Quote Originally Posted by Physic View Post
like i said, the best answer is to make capped content, or content that tests primarily the skill of the player, have use across multiple levels, this makes it extremely replayable. Even more so than either of the other options. It shouldnt be the only form of progression, it should be an option. Look at Phantasy star online, Challenge mode was loved, and played numerous numerous times, it essentially featured capped content designed to be challenging and require team work, it was very popular, and highly entertaining. And it gave rewards that were usefull across a large level range.

essentially the point of these dungeons according to them was to create content that was challenging and required team work. Such a system should be difficult for all users, and reward people appropriately. I'll be honest, if they design these dungeons right, and give the right type of rewards, it could be the type of thing that people will want to play for a very long time, no matter what level it is.
All I can do is point to my experience. I don't want to progress my r50 class through r30 content. It's unfair to expect me to do so when I suffered through bad SP parties and an empty world back when I WAS an r30. It's like saying, "Oh you didn't go to Pre-K? I'm sorry, You can't get your College diploma until you go back and repeat Pre-K." Likewise, I'm a 29 year old man. Pre-K is a drop in the bucket for me at my age because of my experience in life. It would be unfair to tell a 29 year old man that he has to go back and accomplish Pre-K first and that they are going to put me on all kinds of drugs to make me EXPERIENCE it as a 4 year old.

I'm not 4 years old anymore, I have graduated and moved on.

I am not r30 anymore, I have worked my way through that lack of content twice now, probably 3 times over by the time they release it. I have moved on.