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Dev Reponse to EXP Increase in DungeonsFollow

#27 Nov 01 2013 at 7:45 AM Rating: Excellent
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448 posts
MMOs have spun around where most players don't play parts of the game for fun, they play it for stuff that benefits them. Not all, but most will not do anything more than what gets them the carrot. Look at the official forums (put on a hazmat suit first though) and you will see a bunch of posts from people who basically say, 'I only log in for 3 hours a week now because that is how long it takes me to farm my weekly cap for tomes.' The same people that complain about having no endgame, the same people who don't want to waste a single minute in a dungeon speedrun, the same people complaining about no content.

There is content galore in this game, but people choose not to partake, or to blow through it as fast as possible to 'win the game - be the best.' Once a day you can run a lowbie dungeon for a token amount of tomes won't do anything than create a situation where endgame people finding the quickest way to burn through that which will then lead to that being the standard on how to run those dungeons. It will also usher in another source of gear discrimination for speed runs. Maybe the once-a-day thing will allow it to not be as pervasive than having it always on, but looking at the trends already in the playerbase tells me no (as well as the Magic 8-ball).

It's a nice idea, but I can see it becoming something completely not nice once the community is allowed to twist it around.
#28 Nov 01 2013 at 8:23 AM Rating: Default
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147 posts
Refews wrote:

There is content galore in this game, but people choose not to partake, or to blow through it as fast as possible to 'win the game - be the best.' Once a day you can run a lowbie dungeon for a token amount of tomes won't do anything than create a situation where endgame people finding the quickest way to burn through that which will then lead to that being the standard on how to run those dungeons. It will also usher in another source of gear discrimination for speed runs. Maybe the once-a-day thing will allow it to not be as pervasive than having it always on, but looking at the trends already in the playerbase tells me no (as well as the Magic 8-ball).

It's a nice idea, but I can see it becoming something completely not nice once the community is allowed to twist it around.


Yep, I wonder how long before darklight gear will be a requirement for copperbell mines Smiley: grin

Seriously though, my concern would be the speed runners wanting to rush through the lower dungeons while not explaining or being flat out mean to the first timers because they don't know what to do.

I used to run some lower level stuff for the fun of it, then I started wondering if has a dps I was just making another dps needed it wait longer.

Edited, Nov 1st 2013 10:24am by squiress
#29 Nov 01 2013 at 8:33 AM Rating: Excellent
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2,232 posts
squiress wrote:
Refews wrote:

There is content galore in this game, but people choose not to partake, or to blow through it as fast as possible to 'win the game - be the best.' Once a day you can run a lowbie dungeon for a token amount of tomes won't do anything than create a situation where endgame people finding the quickest way to burn through that which will then lead to that being the standard on how to run those dungeons. It will also usher in another source of gear discrimination for speed runs. Maybe the once-a-day thing will allow it to not be as pervasive than having it always on, but looking at the trends already in the playerbase tells me no (as well as the Magic 8-ball).

It's a nice idea, but I can see it becoming something completely not nice once the community is allowed to twist it around.


Yep, I wonder how long before darklight gear will be a requirement for copperbell mines Smiley: grin

Seriously though, my concern would be the speed runners wanting to rush through the lower dungeons while not explaining or being flat out mean to the first timers because they don't know what to do.

I used to run some lower level stuff for the fun of it, then I started wondering if has a dps I was just making another dps needed it wait longer.

Edited, Nov 1st 2013 10:24am by squiress


The bulletin board feature would allow you to build a speed run party ahead of time, then put that party in queue for the random stuff. I think this is what they're hoping will release the pressure on first/new timers.
#30 Nov 01 2013 at 10:10 AM Rating: Excellent
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328 posts
I already queue up for the first 5 low level storyline dungeons on whm since I like helping people. It will be nice to be rewarded in a way that benefits my character. I think the reward of once per day per category is good otherwise the DF will be full of people farming the low level instances that don't need it. Remember this is not just to help a high level character get Tomestones, it is for helping people get through storyline.

I'm really looking forward to the bulletin board feature. Finally I will be able to sign up for stuff I can do with people on my own server when the FC/LS are busy/quiet.

Edited, Nov 1st 2013 12:12pm by Yelta
#31 Nov 01 2013 at 10:43 AM Rating: Decent
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109 posts
As someone who had Dungeon Siege III Achievement before I had a class to level 40 this makes me smile.
#32 Nov 01 2013 at 10:52 AM Rating: Decent
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109 posts
They should burrow a page from GW2 dungeons and add multiple "paths" and/or scaled up (to 50) content to the lower level dungeons that are already there. In GW2 players would go through each dungeon once in "story mode", then when you finish it unlock "explore" mode which has different paths, bosses, etc. than story mode. Players voted on which path they wanted to take at the start of the instance, it was/is a smart way to make one dungeon into 3 or 4. Explore mode dungeons dropped the equivalent of tokens/tombs except they were unique to each dungeon. The major downside was that people only ran certain dungeons and in those they only did certain "easy" paths.

They already have the dungeon assets, just add new and improved stuff to kill and give players and incentive to slay them. I really enjoyed GW2 dungeons even though they are the red-headed stepchild of the game (Dungeon Master tile a little after launch was pretty much impossible without static group). I had multiple level 80s and there were still dungeon paths I hadn't done, mostly because they were deemed "too hard" or didn't provide useful PvP loot.

Edited, Nov 1st 2013 12:56pm by KingoGoodbomber
#33 Nov 01 2013 at 11:03 AM Rating: Good
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5,745 posts
Archmage Callinon wrote:
Quote:
There are plenty of low tech ways for players to pick quasi-random dungeons with no additional rewards after the once-per-day limit. Darts. Coin flipping. Rolling dice. Just pick something you haven't done in a while.

A once-a-day limit really isn't that big of a deal.

Of course, you could do that now. But people won't do it if there's no reward for it. That's just a fact of how MMO players work.

And people won't do it past the first time if the rewards are reduced.
#34 Nov 01 2013 at 11:14 AM Rating: Excellent
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109 posts
they should also do this with guildhests or make them a weekly bonus or something to give people incentive to do them more than once.
#35 Nov 01 2013 at 11:17 AM Rating: Excellent
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197 posts
KingoGoodbomber wrote:
they should also do this with guildhests or make them a weekly bonus or something to give people incentive to do them more than once.


That would be awesome! I really liked the whole guild heist idea, at the very least I hope to see them release more of these in the future. Even if it was only like 10 tomes for one guild heist a day, that wouldn't be too bad, since most of them only take like 5 mins.
#36 Nov 01 2013 at 11:19 AM Rating: Excellent
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3,737 posts
Quote:
And people won't do it past the first time if the rewards are reduced.


Actually no. They won't do it after the first if the reward is eliminated after the first. But reduced is actually ok.

We can see this in games like WoW and Rift where the system works like that. Just because they're getting less reward doesn't make people stop doing something they enjoy doing. Getting no reward does.
____________________________
svlyons wrote:
If random outcomes aren't acceptable to you, then don't play with random people.
#37 Nov 01 2013 at 11:30 AM Rating: Excellent
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1,208 posts
Yelta wrote:
It will be nice to be rewarded in a way that benefits my character.


Not to mention that there will be a "Karma" system installed too, so helping people will also get you votes and potentially in-game bonuses just for being the nice person that you are! Smiley: grin
#38 Nov 01 2013 at 11:53 AM Rating: Good
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197 posts
Archmage Callinon wrote:
Quote:
And people won't do it past the first time if the rewards are reduced.


Actually no. They won't do it after the first if the reward is eliminated after the first. But reduced is actually ok.

We can see this in games like WoW and Rift where the system works like that. Just because they're getting less reward doesn't make people stop doing something they enjoy doing. Getting no reward does.


Not that I mind the fact that I will probably be running WP/AK 100 times for my DL gear, I just really wish there was a random dungeon tool for the end game dungeons that gave like 10 extra tomes that I could just I could just spam all day, Cause honestly I think the "speed runners" would still avoid something like this for the most part, I dunno maybe not though. I still don't understand how people can join a random dungeon and expect everyone to be geared out and ready to speed run, but then their are a lot of stupid people out there so.

I can see their reasoning for the whole one a day thing, but still.

Hairspray wrote:
[Not to mention that there will be a "Karma" system installed too, so helping people will also get you votes and potentially in-game bonuses just for being the nice person that you are! Smiley: grin


I didn't really think about this, which makes it even more awesome!
#39 Nov 01 2013 at 12:30 PM Rating: Decent
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972 posts
KingoGoodbomber wrote:
they should also do this with guildhests or make them a weekly bonus or something to give people incentive to do them more than once.

I wish guildhest became more of an xp alternative. Limited entries per day to experience the game in the old school ways of monster grinding aka FFXI. So bcnm type stuff/ experience points parties. Gameplay mode where it was like it was pre ARR.
#40 Nov 01 2013 at 12:55 PM Rating: Good
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1,208 posts
sandpark wrote:
KingoGoodbomber wrote:
they should also do this with guildhests or make them a weekly bonus or something to give people incentive to do them more than once.

I wish guildhest became more of an xp alternative. Limited entries per day to experience the game in the old school ways of monster grinding aka FFXI. So bcnm type stuff/ experience points parties. Gameplay mode where it was like it was pre ARR.


I really miss BCNM and KSNM's
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