We obviously have different perspectives. You enjoy a huge challenge and the reward for overcoming it. That's cool, and I've been there. This game is for you.
It seems myself and Einbroch are here for entertainment, and don't get that from wiping endlessly on every day pre-raid content. From our point of view elder game in WildStar fails at being entertaining.
It's fine if you genuinely don't want to play or find it boring or whatever, but when someone is literally posting that they want the game to be divided into 3 minute bite sized chunks, at some point it becomes a LITTLE bit silly. This whole conversation started because people were saying that the game isn't 'hard' as the devs described, but tedious. I posted that that is simply not true, and now it's turned into 'I don't have 30 minutes to sit at my computer' which is fine - if you don't you don't, but you can't honestly expect the game to both be challenging AND not take any time at all to learn. The only real games I can think of that fit that mold are puzzle games.
To re-clarify what I'm saying since I feel it got a bit muddied in the last page:
The messaging has always been that the game is both hardcore, and challenging.
People complaining that hardcore means tedious grinding, are flat out wrong - nobody is making you grind anything but yourself. The things we all expected when we signed up (challenging group content) are totally accessible with minimal gearing required.
If you expected the game to take literally minutes per dungeon, I'm not sure what you were thinking, but clearly this is not the game or genre for you (as even wow does not offer content like this in any compelling fashion - certainly not dungeons or raids especially).
Einbroch seems to want a game that is challenging but takes almost no time to learn - these two things are at odds with each other unless the content is absolutely miniscule.
You, Jleack, don't seem to care if it's hard, but you also said you can play for a couple hours just not intent focus the entire time (need to get up or whatever), that exists here, which is why I questioned that. I get up and go to the bathroom or make a sandwich or whatnot during runs all the time, if my group is OK with it. It's no more challenging here than in any other MMO - it's entirely dependent on your group's willingness to put up with your AFKing (which seems reasonable in an online game, I would no more randomly go AFK in a wow dungeon than I would here). I will agree that there is no 'range' of content yet, at least in terms of time requirement. I would argue adventures are very easy, but they do take a while like LFR. Patch is bringing more solo stuff, which is where you'd be spending time when you don't want to infringe on others, just like any other MMO.
Vindictus did this. It can be done. But Vindictus is not a good game (the F2P system suxxxxx), so maybe it cannot be. Who knows, but no one's tried and succeeded.
The difference between trash and boss then is the reward. You get nothing, absolutely nothing for clearing trash except Renown (which is frankly worthless) and EP (which is incredibly easy to cap). Trash has a ton of health in this game. In fact, a lot of the trash has as much health as some of the bosses themselves. It's a time sink and nothing more. Do you think trash adds anything? Really, honest question.
And you keep saying that it will eventually take 20 minutes to clear. To get there, I have to spend 2-3 hours in each dungeon, gearing up and learning. And even then, this is assuming you're running with the same group and everyone knows what they're doing. It's not worth it to me.
Once again, this is not Carbine's fault at all.
Vindictus content tended to either be not challenging at all though (IE it's a 10 minute run and you won't fail) or a single boss that took many wipes as you said, but the overall learning experience in the game still required you to sit there for reasonably long periods learning things. I haven't played it in ages, but I can remember having some super long attempts on some of those bosses when my friends and I were learning them, plus all of the farming and other stuff required in the prior stages of the dungeons. It took just as much time. I know you don't think it's Carbine's fault, I just am completely baffled trying to consider what you expected I suppose.
As far as trash...yes. I think Trash adds something. I would go as far as to say it almost only adds something if it makes you consider how you're playing and appropriately regard it as a challenge. But I also think that of bosses (if I can just facestomp everything, why am I playing?). What's the difference between a trash pull that wipes us 10 times and a boss that wipes us 10 times? Just a name, and maybe some complexity. Some loot pixels at the end (loot is the LAST thing I care about in these games, it's a means to an end). There are some trash pulls in Skullcano that made my butt pucker so hard, do I get massive joy out of clearing a ton of it? no. It can certainly be excessive. But most of the trash in this game is well designed in how much you can skip, which is also a skill and I like that (people that can appropriately sneak around will pull less stuff), and the types of abilities they use. Telegraphs help trash variety tremendously compared to most MMOs where they rarely do anything interesting. Tank and spank trash that poses no threat? that shit is pointless. Trash where we coordinate interrupts and avoid complicated telegraphs? I absolutely think it's valuable to the core experience of a dungeon.
I...I can't. When did I say this? What are you not understanding? Take Skullcano. Split it into four dungeons. One for each boss. No trash. You queue up for the "Skullcano pack" or whatever. You randomly face one boss. Change NOTHING else about WildStar. Just do that.
Look, it's just as difficult and not a giant time sink. I seriously don't know why you don't understand what I'm saying. Keep all the challenge, remove the trash, ie, the timesink. That's it.
I get what you're saying, the reason I mentioned trash before was specifically BECAUSE you're mistaken if you think trash is the timesink here - it's really not. If it wipes you then it was a worthy opponent, if you sweat then it was worthy of being put there and didn't just 'waste' your time any more than any other fight in the game. If it's not wiping you, it barely takes any time to kill anyway.
The McDungeon design of hallway->boss->hallway->boss is precisely what they're trying NOT to do with the game, because the audience they're targetting doesn't like that. I get that it's possible to just make 3 bosses that you queue for, but at some point you're no longer making dungeons you're just making single boss rooms over and over. I understand that you want that, but you have to understand that the majority of players don't.