Dungeons should remain simple with 3 bosses and quick.
Wonder why?
Relic weapons exists.
People wants to get the item/light/w.e in less than 10 minutes per run.
Having to deal with complex dungeons that can take around 25-40 minutes please no.
Dungeons should remain simple with 3 bosses and quick.
Wonder why?
Relic weapons exists.
People wants to get the item/light/w.e in less than 10 minutes per run.
Having to deal with complex dungeons that can take around 25-40 minutes please no.
Because everything that SE throws at us are Japanese Grind fest (Do X x1000000000 times ) or ridiculous RNG.
When 99% of content is via Grind/RNG there is no place for epic-high content stuff. Plus everything is instanced/locked away from the "real " world map.
New people can't even watch cut scenes because of it.
Last edited by LunaSnowfield; 05-10-2017 at 12:18 PM.
Then suggest a different way of doing it!Because everything that SE throws at us are Japanese Grind fest (Do X x1000000000 times ) or ridiculous RNG.
When 99% of content is via Grind/RNG there is no place for epic-high content stuff. Plus everything is instanced/locked away from the "real " world map.
New people can't even watch cut scenes because of it.
instead of 100 lore for 10 mins or 24 light (or whatever it is) in 3, why not have a dungeon meant to run 30-40 mins that give 400 lore (or the lesser tombstone equivalent) 200 script (or w/e current tome is) with 320 light. These dungeons would be meant to take longer with more exploring.
Precisely this. WildStar had a problem with speedrunning dungeons as well. This was in part due to the medal system for its dungeons placing too great an emphasis on the timer bonus. To fix it, they reworked and improved rewards, reduced the bonus points for the timer, and tied more medal points to completing side tasks. They also reworked how deaths affect the medal system, so players didn't feel cheated out of gold if one person died.instead of 100 lore for 10 mins or 24 light (or whatever it is) in 3, why not have a dungeon meant to run 30-40 mins that give 400 lore (or the lesser tombstone equivalent) 200 script (or w/e current tome is) with 320 light. These dungeons would be meant to take longer with more exploring.
Oh hell yes. I would actually run dungeons if that were the case. As it is, they're so boring that it's agonizing.
This issue is born out of the rewarding at the end of the dungeon.
This could be countered by splitting the "firsttimer" bonus and reward a bit of it everytime after the firsttimer watched the cutscenes and doesn't skip them. In addition they could add a "light" bonus of the lowest grades to it.
They could add optional ways which are rewarding you with additional light and/or tomestones, like spawnable "secret" bosses or special handling of mechanicsThen suggest a different way of doing it!
instead of 100 lore for 10 mins or 24 light (or whatever tit is) in 3, why not have a dungeon meant to run 30-40 mins that give 400 lore (or the lesser tombstone equivalent) 200 script (or w/e current tome is) with 320 light. These dungeons would be meant to take longer with more exploring.
Last edited by Legion88; 05-10-2017 at 04:37 PM.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.