Wanna do the quest? Make them a daily repeatable whereby you get a coffer awarded at the end containing a piece of gear … thus making players wanting to come back in and do the quests over and over, as well as giving extra potential farm reducing loot. Win… win….win.
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Repeatable quests could be interesting addition and get more players into less frequented dungeons. Or absolute nightmare, if rewards were too good or not good enough.
Direfrost actually can be, with tricks. I watched a streamer teach us how to solo it. It would be nice to have all dungeons doable solo on normal at least, but that isn't a fix for the root of the issue. The overly long roleplay dialogs need to be able to be bypassed or skipped when need be.
Selena’s Web, Direfrotst Keep, Fungal Grotto 2, Volenfell, Vaults of Madness, Crypt of Hearts 1 and 2, Blackheart Haven, Elden Hollow 1, Tempest Island, Blessed Crucible…
Direfrost actually can be, with tricks. I watched a streamer teach us how to solo it. It would be nice to have all dungeons doable solo on normal at least, but that isn't a fix for the root of the issue. The overly long roleplay dialogs need to be able to be bypassed or skipped when need be.
Even with tricks my bet is it can't be soloed for quest (which is reason why most go into old dungeons on alts). You need two ppl standing on the plates to progress. It doesn't matter if You've got through the gate somehow. It doesn't matter if another players already opened the gate for you. The quest will get broken unless two players stand on plates and open the gate after listening to the speaking stone.
All my lvl 50 characters can solo (at least some) base game dungeons. But the ones in need of the quests (xp, undaunted credit and skill points) are the newly made lowbies, who can't solo them yet.

SeaGtGruff wrote: »Some sort of "story mode" or "easy mode" for dungeons would be nice, especially if that mode altered any mechanics which preclude soloing the dungeon-- but a lot of vet players might object to such a mode dropping any gear or achievements.
Dungeons have long had buggy quests
spartaxoxo wrote: »
spartaxoxo wrote: »
The first part of the premise for the entire suggestion was that dungeon quests were buggy. It was the very first statement. Yet the solution is the experience of dealing with it over and over.
My solution is a notable improvement.
spartaxoxo wrote: »
The first part of the premise for the entire suggestion was that dungeon quests were buggy. It was the very first statement. Yet the solution is the experience of dealing with it over and over.
My solution is a notable improvement.
Direfrost actually can be, with tricks. I watched a streamer teach us how to solo it. It would be nice to have all dungeons doable solo on normal at least, but that isn't a fix for the root of the issue. The overly long roleplay dialogs need to be able to be bypassed or skipped when need be.
Even with tricks my bet is it can't be soloed for quest (which is reason why most go into old dungeons on alts). You need two ppl standing on the plates to progress. It doesn't matter if You've got through the gate somehow. It doesn't matter if another players already opened the gate for you. The quest will get broken unless two players stand on plates and open the gate after listening to the speaking stone.
All my lvl 50 characters can solo (at least some) base game dungeons. But the ones in need of the quests (xp, undaunted credit and skill points) are the newly made lowbies, who can't solo them yet.
spartaxoxo wrote: »spartaxoxo wrote: »
The first part of the premise for the entire suggestion was that dungeon quests were buggy. It was the very first statement. Yet the solution is the experience of dealing with it over and over.
My solution is a notable improvement.
Your solution doesn't address the issue and instead sidesteps the problem. It's like someone saying "there's a pothole on Necrom Avenue, we should get the city to fix the hole." And then someone else is " There's no pothole on Vivec Lane. Just drive around it. The city doesn't need to fix potholes."
I can drive around it and should if it is urgent. But that doesn't fill the pothole on Necrom.
A player should obviously not be able to skip someone else's quest so hard that even someone who is making no attempt to listen to or read it, and is simply spamming x, is unable to grab it. They should obviously fix the few quests that break because someone else ran ahead.
Wanna do the quest? Make them a daily repeatable whereby you get a coffer awarded at the end containing a piece of gear … thus making players wanting to come back in and do the quests over and over, as well as giving extra potential farm reducing loot. Win… win….win.
frogthroat wrote: »Wanna do the quest? Make them a daily repeatable whereby you get a coffer awarded at the end containing a piece of gear … thus making players wanting to come back in and do the quests over and over, as well as giving extra potential farm reducing loot. Win… win….win.
I actually wouldn't mind a repeatable quest even if it offered nothing more than low xp.
Since the skill point is tied to the quest, I have quickly ran through all the quests to get the skill point. Only when there is a new dungeon, then I go with friends/guildies to listen to the story and once that is done, just run it quickly for the skill point with other characters.
This means I only know the stories of those dungeons that have come after I started playing this game. I have no idea what the story behind, say, Vault of Madness is. It's weird they want to make them repeatable dungeons, but do not make the quest repeatable. If you want the story, better get it on the first go or it's too late.
ImmortalCX wrote: »frogthroat wrote: »Wanna do the quest? Make them a daily repeatable whereby you get a coffer awarded at the end containing a piece of gear … thus making players wanting to come back in and do the quests over and over, as well as giving extra potential farm reducing loot. Win… win….win.
I actually wouldn't mind a repeatable quest even if it offered nothing more than low xp.
Since the skill point is tied to the quest, I have quickly ran through all the quests to get the skill point. Only when there is a new dungeon, then I go with friends/guildies to listen to the story and once that is done, just run it quickly for the skill point with other characters.
This means I only know the stories of those dungeons that have come after I started playing this game. I have no idea what the story behind, say, Vault of Madness is. It's weird they want to make them repeatable dungeons, but do not make the quest repeatable. If you want the story, better get it on the first go or it's too late.
True. But people have videos on youtube that show the quests.