Its just a shame to me that something like a multi level explorative dungeon/zone, however you term it, seems un-able to be realized often due to Gear issues. The RNG of getting such gear to drop and the exclusive rather then inclusive atmosphere it componds.
While I'm very glad you enjoyed a system and found it very much to your liking i've always had a hard time understanding competition for "things", whatever they may be, that requires withholding the ability to attempt obtain that item from all others. Maybe its something like capture the flag, but the flag must be killed too? am i close?
Worlds first i can understand, because its a race with everyones toes on the starting line. But for things such as MMOs and video games in general i always thought the entertainment of all should always be part of the equation.
But much of all of the above tends to center around many of the issues i tried to artfully dodge in my prior 2 posts, Gear.
If drop rates are low and random, claim camping becomes contineous. If the item is marketable, it becomes constant. And i'm of the opinion that open world dungeons can no longer survive in games in that form. But if we are to say that gear is the only reason we, as players, will do anything then we should devise some ideas on how one could avoid the issues that turn many people off instead of completely scrapping any possibility of non-instanced dungeons.
I think it all hinges on finding a standing premise. How many times in an area where comething can be held by some with the exclusion to some others, How long should that be acceptable, if at all?
My opinion has always been more on the side of adventure and exploration with open dungeons, and much much less focus on lets say, progression rewards. Where tuned instances challenge one in combat, and thus offer combat rewards, I don't belive the same type of rewards should be available in an open world structure.
So the next question i would pose would be what other rewards, if any, could or should be presented for areas that challenge you in a different aspect. If a dungeon is more puzzle focused, what would be a reward for that? If a dungeon is more focused on waves of relativly "softer" creatures, what would the reward be there? If a dungeon is full of traps like an Indiana Jones and the temple of doom type ripoff, what would the rewards for that look like?
I don't think every reward for every corner of a game that requires effort of some kind should automaticlly reward a person with progression type items. It may mean some people will never run them. However the same happens with instanced raids, the same happens with crafting.
I'm hardly ever for denying anyone of aspects of a game they enjoy, however i don't belive the rewards for all things possible need to push the envelope every time.
I seem to have said alot, so i'll give folks time to comment before i accidentally change the flow of conversation before everyones had a chance to speak their mind. Thanks for reading!