Edit:
While we're at it, if anyone has any fun ideas they'd like to see to augment or even fundamentally reshape the flow of dungeons as useful for midcore-ish content without being necessarily reiterative (for the most part, let's save that for the extent threads promoting something like a less bloated/pressured Mythic+), feel free to post them.
If we end up getting some fun ideas, and this thread somehow expands beyond a page, I'll quote them here for easy viewing and linking.
CONTENTS OF THE THREAD SO FAR:
- Theoretical discussion on reward models and their impact on how players spend their time, be it in a way that better engages with or overly narrows the variety of content we may typically do.
- Narrowing the above discussion to dungeons in particular, both insofar as what level of experimentation is desirable and what would be feasible.
- General and specific gameplay loops people would like to see from more experimental dungeons.
- Feasibility of more challenging and experimental content in general.
- Complexities of appealing to the playerbase and of player perception/reception in general.
- To what extent must the playerbase improve by broadening their views, taking more responsibility, and to an extent conforming to whatever expectations increase variety of playstyles that can be appealed to (such as by becoming more competent, so you can engage with more of the game) before we can really see further variety in content (especially midcore difficulty or a raised difficulty floor for everyone)?
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