Quote Originally Posted by Rutelor View Post
You're absolutely right in counting my omissions, Arcell, and I apologize for the oversight. Strongholds probably slipped out of my mind because I have so many issues with the nature of the combat therein. The spammy, confused, and convoluted style of the combat they generate is, alas, not to my liking; I find it to be awfully fast-paced, to the point of becoming perfunctory.

Shposhae is another matter. I am sorry I left it out of my mentions, because I really think this is a nicely built dungeon for its level, one that exists in the open world to boot, and one with very nice mechanics as well. Thanks for reminding me. Alas, I haven't run it in ages, since I only have one combat class that remains below the suggested level for this area. The only things that I missed in there were: a bit of beastman activity, and perhaps more quests that took you through the hurdles and into the difficult corners of the dungeon for their completion. In addition, I'd also like for chests to have random spawn spots, rather than being fixed.

I would bring to your responce one detail. It is in general quite difficult to pose a "challenge" in an open area without the large amount of spawns. due to the unlimited amount of people you can bring. And with extreamly random spawnpoints you may end up hurting smaller groups of players, thus requiring huge groups to make it through.

I also like searching my way through static areas. decending down many levels of dungeons. But for how their designed vs how we, as a gaming community actualy use and defeat them its a no wonder Companies have moved towards instancing to have a better controll on how to tune areas.

Look at CN, theres so much there you can't even load them all. because it needed to be even harder.