Artisan Dungeons

Post by Nullhypo on 2022-09-26 22:52:24

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Post by Noaani on 2022-09-26 23:59:21

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Post by Taleof2Cities on 2022-09-27 03:39:55

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Post by Ludullu on 2022-09-27 03:54:42

Instead of having specific artisan dungeons, just have these kinds of mechanics in some of the normal dungeons. Players will already have to walk back from deep inside of a dungeon with their loot because there's no TPs. So just add mechanics where if they did some unique artisan-based action in the dungeon, there's more agro from mobs onto them or maybe some hazards get triggered on their way back or anything like that.

In other words, don't separate the playerbase and try to keep the content as all-encompassing as possible. This will make people rely on each other and will make that content feel more alive.

Post by Nullhypo on 2022-09-27 04:28:45

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Post by Ludullu on 2022-09-27 04:39:05

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And that's why I disagree with the suggestion. I want those standard dungeons to provide smth for everyone, so as to not splinter the playerbase. The non-mob pve content will already be separate from all the other pvx stuff, so why add even more separate content into the game.

Post by Sapiverenus on 2022-09-27 08:50:18

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Post by Happymeal2415 on 2022-09-27 14:54:30

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Post by Ace1234 on 2022-09-28 03:17:47

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Post by NoMadder on 2022-09-28 18:19:13

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Post by Czeris on 2022-09-29 02:43:48

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Post by Abarat on 2022-10-01 15:14:57

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Post by Murdach on 2022-10-05 09:00:29

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Post by Murdach on 2022-10-05 09:03:35

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