I still say making the mobs in the LoA, ST, and WoD drop Exp would be a good motivator for cuing it. With as many enemies as you fight in those raids you could probably get at least one level per run if Exp droped there.
I still say making the mobs in the LoA, ST, and WoD drop Exp would be a good motivator for cuing it. With as many enemies as you fight in those raids you could probably get at least one level per run if Exp droped there.
The towers and possibly Void Ark should have their own roulette.
CT + are my fave dungeons in this game, and now it's dead as hell...
:/
Actually, it is evidence.It's less bribery and more giving people an additional reason to run it. Battle on the Big Bridge is a good example of a fight that people often enjoy running but still tend not to unless there's some reason. A reason is needed because everybody has goals to work towards, and they tend to ignore things that don't help them meet those goals. It's the same as players finding the fastest way to do something and then doing only that even when it's not fun. Strange as it might seem, the lack of players running CT is not evidence that people don't want to run it.
If you want to do it bad enough you'll suffer the queues.



Just as evidence that people are in fact still interested in running it...
About a week ago one of my FCmates who had just hit 50 unlocked CT, so we decided to put together a server-wide alliance via PF so that she could experience all three raids. We had 24 people ready to go in approximately 20 minutes, all of whom stuck around for all three raids. The general attitude was that people were very happy that someone had organized a group because they missed running it/wanted a piece for glamour/wanted to do the weekly to upgrade their IW stuff or to get an IW weapon. So why didn't they just queue up for it on their own? Because the queues were prohibitively long.
Lengthy queues can dissuade people who might otherwise run something. If someone only has, say, two hours a day to play, and their choice is running a few dailies or spending the majority of those two hours queued up for a single duty, most people are going to choose to do several things instead of sitting around waiting for just one. Want has nothing to do with it when you factor in the fact that the majority of players have a limited amount of time to spend on the game daily.
If they implement queuing like the PVP queue, they should assign the leader of group "A" as "Raid Leader" and let him/her move party members around so that way one group doesn't end up with zero healers, tanks, or all the same dps classes.
I wouldn't make EXP there too lucrative or people will start ditching other content to use CT for leveling exclusively.
Level Synching + a "Level 50 mob" rate of EXP would still make it relatively unpopular since it can't be un-level synched (Level Desynced?) and would still need a 24 man team.
In that regard, it'd be more effective for an audience with limited time to devote to leveling while not nearly as fast as a dungeon run to people who will "be on all day" and can level grind the shit out of low level dungeons.
More a balancing act imo but I can easily see where it could go wrong too.
True but even with level sync, everything still dies fast with the gear you have.

I agree that an exp reward would be a good change in addition to some of the other ones. I'm guessing the mobs will start giving exp in 3.1 when all the other level 50 dungeons get the same change. Then if they added a roulette that gives exp for <60 classes and law/eso for 60s, it would be in good shape.

I would like too see a roulette for them I miss doing them and the que time for them suck now I try too run loa soo I could get rid of the quest that was in my journal but I couldn't get it too pop
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