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Can't we get three minutes to complete an adventure without getting attacked by ... everything?


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I'm trying to get gold in the "Shooting Gallery" adventure. But, it seems that it doesn't matter how fast I take the targets down, a freaking ShadowDancer can take me down much faster. It doesn't help that the weapon I'm equipped with has no effect on them at all. Yes, I dodge and bob and weave, but it doesn't matter. I will get killed regardless of the evasive maneuvers I attempt. Those ShadowDancers are relentless. Is it too much to ask that this adventure be made an opponent-free zone for the duration of the task? I love this game. I don't like tying the results of the adventures to completion of a collection for a legendary weapon. But, if you're going to do that, please give us a chance to finish the adventure! I know other players will say I'm asking for special treatment, but I don't feel I am. I'm asking for fair treatment. I've never played another game where the player was expected to complete a timed event while in the actual game environment. Shouldn't an instance open? Something that's isolated from the rest of the world ... for three minutes?

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OMG YES!!!! OR THE FRIGGING WINTERBERRIES. Have to fight the whole map just to gether winterberries. then you think you in a safe place to chill from all the fighting. but nooooo, next thing you look up and your toon is dead. now its HOW THE HELL DID I DIE? NOOOOOOO!

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See, I don't mind the froggos in the Shooting Gallery. Those are alright since they typically only spawn while the meta is in full swing. I don't think any of the adventures are terribly difficult in terms of aggro mob density. A suggestion might be to make hostiles not target adventurers or something, but that's only if it really becomes an issue...

As for the winter berries, that's fine to have that mob density. I mean, they're already super easy to farm (10 mins for a full map clear on my warrior), so any changes would just feel insulting. Perhaps fewer vet ice elementals if anything because being frozen in a chain is fun....

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@Galaa.8475 said:OMG YES!!!! OR THE FRIGGING WINTERBERRIES. Have to fight the whole map just to gether winterberries. then you think you in a safe place to chill from all the fighting. but nooooo, next thing you look up and your toon is dead. now its HOW THE HELL DID I DIE? NOOOOOOO!

The situations aren't comparable: the OP writes about attempting to complete what is in many ways a stand-alone mini game, with comparable adventures not requiring dealing with mobs. Your example is farming, which consistently involves dealing with the denizens of denial across Tyria. With farming, you can always choose routes that aggro less (or run builds that are less susceptible to such distractions); with adventures, there are no alternative locations.

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@zealex.9410 said:

@zealex.9410 said:How many times must they nerf adventures so ppl wont complain about them :/

Is he asking for the adventure to be nerfed?

Did you actually read the post before your troll reply?.

And to the OP, Yes i remember doing that one myself and those mobs interfering was a pain in the rear end.

Yes.

Random outside mobs should not be a part of an adventure.

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@Tanner Blackfeather.6509 said:

@zealex.9410 said:How many times must they nerf adventures so ppl wont complain about them :/

Is he asking for the adventure to be nerfed?

Did you actually read the post before your troll reply?.

And to the OP, Yes i remember doing that one myself and those mobs interfering was a pain in the rear end.

Yes.

Random outside mobs should not be a part of an adventure.

That depends on where you stand tbh. But i guess they have nerfed it that much already doing something aboit that doesnt sound imposible.

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@Tanner Blackfeather.6509 said:

@zealex.9410 said:How many times must they nerf adventures so ppl wont complain about them :/

Is he asking for the adventure to be nerfed?

Did you actually read the post before your troll reply?.

And to the OP, Yes i remember doing that one myself and those mobs interfering was a pain in the rear end.

Yes.

Random outside mobs should not be a part of an adventure.

Why not?I mean: even without the mobs, this particular game is the most annoying. But arguably, part of the challenge is managing to hit your targets while avoiding foes. So I agree with @zealex.9410 that removing the mobs while this adventure is active would be a nerf to its difficulty.

I'm not against the idea. And I also don't think it's an urgent issue. I've never gotten better than Bronze myself, but I've also never thought of the presence of local foes as one of the top five reasons preventing me from doing better.

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@Illconceived Was Na.9781 said:

@zealex.9410 said:How many times must they nerf adventures so ppl wont complain about them :/

Is he asking for the adventure to be nerfed?

Did you actually read the post before your troll reply?.

And to the OP, Yes i remember doing that one myself and those mobs interfering was a pain in the rear end.

Yes.

Random outside mobs should not be a part of an adventure.

Why not?I mean: even without the mobs, this particular game is the most annoying. But arguably, part of the challenge is managing to hit your targets while avoiding foes.

I think that if the mobs are supposed to be one of the obstacles of the adventure, they should be integrated into the adventure so that they are equally present for every run. This likely requires it being an instance.

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@Healix.5819 said:The shooting gallery was originally locked until the camp was secured. If you stay within the boundaries of the camp, the nearby enemies shouldn't be a problem. If you don't want to do the events to secure the camp first, then kill the enemies.

As far as I know, it's still locked until the camp is secured. Or at least until you finish the event right before Faren goes on his final escort with the other nobles. Edit: Maybe it was changed since I last did it, though. It has been a couple of weeks.

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@Tanner Blackfeather.6509 said:I think that if the mobs are supposed to be one of the obstacles of the adventure, they should be integrated into the adventure so that they are equally present for every run. This likely requires it being an instance.

That is certainly one way to set things up. And while I might set it up that way if I were in charge, my question was: what's wrong with random mobs being part of the challenge? They are part of the difficulty of some hero challenges, including both channeled hero points and ones that spawn a specific mob. So why isn't that a reasonable way to ramp up the skill level required to get gold for this adventure?

And significantly for this situation, why is it important enough for ANet to spend the time recreating this adventure in an instance? People did get gold even before the most recent nerf and it's not required for anything in particular. I'd even argue that it's good that some of the adventures are more challenging than others, to add a different level of satisfaction for those who are skilled (and/or patient) enough to succeed.

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@Illconceived Was Na.9781 said:

@Tanner Blackfeather.6509 said:I think that if the mobs are supposed to be one of the obstacles of the adventure, they should be
integrated
into the adventure so that they are
equally present for every run
. This likely requires it being an instance.

That is certainly one way to set things up. And while I might set it up that way if I were in charge, my question was: what's wrong with random mobs being part of the challenge? They are part of the difficulty of some hero challenges, including both channeled hero points and ones that spawn a specific mob. So why isn't that a reasonable way to ramp up the skill level required to get gold for this adventure?

And significantly for this situation, why is it important enough for ANet to spend the time recreating this adventure in an instance? People did get gold even before the most recent nerf and it's not required for anything in particular. I'd even argue that it's good that some of the adventures are more challenging than others, to add a different level of satisfaction for those who are skilled (and/or patient) enough to succeed.

I don't think Anet should recreate it as an instance, and I didn't actually say that. I said that integrating the mobs to be an actual part of the adventure would likely require it being an instance. I use that as an argument why the current spawns should be removed - in my view they aren't currently a clear part of the adventure, the mobs intervening seems to me an unintended aspect as they are not always there. Removing them seems a much simpler way to equalize runs than integrating them properly.

Some adventures being harder than others? Perfectly fine, and hardly at risk from altering these spawns. Make it being the challenge itself that is more difficult, rather than the practical difficulty varying greatly from run to run. [side-eyes Fallen Masks].

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@Tanner Blackfeather.6509 said:

@Tanner Blackfeather.6509 said:I think that if the mobs are supposed to be one of the obstacles of the adventure, they should be
integrated
into the adventure so that they are
equally present for every run
. This likely requires it being an instance.

That is certainly one way to set things up. And while I might set it up that way if I were in charge, my question was: what's wrong with random mobs being part of the challenge? They are part of the difficulty of some hero challenges, including both channeled hero points and ones that spawn a specific mob. So why isn't that a reasonable way to ramp up the skill level required to get gold for this adventure?

And significantly for this situation, why is it important enough for ANet to spend the time recreating this adventure in an instance? People did get gold even before the most recent nerf and it's not required for anything in particular. I'd even argue that it's good that some of the adventures are more challenging than others, to add a different level of satisfaction for those who are skilled (and/or patient) enough to succeed.

I don't think Anet should recreate it as an instance, and I didn't actually say that. I said that integrating the mobs to be an actual part of the adventure
would likely require
it being an instance. I use that as an argument why the current spawns should be removed - in my view they aren't currently a clear part of the adventure, the mobs intervening seems to me an unintended aspect
as they are not always there
. Removing them seems a much simpler way to equalize runs than integrating them properly.

Some adventures being harder than others? Perfectly fine, and hardly at risk from altering these spawns. Make it being the challenge itself that is more difficult, rather than the practical difficulty varying greatly from run to run. [side-eyes Fallen Masks].

I think we agree except for one thing: I don't think that the situation is worth ANet's time. True, it doesn't work as a lot of us would wish. True, it could be adjusted by reducing or removing local mobs. And all the same, I don't think it's all that important. There are plenty of other things I'd prefer for ANet to tackle first.

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@Illconceived Was Na.9781 said:

@Tanner Blackfeather.6509 said:I think that if the mobs are supposed to be one of the obstacles of the adventure, they should be
integrated
into the adventure so that they are
equally present for every run
. This likely requires it being an instance.

That is certainly one way to set things up. And while I might set it up that way if I were in charge, my question was: what's wrong with random mobs being part of the challenge? They are part of the difficulty of some hero challenges, including both channeled hero points and ones that spawn a specific mob. So why isn't that a reasonable way to ramp up the skill level required to get gold for this adventure?

And significantly for this situation, why is it important enough for ANet to spend the time recreating this adventure in an instance? People did get gold even before the most recent nerf and it's not required for anything in particular. I'd even argue that it's good that some of the adventures are more challenging than others, to add a different level of satisfaction for those who are skilled (and/or patient) enough to succeed.

I don't think Anet should recreate it as an instance, and I didn't actually say that. I said that integrating the mobs to be an actual part of the adventure
would likely require
it being an instance. I use that as an argument why the current spawns should be removed - in my view they aren't currently a clear part of the adventure, the mobs intervening seems to me an unintended aspect
as they are not always there
. Removing them seems a much simpler way to equalize runs than integrating them properly.

Some adventures being harder than others? Perfectly fine, and hardly at risk from altering these spawns. Make it being the challenge itself that is more difficult, rather than the practical difficulty varying greatly from run to run. [side-eyes Fallen Masks].

I think we agree except for one thing: I don't think that the situation is worth ANet's time. True, it doesn't work as a lot of us would wish. True, it could be adjusted by reducing or removing local mobs. And all the same, I don't think it's all that important. There are plenty of other things I'd prefer for ANet to tackle first.

Absolutely there are other, more pressing things. However, unlike some suggestions (like dyeable weapons/backpieces, replayable S1, etc) this is in my mind firmly in the area where I will not judge for ANet whether it's worth their time - I'll leave that up to them.

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@Illconceived Was Na.9781 said:I mean: even without the mobs, this particular game is the most annoying. But arguably, part of the challenge is managing to hit your targets while avoiding foes.Foes are not part of that adventure. For example, the few times i did that one, i had no problem like that because there were no mobs around at all. Most mobs that do end up in there (outside of meta, but adventure is disabled during events that take part in this place) are being trained in there from either the cave or other nearby spots by other players.

@Illconceived Was Na.9781 said:And all the same, I don't think it's all that important. There are plenty of other things I'd prefer for ANet to tackle first.If we were to wait for build templates before all the small and easily fixable things get done, nothing will ever be fixed in this game.

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@Illconceived Was Na.9781 said:

@Galaa.8475 said:OMG YES!!!! OR THE FRIGGING WINTERBERRIES. Have to fight the whole map just to gether winterberries. then you think you in a safe place to chill from all the fighting. but nooooo, next thing you look up and your toon is dead. now its HOW THE HELL DID I DIE? NOOOOOOO!

The situations aren't comparable: the OP writes about attempting to complete what is in many ways a stand-alone mini game, with comparable adventures not requiring dealing with mobs. Your example is farming, which consistently involves dealing with the denizens of denial across Tyria. With farming, you can always choose routes that aggro less (or run builds that are less susceptible to such distractions); with adventures, there are no alternative locations.

i know man. i was just pigging backing on the title to get something of my chest. thats all.

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