Fight
Ahn'Qiraj Raider
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- 5,577
I wish dungeons would be designed for both 1-run story playthrough (like WoW) and the camp grind (like EQ).
Here is what I mean... the first time you run a dungeon, your group gets a quest or two from the NPC outside of the dungeon or the local town. You run through the entire dungeon in Story Mode, with all the named/story mobs automatically up (instanced-WoW-style). Except on rare occasions, the named don't drop anything, but they complete your quests and at the end you get a reward item or two.
After you complete this Story Mode, you unlock the ability to re-enter the dungeon as Adventure Mode camp-grind (open world-EQ-style). The mobs are on a re-pop timer, the named spawn occasionally, and they have new 'Common-Rare-Epic' loot drop tables.
This style provides progression by unlocking the Adventure Mode dungeon. It promotes replay-ability for your content and the content you have gets re-purposed to the way your players want to play. If you hated that dungeon, then skip it and move on to the next area. Everybody wins.
Here is what I mean... the first time you run a dungeon, your group gets a quest or two from the NPC outside of the dungeon or the local town. You run through the entire dungeon in Story Mode, with all the named/story mobs automatically up (instanced-WoW-style). Except on rare occasions, the named don't drop anything, but they complete your quests and at the end you get a reward item or two.
After you complete this Story Mode, you unlock the ability to re-enter the dungeon as Adventure Mode camp-grind (open world-EQ-style). The mobs are on a re-pop timer, the named spawn occasionally, and they have new 'Common-Rare-Epic' loot drop tables.
This style provides progression by unlocking the Adventure Mode dungeon. It promotes replay-ability for your content and the content you have gets re-purposed to the way your players want to play. If you hated that dungeon, then skip it and move on to the next area. Everybody wins.
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