merging them seems like a goof idea to me.
merging them seems like a goof idea to me.
It MIGHT be... unless say you'd reduce the people who need their tomes capped in an efficient manner as well... it is a balance.
So perspective, again, is important.
WHERE IS THIS KETTLE EVERYONE KEEPS INTRODUCING ME TO?
Id like them to do that too. I also think come the expansion they need to create an additional roulette because 50/60/70/80/90 is gonna suck seeing the same lower lvl dungeons. Can you also remove the 4 man trials from leveling and add them into main story roulette or split leveling into two i.e 15-60 61-100
How would the number of people who want to cap their tomestones efficiently be adjusted by combining otherwise overly narrow roulettes?
The only way for that to happen is for a competing option within a different content form and opposite efficiency (such as enjoyment) to have improved more greatly than that efficiency.
Were we to have less repetitive results from the roulette, though, that'd generally improve the enjoyment, regardless of whether the Level 90 Roulette rewards would likewise be integrated into the Expert Roulette ones (personally, I'd rather they not be, as it's already a fairly overtuned reward, from which, again, more players in need of matchmaking for MSQ dungeon clears could benefit indirectly if the roulettes were combined).
I'd like 50/60/70/80 + 90 roulette to be merged into a new expert roulette, rewarding all 3 types of tomestones. The latest dungeon should give the same rewards as expert roulette currently does, and it should be excluded from the roulette. Then people would have a choice to run the latest dungeon for the novelty or for the gear, or they can run a random older dungeon for the same amount of tomes.
Expert roulette -> current patch dungeon outside of roulette (140 caus + 90 comedy, same as now)
50/60/70/80 + 90 -> New expert roulette (100 poe + 120 caus + 90 comedy daily bonus)
I'd second this if the older dungeons were upscaled (allowing us to play at the maximum level we have unlocked, without requiring us necessarily to hit 90, with about the difficulty of those dungeons at their minimum item level or slightly harder). Without that, I'm a bit on the fence.I'd like 50/60/70/80 + 90 roulette to be merged into a new expert roulette, rewarding all 3 types of tomestones. The latest dungeon should give the same rewards as expert roulette currently does, and it should be excluded from the roulette. Then people would have a choice to run the latest dungeon for the novelty or for the gear, or they can run a random older dungeon for the same amount of tomes.
Expert roulette -> current patch dungeon outside of roulette (140 caus + 90 comedy, same as now)
50/60/70/80 + 90 -> New expert roulette (100 poe + 120 caus + 90 comedy daily bonus)
Last edited by Shurrikhan; 06-15-2023 at 05:30 PM.
I agree the skills you get at lower levels is becoming more and more boring and im sure once 100 comes more skills will be pruned from the lower levels.I'd second this if the older dungeons were upscaled (allowing us to play at the maximum level we have unlocked, without requiring us necessarily to hit 90, with about the difficulty of those dungeons at their minimum item level or slightly harder). Without that, I'm a bit on the fence.
if you combined the narrow expert with the wider 90's you would drive away a certain percentage of "oh god not that dungeon" people. Increasing the queue time and perhaps making it not so efficient anymore. Especially if you didn't want to play say healer or tank. Just in theory. I'm constantly reminded that things that seem simple and straightforward to me, are absolute nightmares for others to even consider and they will vehemently avoid anything other than the strictest adherence to the best possible experience.
Like a 20 minute run for me is oh wells. For others it seems to be ultimate why even bother doing them at all territory.
WHERE IS THIS KETTLE EVERYONE KEEPS INTRODUCING ME TO?
How exactly is it belittling to point out that your reasoning is vague? You mention reasons unrelated to efficiency, without elaborating further.
Your initial post seems to indicate otherwise, with a preference to "do a dungeon I KNOW back and forth", and telling people to just not do the expert dungeon if they don't like it.Originally Posted by Krotoan
I'm not here to stand in peoples way, I'm here to actually think about what that proposal means and maybe think about why it hasn't been done yet.
But you brought up rewards as one of the possible reasons why the roulettes are split, so I'm obviously going to compare said rewards to see if this is a solid reason.Originally Posted by Krotoan
That's because all you're thinking about is personal benefit.
The old expert dungeons remaining as part of the expert roulette would likely result in those dungeons being run far more often over the course of the expansion, compared to how many people would run them in the lvl 90 roulette. At worst, they would stay just as relevant as they are currently.Originally Posted by Krotoan
The roulettes primarily exist to allow older content to be relevant and run. That is their purpose.
Rest of the paragraph doesn't seem all that relevant in a topic specifically about expert/lvl 90 roulette.
Ah yes, that overused quote. Again, you were the first to state "why remove an option for some more rewards?"Originally Posted by Krotoan
When all you look at is "what do I get out of this for me" it's easy to ask for your favorite things to be more efficient. But I'm also reminded of the quote:
There is a point where optimization needs to take a backseat to the longevity, engagement, and overall health of the game.
OP isn't asking for their favourite things to be more efficient, nor am I. They're asking for expert roulette to have more variety, rather than it being a coinflip.
The likely reason I can think of this split, is that SE is simply used to their process of "new expert dungeon in, oldest expert dungeon out."Originally Posted by Krotoan
I'm not a dev. I don't know if these are actually the reasons it still exists, but it couldn't hurt to think about that aspect right?
This "if it ain't broke, don't fix it" design philosophy can be seen in the rest of the game as well.
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