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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Jojoya View Post
    Actually, try going back and reading old WoW dev interviews. Players preferring only the most optimal path through a dungeon is exactly why they stopped creating the Sunken Temples, Maraudons and Blackrock Depths.
    They stopped creating multi-path dungeons? Is that why 75% of dungeons even in this latest expansion are... multi-path dungeons?

    Quote Originally Posted by Striker44 View Post
    (Heck, in that second part of Cutter's Cry, groups used to kill one pack and move on...now we don't even bother doing that and just run straight to the portals to the next rooms.)
    Probably because they removed all experience gains from killing dungeon mobs, further skewing reward per minute away from side-paths, since those mobs aren't required to reach the next boss (the only things that give exp in dungeons now)?

    Quote Originally Posted by Striker44 View Post
    Simply put, it's likely impossible to find something "suitably" rewarding that the playerbase in general will spend that extra time. It's not SE's fault. At all.
    And our proof of this is... rewards that were painfully lackluster in their own time, do not scale (unlike tomes or experience), and are gated by mobs with uniquely zero reward directly or indirectly?
    (5)

  2. #2
    Player
    Striker44's Avatar
    Join Date
    Jan 2022
    Location
    Uldah
    Posts
    1,101
    Character
    Elmind Exilus
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    And our proof of this is... rewards that were painfully lackluster in their own time, do not scale (unlike tomes or experience), and are gated by mobs with uniquely zero reward directly or indirectly?
    And your suggestion in its place was? Oh, right, nothing, because you realize my point still 100% stands that it is likely impossible to find something in a dungeon reward that would have staying power in encouraging people to explore non-linear paths. Dungeon gear is actually quite good for someone leveling, by the way, and even moreso back in the ARR days when leveling was slower. It still didn't stop us (the playerbase) from ignoring it and just making dungeons linear.
    (0)