, and who in the world would prefer this horrible content to a strike mission where u have a real epic fight against zaithan?

    People didn't like to play arah story mode as "final chapter"(i can't remember that but it was in 2013, so might be my memory -404 memory not found).
    People don't like a lot of contents in gw2 but yet we have it. Players will never have all the same tastes, but they can focus on what players that play the game a lot of time want (players where they get most of the money from) . And i suppose you are saying that anet wont do this while you would like it, am I right?

    They changed it at release it was a 5 man dungeon instance.
    Yes there was alot of complaints that their story ended with a party instance.

    Mostly because it was a kitten ending. Having multiple "commanders" didnt even make sense in your own story finale.

    Strike missions for last boss fight in story chapters really hype me a lot, but i guess the problem is real.

    But i think they could solve the problem if they want! The question is "will they consider a strike mission for the final boss fight in the story"? I hope so :D

    Hope not!!!!!!!!!

    So you prefer to spam 1 :confused:

    LMAO! You really have no idea at all how I play. I do know that forced strike missions are something I don't want.

  • voltaicbore.8012voltaicbore.8012 Member ✭✭✭✭

    @Blude.6812 said:

    @TheThief.8475 said:

    @Blude.6812 said:

    @TheThief.8475 said:

    @Dawdler.8521 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @zealex.9410 said:
    Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability.

    Also strikes, major fights in story could then be strikes for groups.

    I agree with that. The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight.

    A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend.

    The end for core story was story mode of the dungeon Arah, players dident like that they all of a sudden had to group to finish story so I doubt Anet will make that mistake again.

    I remember the last core story boss fight is a single player content, and i can remember the horrible fight with zaithan where u just press one key on the cannon to damage and kill him, and who in the world would prefer this horrible content to a strike mission where u have a real epic fight against zaithan?

    People didn't like to play arah story mode as "final chapter"(i can't remember that but it was in 2013, so might be my memory -404 memory not found).
    People don't like a lot of contents in gw2 but yet we have it. Players will never have all the same tastes, but they can focus on what players that play the game a lot of time want (players where they get most of the money from) . And i suppose you are saying that anet wont do this while you would like it, am I right?

    They changed it at release it was a 5 man dungeon instance.
    Yes there was alot of complaints that their story ended with a party instance.

    Mostly because it was a kitten ending. Having multiple "commanders" didnt even make sense in your own story finale.

    Strike missions for last boss fight in story chapters really hype me a lot, but i guess the problem is real.

    But i think they could solve the problem if they want! The question is "will they consider a strike mission for the final boss fight in the story"? I hope so :D

    Hope not!!!!!!!!!

    So you prefer to spam 1 :confused:

    LMAO! You really have no idea at all how I play. I do know that forced strike missions are something I don't want.

    +1 from me - I don't spam 1, but I also do not feel like having forced strikes for story completion. I'm not looking for great gameplay when it comes to story instances, I'd prefer something more engaging than Zhaitan but nothing close to the time-padded nature of DRMs. I actually really liked the pre-nerf Caudecus fight from LWS3, and would welcome more story bosses like that.

  • TheThief.8475TheThief.8475 Member ✭✭
    edited February 3, 2021

    @voltaicbore.8012 said:

    @Blude.6812 said:

    @TheThief.8475 said:

    @Blude.6812 said:

    @TheThief.8475 said:

    @Dawdler.8521 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @zealex.9410 said:
    Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability.

    Also strikes, major fights in story could then be strikes for groups.

    I agree with that. The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight.

    A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend.

    The end for core story was story mode of the dungeon Arah, players dident like that they all of a sudden had to group to finish story so I doubt Anet will make that mistake again.

    I remember the last core story boss fight is a single player content, and i can remember the horrible fight with zaithan where u just press one key on the cannon to damage and kill him, and who in the world would prefer this horrible content to a strike mission where u have a real epic fight against zaithan?

    People didn't like to play arah story mode as "final chapter"(i can't remember that but it was in 2013, so might be my memory -404 memory not found).
    People don't like a lot of contents in gw2 but yet we have it. Players will never have all the same tastes, but they can focus on what players that play the game a lot of time want (players where they get most of the money from) . And i suppose you are saying that anet wont do this while you would like it, am I right?

    They changed it at release it was a 5 man dungeon instance.
    Yes there was alot of complaints that their story ended with a party instance.

    Mostly because it was a kitten ending. Having multiple "commanders" didnt even make sense in your own story finale.

    Strike missions for last boss fight in story chapters really hype me a lot, but i guess the problem is real.

    But i think they could solve the problem if they want! The question is "will they consider a strike mission for the final boss fight in the story"? I hope so :D

    Hope not!!!!!!!!!

    So you prefer to spam 1 :confused:

    LMAO! You really have no idea at all how I play. I do know that forced strike missions are something I don't want.

    +1 from me - I don't spam 1, but I also do not feel like having forced strikes for story completion. I'm not looking for great gameplay when it comes to story instances, I'd prefer something more engaging than Zhaitan but nothing close to the time-padded nature of DRMs. I actually really liked the pre-nerf Caudecus fight from LWS3, and would welcome more story bosses like that.

    I kinda agree with cadecous fight. I don't understand one thing tho: do you dislike strikes? I mean you would not like a "strike mission" boss fight even if you could play it solo?

  • voltaicbore.8012voltaicbore.8012 Member ✭✭✭✭

    @TheThief.8475 said:

    @voltaicbore.8012 said:

    @Blude.6812 said:

    @TheThief.8475 said:

    @Blude.6812 said:

    @TheThief.8475 said:

    @Dawdler.8521 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @zealex.9410 said:
    Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability.

    Also strikes, major fights in story could then be strikes for groups.

    I agree with that. The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight.

    A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend.

    The end for core story was story mode of the dungeon Arah, players dident like that they all of a sudden had to group to finish story so I doubt Anet will make that mistake again.

    I remember the last core story boss fight is a single player content, and i can remember the horrible fight with zaithan where u just press one key on the cannon to damage and kill him, and who in the world would prefer this horrible content to a strike mission where u have a real epic fight against zaithan?

    People didn't like to play arah story mode as "final chapter"(i can't remember that but it was in 2013, so might be my memory -404 memory not found).
    People don't like a lot of contents in gw2 but yet we have it. Players will never have all the same tastes, but they can focus on what players that play the game a lot of time want (players where they get most of the money from) . And i suppose you are saying that anet wont do this while you would like it, am I right?

    They changed it at release it was a 5 man dungeon instance.
    Yes there was alot of complaints that their story ended with a party instance.

    Mostly because it was a kitten ending. Having multiple "commanders" didnt even make sense in your own story finale.

    Strike missions for last boss fight in story chapters really hype me a lot, but i guess the problem is real.

    But i think they could solve the problem if they want! The question is "will they consider a strike mission for the final boss fight in the story"? I hope so :D

    Hope not!!!!!!!!!

    So you prefer to spam 1 :confused:

    LMAO! You really have no idea at all how I play. I do know that forced strike missions are something I don't want.

    +1 from me - I don't spam 1, but I also do not feel like having forced strikes for story completion. I'm not looking for great gameplay when it comes to story instances, I'd prefer something more engaging than Zhaitan but nothing close to the time-padded nature of DRMs. I actually really liked the pre-nerf Caudecus fight from LWS3, and would welcome more story bosses like that.

    I kinda agree with cadecous fight. I don't understand one thing tho: do you dislike strikes? I mean you would not like a "strike mission" boss fight even if you could play it solo?

    Strikes are fine, and DRMs are fine - I just don't want them in story, period.

    Soloing things is not a problem. I solo all the DRMs, and I solo both dungeons and fractals (the ones that are mechanically soloable, anyways. Still haven't found workarounds for Deepstone).

    ANet has proven that it doesn't really know how to scale things between solo and 5-man content very well (if at all) - even if a soloable strike mission was added as a story boss, it would be a pointless gigantic HP sponge. It wouldn't be interesting gameplay, and it certainly wouldn't add story value. It would, in fact, be a waste of time for all involved.

  • TheThief.8475TheThief.8475 Member ✭✭
    edited February 3, 2021

    @voltaicbore.8012 said:

    @TheThief.8475 said:

    @voltaicbore.8012 said:

    @Blude.6812 said:

    @TheThief.8475 said:

    @Blude.6812 said:

    @TheThief.8475 said:

    @Dawdler.8521 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @Linken.6345 said:

    @TheThief.8475 said:

    @zealex.9410 said:
    Imo lw and expansions would imrpove if story missions were solo/group content like drms. Extra point if they have rare drops and achievements to promote replayability.

    Also strikes, major fights in story could then be strikes for groups.

    I agree with that. The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight.

    A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend.

    The end for core story was story mode of the dungeon Arah, players dident like that they all of a sudden had to group to finish story so I doubt Anet will make that mistake again.

    I remember the last core story boss fight is a single player content, and i can remember the horrible fight with zaithan where u just press one key on the cannon to damage and kill him, and who in the world would prefer this horrible content to a strike mission where u have a real epic fight against zaithan?

    People didn't like to play arah story mode as "final chapter"(i can't remember that but it was in 2013, so might be my memory -404 memory not found).
    People don't like a lot of contents in gw2 but yet we have it. Players will never have all the same tastes, but they can focus on what players that play the game a lot of time want (players where they get most of the money from) . And i suppose you are saying that anet wont do this while you would like it, am I right?

    They changed it at release it was a 5 man dungeon instance.
    Yes there was alot of complaints that their story ended with a party instance.

    Mostly because it was a kitten ending. Having multiple "commanders" didnt even make sense in your own story finale.

    Strike missions for last boss fight in story chapters really hype me a lot, but i guess the problem is real.

    But i think they could solve the problem if they want! The question is "will they consider a strike mission for the final boss fight in the story"? I hope so :D

    Hope not!!!!!!!!!

    So you prefer to spam 1 :confused:

    LMAO! You really have no idea at all how I play. I do know that forced strike missions are something I don't want.

    +1 from me - I don't spam 1, but I also do not feel like having forced strikes for story completion. I'm not looking for great gameplay when it comes to story instances, I'd prefer something more engaging than Zhaitan but nothing close to the time-padded nature of DRMs. I actually really liked the pre-nerf Caudecus fight from LWS3, and would welcome more story bosses like that.

    I kinda agree with cadecous fight. I don't understand one thing tho: do you dislike strikes? I mean you would not like a "strike mission" boss fight even if you could play it solo?

    Strikes are fine, and DRMs are fine - I just don't want them in story, period.

    Soloing things is not a problem. I solo all the DRMs, and I solo both dungeons and fractals (the ones that are mechanically soloable, anyways. Still haven't found workarounds for Deepstone).

    ANet has proven that it doesn't really know how to scale things between solo and 5-man content very well (if at all) - even if a soloable strike mission was added as a story boss, it would be a pointless gigantic HP sponge. It wouldn't be interesting gameplay, and it certainly wouldn't add story value. It would, in fact, be a waste of time for all involved.

    This is not what i meant, I mean they can introduce some mechanics from strike bosses to story bosses, like aoes to dodge, "drakkar style" waves that you can jump over, this kind of things that involve more the player (they usually add new mechanics that you can't often see or understand at first glance- instead of using some of the mechanics that players know already- and are fun to play).
    The last thing I want is more hp for last bosses (they are already more than enough, if you think about mordremoth story fight)

  • voltaicbore.8012voltaicbore.8012 Member ✭✭✭✭
    edited February 3, 2021

    @TheThief.8475 said:

    This is not what i meant, I mean they can introduce some mechanics from strike bosses to story bosses, like aoes to dodge, "drakkar style" waves that you can jump over, this kind of things that involve more the player (they usually add new mechanics that you can't often see or understand at first glance- instead of using some of the mechanics that players know already- and are fun to play).
    The last thing I want is more hp for last bosses (they are already more than enough, if you think about mordremoth story fight)

    Dunno man. When I see you say stuff like this

    @TheThief.8475 said:
    The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight.

    A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend.

    it seems pretty clear that (1) you don't think "solo story bosses" work, and (2) you want something that is NOT "solo story bosses", which presumably is "strike mission style" fights done in a group.

    But I guess now you're saying you never really wanted the group aspect of (2), and what you really want is just more of the strike mission mechanics ? That would be nice, but I'm not sure ANet has ever shown us that they know how to do an interesting solo fight. It's not that I disagree with your desire - I, too, would like to see more interesting boss fights. But I just don't think ANet can pull it off. One of the few times they did with the pre-nerf Caudecus fight, apparently enough people cried that they pulled back.

    So to answer your question more clearly: yes I would like to see more interesting things in boss fights, but no I do not want ANet to even try to do it. I have no faith that I will like the outcome.

  • @voltaicbore.8012 said:

    @TheThief.8475 said:

    This is not what i meant, I mean they can introduce some mechanics from strike bosses to story bosses, like aoes to dodge, "drakkar style" waves that you can jump over, this kind of things that involve more the player (they usually add new mechanics that you can't often see or understand at first glance- instead of using some of the mechanics that players know already- and are fun to play).
    The last thing I want is more hp for last bosses (they are already more than enough, if you think about mordremoth story fight)

    Dunno man. When I see you say stuff like this

    @TheThief.8475 said:
    The solo story bosses is a format that doesn't work imo, makes it feel like the BIG END BOSS of the expansion is just a stupid dummy that you can face alone and easy win with little to no effort during the fight.

    A "strike mission style" last chapter would be great. Imagine creating strike mission for big bosses like mordremoth and balthazar. Not only the end of the story would feel much more epic and significant, we also would have more end game contant that remains and is replayable. Great idea my friend.

    it seems pretty clear that (1) you don't think "solo story bosses" work, and (2) you want something that is NOT "solo story bosses", which presumably is "strike mission style" fights done in a group.

    But I guess now you're saying you never really wanted the group aspect of (2), and what you really want is just more of the strike mission mechanics ? That would be nice, but I'm not sure ANet has ever shown us that they know how to do an interesting solo fight. It's not that I disagree with your desire - I, too, would like to see more interesting boss fights. But I just don't think ANet can pull it off. One of the few times they did with the pre-nerf Caudecus fight, apparently enough people cried that they pulled back.

    So to answer your question more clearly: yes I would like to see more interesting things in boss fights, but no I do not want ANet to even try to do it. I have no faith that I will like the outcome.

    Yes it is true that I would like 10 ppl boss fight (i'm sorry but i don't even nemember what i wrote some days ago)but there is no need to force it.
    You could be able to choose to play it either in party or in a single player mode. Same mechanics for the fights, with exception of group mechanics (balanced obv).

    A lot of games like ff14, world of warcraft, has some raid/ dungeon bosses for the main story, and a lot of ppl play and is happy with it, so i thought it could aswell work in gw2, but is alsotrue that they did it from the begin, while in gw2 it would be a big change .

    Just a weird dream, we will see what the future holds.

  • Fueki.4753Fueki.4753 Member ✭✭✭✭

    @TheThief.8475 said:
    A lot of games like ff14, world of warcraft, has some raid/ dungeon bosses for the main story, and a lot of ppl play and is happy with it, so i thought it could aswell work in gw2, but is also true that they did it from the begin, while in gw2 it would be a big change .

    FF14 and WoW are designed around group content, while Open World mostly are just fluff and preparation for group content.
    GW2 is designed in the completely opposite direction. In GW2, group content is the side of the side dish, while open world zerging and the single player campaigns are the main dishes.
    Suffice to say, they usually attract significantly different people.
    Just because FF14 players are happy about group content, doesn't mean many GW2 players also are in favour of it.
    I myself was bewildered at first, when I first realized that FF14 has group content as part of the (mostly solo) story.

  • Astralporing.1957Astralporing.1957 Member ✭✭✭✭

    @Fueki.4753 said:

    @TheThief.8475 said:
    A lot of games like ff14, world of warcraft, has some raid/ dungeon bosses for the main story, and a lot of ppl play and is happy with it, so i thought it could aswell work in gw2, but is also true that they did it from the begin, while in gw2 it would be a big change .

    FF14 and WoW are designed around group content, while Open World mostly are just fluff and preparation for group content.
    GW2 is designed in the completely opposite direction. In GW2, group content is the side of the side dish, while open world zerging and the single player campaigns are the main dishes.
    Suffice to say, they usually attract significantly different people.
    Just because FF14 players are happy about group content, doesn't mean many GW2 players also are in favour of it.
    I myself was bewildered at first, when I first realized that FF14 has group content as part of the (mostly solo) story.

    Additionally, FF XIV can get away with it due to the existence of the Duty Finder queue system, and every class having exactly one build and role. Also, due to gear progression, every content eventually gets outgeared, so if someone has a problem with some instance, they can just wait till they get better gear. This is not an option in GW2 however.

    The whole point of a social game is to play with the people you want to play with, not be forced to play with the people you don't.

  • Fueki.4753Fueki.4753 Member ✭✭✭✭

    @Astralporing.1957 said:

    @Fueki.4753 said:

    @TheThief.8475 said:
    A lot of games like ff14, world of warcraft, has some raid/ dungeon bosses for the main story, and a lot of ppl play and is happy with it, so i thought it could aswell work in gw2, but is also true that they did it from the begin, while in gw2 it would be a big change .

    FF14 and WoW are designed around group content, while Open World mostly are just fluff and preparation for group content.
    GW2 is designed in the completely opposite direction. In GW2, group content is the side of the side dish, while open world zerging and the single player campaigns are the main dishes.
    Suffice to say, they usually attract significantly different people.
    Just because FF14 players are happy about group content, doesn't mean many GW2 players also are in favour of it.
    I myself was bewildered at first, when I first realized that FF14 has group content as part of the (mostly solo) story.

    Additionally, FF XIV can get away with it due to the existence of the Duty Finder queue system, and every class having exactly one build and role. Also, due to gear progression, every content eventually gets outgeared, so if someone has a problem with some instance, they can just wait till they get better gear. This is not an option in GW2 however.

    GW2 has a group finder, too, so that wouldn't work as an argument though.
    And there also are tryhards in FF14 that try to act as a different role.
    I've met some healers, mostly White Mages, who aimed to play as a 4th DPS instead of trying to heal.

  • Astralporing.1957Astralporing.1957 Member ✭✭✭✭
    edited February 5, 2021

    @Fueki.4753 said:
    GW2 has a group finder, too, so that wouldn't work as an argument though.

    No, GW2 has a group finder. I was talking about an automated queue system, that, even with it being automated, can guarantee certain minimum level of player preparation. It's of course impossible to guarantee skill level (or just plain not being a kitten), but the duty finder queue can at least guarantee that (for a 4-man dungeon) you will have a tank, a healer and 2 dpses, and that those players will be wearing correct gear for their class and role (as well as having certain minimum gear ilevel for later dungeons/raids). All those things can't be done in GW2 by an in-game system. They can only be filtered for by players themselves (thus the whole killproof LFG requirements thing)

    And there also are tryhards in FF14 that try to act as a different role.
    I've met some healers, mostly White Mages, who aimed to play as a 4th DPS instead of trying to heal.

    Like i said, no automated system can guarantee that your party members won't end up being kittens. Still, FF XIV can filter for practically everything that is not a pure human factor. Which is, again, not something GW2 can do.

    Think how the very same FF XIV instances that are mostly okay for casual players doing story would end up if you could get, for example, a group with no tank or healer, and with every single dps wearing wrong gear (i.e. a party of: Samurai in healer gear, Machinist in tank gear, Bard in caster gear and Black Mage in dex melee gear).

    The whole point of a social game is to play with the people you want to play with, not be forced to play with the people you don't.