
Originally Posted by
Abriael
I'm all for dungeons, challenge and all, but I'm definitely against tiered gear.
Effect of tiered gear:
Doing Dungeon 1, Doing Dungeon 1, Doing Dungeon 1, Doing Dungeon 1, Doing Dungeon 1, Doing Dungeon 1, Doing Dungeon 1, Doing Dungeon 1 -> BORED TO DEATH. Doing Dungeon 1, Doing Dungeon 1, Doing Dungeon 1, Doing Dungeon 1, -> YAY EVERYONE HAS THE GEAR! -> Doing Dungeon 2, Doing Dungeon 2, Doing Dungeon 2, Doing Dungeon 2, Doing Dungeon 2, Doing Dungeon 2, Doing Dungeon 2, Doing Dungeon 2, Doing Dungeon 2, Doing Dungeon 2, -> BORED TO DEATH. Doing Dungeon 2, Doing Dungeon 2, Doing Dungeon 2, Doing Dungeon 2, Doing Dungeon 2, Doing Dungeon 2.... And so forth.
Effect of non tiered gear:
Doing Dungeon 1, Doing Dungeon 2, Doing Dungeon 3, Doing Dungeon 4, Doing Dungeon 1, Doing Dungeon 2, Doing Dungeon 3, Doing Dungeon 4, Doing Dungeon 1, Doing Dungeon 2, Doing Dungeon 3, Doing Dungeon 4, Doing Dungeon 1, Doing Dungeon 2, Doing Dungeon 3, Doing Dungeon 4, Doing Dungeon 1, Doing Dungeon 2, Doing Dungeon 3, Doing Dungeon 4.... aaaaah variety...
The first option is extremely conductive to short-term boredom. The second option gives more variety and keeps boredom at bay, as long as the drops of one dugeon don't make the others obsolete.
The first option also isn't an efficent way of adding content in a game that lacks it.
Finally, tiered dungeons encourage closed circles too much, as new players have trouble getting involved with more veteran players that are already on advanced dungeons from which they are artificially excluded.