


Right, But what I am saying is this Dev Team won't do that.Which is why I said you make the most efficient activity "doing it all". I covered that in the other post (and also talked that all needs should be considered, including light farming). People will /always/ go for efficiency, that is unavoidable, but you can change the bare minimum level.
I agree in the current standard designing interesting things, especially "options", would be ignored - because of how content is rewarded. But they could change it so that bringing the dungeon to full completion is the most rewarding thing, then they open up making more interesting content as something they can do that wouldn't be a waste of their time.





Fair enough lol. I was hoping they will do neat things like that in the new Deep Dungeon though, they have talked about mixing up the objectives for that content - may be a start of them thinking about stuff like that haha.
To me the Satasha example just says they didn't make it worth while, and as a game people look for rewards - some go in that room solely for the achievement but its not a big enough reward for it to really matter.. I've seen someone kicked for trying cause everyone else wanted to speed through. Linear dungeons solves this sort of issue definitely, but personally love seeing content have options (even if I know I'm going to take it already) and also like to see variation (like puzzles will normally be disliked after their charm wears off the first time, so that being a "sometimes" thing would be better).
As you said, all that matters is the reward. If the reward is the finish and that is it.. then, doesn't matter if they add cool stuff as you said - it will be ignored if it doesn't have to do with the finish. (Which is why I focused on changing how the reward worked).
Last edited by Shougun; 04-21-2017 at 03:17 AM.



I completely agree with you. Years ago in Lord of The Rings Online they had end game content where the first time you entered for the week you had a series of tasks that took you to various places throughout the instance and each task increased the rewards you would get. Not everyone got the same tasks so the first few times a week you would run something you'd end up doing all sorts of things to help others finish specific tasks. Then when your tasks were all done you could still run the content for the baseline rewards.Fair enough lol. I was hoping they will do neat things like that in the new Deep Dungeon though, they have talked about mixing up the objectives for that content - may be a start of them thinking about stuff like that haha.
To me the Satasha example just says they didn't make it worth while, and as a game people look for rewards - some go in that room solely for the achievement but its not a big enough reward for it to really matter.. I've seen someone kicked for trying cause everyone else wanted to speed through. Linear dungeons solves this sort of issue definitely, but personally love seeing content have options (even if I know I'm going to take it already) and also like to see variation (like puzzles will normally be disliked after their charm wears off the first time, so that being a "sometimes" thing would be better).
As you said, all that matters is the reward. If the reward is the finish and that is it.. then, doesn't matter if they add cool stuff as you said - it will be ignored if it doesn't have to do with the finish. (Which is why I focused on changing how the reward worked).
Sometimes the tasks were just kill x amount of a certain mob, other times it was "kill Boss Y but don't let this happen." It was a lot of fun, and it kept you on your toes.
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