How about not making dungeons forced to progress main quest line?
How about not making dungeons forced to progress main quest line?
In my opinion, SE really needs to remove the forced group road blocks from the story progression. What will happen when the game matures and there aren't as many low level players to run the 1-shot story dungeons? Having said that, I enjoy Dungeons a lot more than I do fates but I prefer to do them when I feel like it. Guildhests and Dungeons both need to be brought up to the at least same XP:Time ratio as Fates.

Of course you would; why go to the minimal effort it takes to run a dungeon when you can run around semi-naked spamming flash and get xp for doing practically nothing!
Dungeons should give SIGNIFICANTLY more xp than fates - they are harder, require teamwork, require blocks of time investment, give no gil reward, give no seals, and give substantially less xp. What was SE thinking?
No, they need to incentivize low-level content for higher level players. Not nearly to the same degree as high level content is, but enough that when asked for help, it isn't an entirely selfless affair. If, for example, a run of Halatali took about equal time as a run of AK, and gave ~1/3rd of the tomestones of philosophy for characters at level 50, people may be slightly more inclined to help.In my opinion, SE really needs to remove the forced group road blocks from the story progression. What will happen when the game matures and there aren't as many low level players to run the 1-shot story dungeons? Having said that, I enjoy Dungeons a lot more than I do fates but I prefer to do them when I feel like it. Guildhests and Dungeons both need to be brought up to the at least same XP:Time ratio as Fates.
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