Most groups I've been in have let the seeds pop, so I'm not sure what you have but it at least in my experience not disprove anything - also unfortunately sometimes not everyone is there for EXP. The one time I had someone refuse to let them pop was because they were capped, and therefore their efficiency was directly hampered by waiting.
As for the second example efficiency is a value of time and averages, if people make the content easier to handle its to increase their efficiency (rather than having to deal with mistakes or discuss anything). I don't find it shocking nor do I mind they've done it, since people like "easy and fast". Speed running (the idea of maximum efficiency) will never die or go anywhere at least until we get computers to play the games for us lol. I'm strictly talking about bare minimum speed running as becoming the most inefficient use of your time (since I feel like this hurts design, and players) and 100% completion as the most efficient (but also suggesting variations and things to mix up that 100% idea, like a "mini" infusion of deep dungeons into regular dungeons - bit like Ferth just added below).
The Satasha treasure room as is not reward enough (yet) but I feel the design comes from a good heart (just needs improved); I've discussed the reward needs to be in context of the people in it. If I'm maxed I don't want some BS exp or 10 gil item (most chests early on are pretty bad lol). I addressed all of this already.
The reward must relate to the player, this is of course natural and you may have skimmed that part of my post (or I edited it while you were making a comment lol). In a simple term I addressed the side objectives via a token that could be transformed into a value you seek, like light, tomes, exp, gil, so that no matter your situation if you joined the content for something you're probably going to get it and maximum efficiency would involve taking maximum advantage of the dungeon. In fact things like lights could be based on the side content entirely, so finishing the dungeon only ensures you obtain your side rewards (this means high level players going back will always make sure new players get the full experience). For glamour, doing the side content would be the drop - so its already baked into just doing it. Of course the values of the reward received need to be considered based on the circumstance (like if you were in a roulette that put you in a low level content) or if you just queued straight up for Satasha unsynced (with some proper UI and simple color/tiers you could display that information well enough for an average understanding of whats what).



Reply With Quote

