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QoL: Repeatable Dungeon Quests

frogthroat
frogthroat
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I'm sure this has been asked before, but I would like to see repeatable dungeon quests like in trials. First time you complete it, you get the box and the skill point, but afterwards repeating the same dungeon would only give the same as repeated trial quest; some minimal xp and maybe a few cold coins. The reward is not that important. But I would like to go through the stories with time.

Especially the older dungeons, and pretty much all base game dungeons are a mystery to me. I didn't play this game from the beginning. So now I have done pretty much all base game dungeons with all my toons for the skill point and have no idea what the story is in those dungeons. I only know the stories of those dungeons that have come out after I started playing. It's a shame many of the stories are missable if you are levelling up characters.
  • Danikat
    Danikat
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    I agree. I'd be fine with no reward, it would just be nice to be able to replay the quests I was rushed through the first time.

    When I was new I just assumed dungeon quests were repeatable, because they were in other MMOs I'd played so it was a nasty surprise when I discovered that people "helpfully" rushing me through dungeons had made it impossible to ever play them properly on that character. After I found out I started lying to them that I'd already done the quest so they wouldn't pressure me to take it, and not long after I left the guild because they had a similarly overbearing approach to everything else. But I'd still like to be able to play the dungeons properly on my main character.

    Also I'm now in a guild dedicated to NOT rushing dungeons abd letting people play the quests and it would be nice to be able to play it alongside them even if I've done it before.
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  • BXR_Lonestar
    BXR_Lonestar
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    Someone had suggested previously that dungeon quests should be repeatable and grant curated drops as a reward, which I actually think is a fantastic idea. It would reduce grind and give us an incentive to slow down and let questers complete the dungeon. This, in turn, would help slow down (it won't completely stop) the speed dungeon running.

    I don't know who posted this, but I know it wasn't my idea, so I won't take credit for it. I actually think its a fantastic idea.
  • Gabriel_H
    Gabriel_H
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    They'd need to fix the Base Game quests first. The DLC quests are simply take the quest, finish the dungeon, but there are more moving parts in Base Game and they are easy to break.

    Worst ones:
    Tempest Island - if anyone goes through the first door before all the mobs are dead it breaks the quest
    Volenfell - If anyone other than the quester pulls a lever it can break the quest

    Other base game dungeons have similar issues.
  • LunaFlora
    LunaFlora
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    yes it would be wonderful to be able to replay quests
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  • Soarora
    Soarora
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    It’d be nice if every quest was repeatable. Same thing where you don’t get skill points and rewards multiple times, but can do a quest over.
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  • allochthons
    allochthons
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    Agreed. This would help, not solve, but help, the speed runner / quester conflict.
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  • frogthroat
    frogthroat
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    I didn't even think of the speedrunner issue, but yeah, it would help with that, too.
  • richo262
    richo262
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    I think its more of an implementation thing.

    Newer dungeons tell the story as you play, meaning the act of accepting and cashing a quest is redundant save for the gold and xp reward.

    I actually like that it is off my 'to do' list and I can enter a dungeon free of quest obligations and it tells me it is completed already by virtue of no quest present.

    Therefore I'd be fine with an option that allows for the player to actively set a dungeon to repeat the quest but not by default. No reward or gain, just pure story telling purposes.

    I'd also like the older dungeons that rely on the quest to tell the story to be reworked so the story, at least where possible, is told each time in some way.
  • Seaviy
    Seaviy
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    The quest helps players navigate the dungeon a lot and determines the approximate road along which you are moving. City of Ash is probably the best example from the early dungeons, where I often saw experienced players get lost.

    It seems to me that in order to avoid the problem of speedrunners and new players, the quest should always be active during the dungeon directing party to the main encounters. You just need to adjust them so that they automatically progress in the right places, conveniently tell their story.
  • GLP323b14_ESO
    GLP323b14_ESO
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    I swear I read a Dev post, or something somewhere, in which they said that this was on their radar or they are actively planning/working on it.

    But I've not been able to find it, so now I'm thinking it was just a pleasant dream I had one night. LOL
    .

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  • magnusthorek
    magnusthorek
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    Besides the story-side of the benefit, that would help me not get lost in some dungeons. Every single time I run Frostvault I end up exiting through the door where we fight the troll boss to enter :lol:
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  • frogthroat
    frogthroat
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    I swear I read a Dev post, or something somewhere, in which they said that this was on their radar or they are actively planning/working on it.

    But I've not been able to find it, so now I'm thinking it was just a pleasant dream I had one night. LOL

    That would be great. Anyone happen to know the article about this?
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