Quote Originally Posted by Mansion View Post
Eureka was an experiment, it made sense there, but I don't want any peanlty on death and raise if it is meant to be a broad multiplayer area. The whole situation of special leveling and XP penalties was a bit annoying in the beginning and just flat out disappeared when Pyros kicked in because of the amounts of XP you could get from various sources (NM and reflect).

I'd like more than "killing mobs and repeat". Exploration, gathering, crafting, public dungeons, hunts. Have it unlock glamours or iLvl relevant stuff at a decent time, but never really competing with Raid and Relic gear.
gathering and crafting (in their normal form)cant really be too important, these are solo activities. The map needs to have most of the players there unified in their goals. What if you get a map with 60% of the people there for gathering? then it becomes hard to get people to move the state of the map forward.

they could make certain events have win states that open up limited gathering, or crafting, but it would have to be pretty limited.

Exploration kind of mattered in eureka, in that learning what enemies dropped, whether they mutated or adapted mattered. Or which enemies spawned which fates. As well as traversing the dangerous land with few telepoints. Bunny fates also create a treasure hunt system that took you to different locations for loot.

Also the quest locations, and some fate/forge locations.

What other types of exploration/ incentives for exploration would you want to see?

They could have some events that pop once a certain amount of people find/interact with some special locations.