I would love SE to take a stance against bare minimum speed running in a friendly way. In all content. By friendly I mean not messing up player's efficiency rate making the game as a whole slower to progress, but making it far more efficient to 100% content.
In other words, the speed run of now (bare minimum) would be less effective than the speed run patch I'd like to see where doing more is more efficient (players will always want to go fast but now they go fast doing it all, but new players will greatly benefit from this mentality of "do it all"). Also taking away the bare minimum encouragement will allow SE to make dungeons more interesting with designs that would normally get ignored because it "was" all about doing the bare minimum. Side rooms, shifting passages, puzzles, mutations, flash objectives, although especially on puzzles about that shifting/not always there aspect, a puzzle you always have to do will kill people's excitement (unless it is a incredibly well hidden reward to the very attentive, like a dev secret to test how long it takes players to figure out).
How to do that could be through a number of options I imagine a few different ones at tandem, but in the most simple terms you just check what players do content for and make sure the reward is higher for doing it all.
I think in order to keep the dungeon rewards balanced but able to morph to each player's need perhaps they make a new token like a Sigil of Achievement and you can use that to buy light (for your relic), exp bonus (if you're leveling), tomes (of your choice, rate depending on if its a new tome or not), etc, in this way SE can make sure to make the effectiveness of what you personally are looking for the most effective to collect all the Sigils. Again the point of this is not to make player's time less effective compared to now, but more effective compared to now IF they do more of the content - like lets say normally you get 1 point of light for a content, now you get .5 for finishing it but another 1 if you collected the 2 sigils available and sometimes there would be more because maybe a random event spawned in a side room.
The point in tandem is though for example in the Satasha area that gets almost always ignored (side area) if they add a boss there that it could drop unique glamour items, as well as the Sigil of Achievement, or in another thread talking about these ancient lanterns that are normally broken but when they're working players cna do a puzzle that leads them to a treasure room basically (D3 Goblin experience lol). So its not /only/ Sigils, but the Sigils would also be reward on top of and on the side of the new content SE can add because people are encouraged to do more dungeon (but, if you're late to the game and your friends want to quest rush you to the end they can still skip all that stuff).
For PotD all the similar thought process, but I'd just make sure that in areas that are really big they feel more rewarding - so if you get a bunch of massive room chains that you're actually excited because you'd get more EXP/tokens (PotD has a few tokens of its own already).
Basically playing the game's content closer to completion > better use of your time than bum rushing the exit blocker over and over. Quality > Quantity. Again doing this would also allow SE to fiddle more with the dungeon's designs than now because now's mentality is TO THE DOOR IGNORE EVERYTHING ELSE, VOTE KICK ANYONE WHO DISAGREES.
I don't think the mentality will die without SE changing how they reward content, and I don't think the mentality is good for interesting content or new players (both new to that content and new to the game as a whole). It makes sense why players have it though, liking your time to be used effectively is entirely logical - and that is why I would like to see the reward go /up/ when you do more and not just be a nerf to speed runs (I mean you can nerf speed runs too, to really squash the mentality but I would like to see people be rewarded compared to now as well).


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