Instant out from dungeon - Feedback & Suggestions - WarpPortal Community Forums

Jump to content


Photo

Instant out from dungeon


44 replies to this topic

#1 FallenZero

FallenZero

    I am New.

  • Members
  • 2 posts

Posted 19 September 2014 - 06:30 PM

Hi, most of the players will have some grinding in dungeons like sandstorm, sandarman and etc.; I would like to propose that GM should create a function button that allows a player to instantly out dungeon without shouting in the public chat asking for party out dungeon. Thank you for your concern :)


  • 2

#2 SolFa

SolFa

    I am New.

  • Members
  • 2 posts

Posted 19 September 2014 - 06:32 PM

Yes. A very good suggestion and it will save a lot of time :)


  • 0

#3 rerp

rerp

    Amateur Blogger

  • Members
  • 283 posts
  • Playing:Ragnarok Online 2
  • Server:Freyja 9

Posted 19 September 2014 - 06:35 PM

Or rather, fix it the other way around and not allow that instant exit via party to  begin with? D:


  • 0

#4 Nereida

Nereida

    Too Legit To Quit

  • Members - No Sig
  • 1107 posts
  • Playing:Ragnarok Online 2

Posted 20 September 2014 - 01:35 AM

Or rather, fix it the other way around and not allow that instant exit via party to  begin with? D:

 

For what purpose?!

What's the point of retreading the whole dungeon?


  • 0

#5 rerp

rerp

    Amateur Blogger

  • Members
  • 283 posts
  • Playing:Ragnarok Online 2
  • Server:Freyja 9

Posted 20 September 2014 - 02:09 AM

Because it feels like some sort of abuse when you are doing it. It would be better if they made exits like in one of the Izlude dungeons.


  • 0

#6 Nereida

Nereida

    Too Legit To Quit

  • Members - No Sig
  • 1107 posts
  • Playing:Ragnarok Online 2

Posted 20 September 2014 - 02:16 AM

Because it feels like some sort of abuse when you are doing it. It would be better if they made exits like in one of the Izlude dungeons.

 

Well, party quitting is pretty much like having a portal at the end.


  • 0

#7 rerp

rerp

    Amateur Blogger

  • Members
  • 283 posts
  • Playing:Ragnarok Online 2
  • Server:Freyja 9

Posted 20 September 2014 - 02:19 AM

Yes, I agree, and I agree as well with the end goal of the OP, but I would suggest that the methodology be something more `legit` or more in the spirit of the game or whatever. Such as:

 

1. An exit NPC that allows you to leave when the boss is dead, or only appears when that happens

2. An exit portal at the end.

3. An automatic exit marked with a timer, sort of like other games like (not sure) Dragon Nest?

 

The thing we do right now feels like a small abuse of the party mechanics.


  • 0

#8 PandeeChio

PandeeChio

    Awarded #1 Troll

  • Members
  • 591 posts
  • Playing:Nothing

Posted 20 September 2014 - 03:38 PM

If you go in a dungeon you should CLEAR it rather than kill 20mobs leave and enter :v

 

 

Yes, I agree, and I agree as well with the end goal of the OP, but I would suggest that the methodology be something more `legit` or more in the spirit of the game or whatever. Such as:

 

1. An exit NPC that allows you to leave when the boss is dead, or only appears when that happens

2. An exit portal at the end.

3. An automatic exit marked with a timer, sort of like other games like (not sure) Dragon Nest?

 

The thing we do right now feels like a small abuse of the party mechanics.

 

 > 2."An exit portal at the end after you have killed all bosses or done all "Objectives"

 > 1.Serves the same purpose as 2nd :v 

 > 3.Sounds too stupid IMO but idk :v

 > 4.If you leave a dungoen instance without clearing the objectives you will get Deserter Debuff like in RHD :v "Cannot join a Instance for 30min"

 > 5.Remove Party Inv Exit :v


  • 0

#9 Nereida

Nereida

    Too Legit To Quit

  • Members - No Sig
  • 1107 posts
  • Playing:Ragnarok Online 2

Posted 20 September 2014 - 03:53 PM

If you go in a dungeon you should CLEAR it rather than kill 20mobs leave and enter :v

 

 

 

 > 2."An exit portal at the end after you have killed all bosses or done all "Objectives"

 > 1.Serves the same purpose as 2nd :v 

 > 3.Sounds too stupid IMO but idk :v

 > 4.If you leave a dungoen instance without clearing the objectives you will get Deserter Debuff like in RHD :v "Cannot join a Instance for 30min"

 > 5.Remove Party Inv Exit :v

 

It doesn't matter if you clear it or not, you still have to run back.

 

Also, why force anyone to kill everything when the game itself keeps prompting you to kill only this or that? This game doesn't make you get in a dungeon for the sake of a dungeon, they're designed to be "playgrounds" to fulfill certain objectives which can vary from time to time. Punishing the player for going with the flow of the design doesn't feel right.

And in a couple of dungeons, you even have to get out of your way just to find a few more bosses.


  • 1

#10 rerp

rerp

    Amateur Blogger

  • Members
  • 283 posts
  • Playing:Ragnarok Online 2
  • Server:Freyja 9

Posted 20 September 2014 - 07:59 PM

It doesn't matter if you clear it or not, you still have to run back.

 

Also, why force anyone to kill everything when the game itself keeps prompting you to kill only this or that? This game doesn't make you get in a dungeon for the sake of a dungeon, they're designed to be "playgrounds" to fulfill certain objectives which can vary from time to time. Punishing the player for going with the flow of the design doesn't feel right.

And in a couple of dungeons, you even have to get out of your way just to find a few more bosses.

 

Well, when you put it that way...

 

It's because some people are used to dungeons being necessary to clear. Like Diablo players. XD


  • 0

#11 Telovi

Telovi

    Amateur Blogger

  • Members
  • 494 posts
  • Playing:Nothing

Posted 20 September 2014 - 10:20 PM

This is the dream for most instance hunter.

I won't mind at all. 


  • 0

#12 SolFa

SolFa

    I am New.

  • Members
  • 2 posts

Posted 20 September 2014 - 11:12 PM

Hmm...The purpose of this proposal is a way of an easy DNA hunting/farming without asking for anyone help especially from friends, public etc. 

 

 


  • 0

#13 Telovi

Telovi

    Amateur Blogger

  • Members
  • 494 posts
  • Playing:Nothing

Posted 21 September 2014 - 07:55 PM

I pretty certain that's the point.


  • 0

#14 Greven79

Greven79

    Too Legit To Quit

  • Members
  • 1006 posts
  • Playing:Nothing

Posted 23 September 2014 - 08:10 AM

First of all, you can't really prevent that players will search for a short way out. Players could use butterfly wings or simply log off. But of course, you could limit that abusal as well.

 

So in order to keep the game 'flavor' alive, I wouldn't mind, if I had to walk outside again or if they would introduce short-cuts / portals.

To prevent "instance farming", a simple 10min lockout on any dungeon would suffice, especially if you make it a "you can't enter it" hard one.


  • 0

#15 VuoriDevine

VuoriDevine

    Too Legit To Quit

  • Members
  • 1092 posts
  • LocationHelsinki, Finland.
  • Playing:Ragnarok Online 2
  • Server:Odin

Posted 23 September 2014 - 08:32 AM

prevent  instance farming?! 
WUT?! YOU SERIOUS?!
I dont want to wait 10 mins to farm a single piece of Boss DNA.
lol whats wrong with it?
Just a portal at the end of the dungeon would be good, just like the one in the very first dungeon or izlude cave.


Edited by VuoriDevine, 23 September 2014 - 08:34 AM.

  • 0

#16 Greven79

Greven79

    Too Legit To Quit

  • Members
  • 1006 posts
  • Playing:Nothing

Posted 23 September 2014 - 10:55 AM

I dont want to wait 10 mins to farm a single piece of Boss DNA.

 

You should neither be able nor inveigled to farm boss DNA in the first place.
 


  • 0

#17 Nereida

Nereida

    Too Legit To Quit

  • Members - No Sig
  • 1107 posts
  • Playing:Ragnarok Online 2

Posted 23 September 2014 - 01:40 PM

You should neither be able nor inveigled to farm boss DNA in the first place.
 

 

Why?

As it stands, the system encourages you to do so


  • 1

#18 Telovi

Telovi

    Amateur Blogger

  • Members
  • 494 posts
  • Playing:Nothing

Posted 23 September 2014 - 06:51 PM

Most hunters including me will weep if every instances has a 10 minutes cooldown after clearance. The amount of efforts to get designs, materials, cards, and MPs are going to multiple for sure. Not only boss DNA fragment is at stake here 

 

 


  • 0

#19 VuoriDevine

VuoriDevine

    Too Legit To Quit

  • Members
  • 1092 posts
  • LocationHelsinki, Finland.
  • Playing:Ragnarok Online 2
  • Server:Odin

Posted 23 September 2014 - 07:19 PM

You should neither be able nor inveigled to farm boss DNA in the first place.
 

Why?

As it stands, the system encourages you to do so

If the game didnt want you to farm bosses for dna/mats etc, there wouldnt be dna, cards, or anything to do with them more than just being just punching bags.
 

 

 

Most hunters including me will weep if every instances has a 10 minutes cooldown after clearance. The amount of efforts to get designs, materials, cards, and MPs are going to multiple for sure. Not only boss DNA fragment is at stake here 

 

Yeah imagine having to wait 10 mins for a run in osiris that takes you 4 minutes or less to complete.... that would be kinda annoying, and the grinding its annoying by itself lol


  • 1

#20 Contact Support 001

Contact Support 001

    I made it Off Topic

  • Members
  • 62 posts
  • Playing:Nothing
  • Server:LOL

Posted 23 September 2014 - 10:15 PM

WP wants you to buy Monster DNA random box, im sure theres a reason my /escape has a CD of 1 hour.


  • 0

#21 Greven79

Greven79

    Too Legit To Quit

  • Members
  • 1006 posts
  • Playing:Nothing

Posted 24 September 2014 - 02:30 AM

If the game didnt want you to farm bosses for dna/mats etc, there wouldnt be dna, cards, or anything to do with them more than just being just punching bags.

 

Nope. The question is, how the game was when they introduced the DNAs. The answer is that there was a dungeon lockout that lasted for several days and these dungeons couldn't be done alone.

 

Back then, they removed the dungeon lockout in favor for the newly introduced Noels. In that way, they were able to catch up faster - especially in the Chaos Dungeon. In theory, the lockout was replaced with a lowered drop chance..

 

With the introduction of AoV, the newly implemented formulas suddenly rendered all the existing party/raid content obsolete. The devs didn't care or didn't have the resources to fix that, because the game population dropped below 800 active players.

 

Just in case I am blamed for false statements: This is based on the simple fact that back then a single kafra flight, a single card drop, etc. put me into the 700th place of the cross-class ranking. So I I even ignore multi-char accounts here. So don't use 'registered accounts' as an argument.

 

Even back then, my lvl 50 // l 1 characters could easily solo Osiris... and that dungeon was opened for everyone although there was a quest that was meant to give you access.

 

So it's kind of funny to me, if you're talking about "the game wants you to farm bosses".

 

Why?

As it stands, the system encourages you to do so

 

You mean the same way as the game 'encouraged' players to use the fast 'Enter dungeon' button while being in mid-air using a kafra flight? Or like players bugging Maya, abusing Embus, trading Colo gear or botting... erm... farming Scarecrows?

 

Or like the game currently encourages you to do the event dailies with all your alts & jump characters because the devs made the drake-reward boxes tradeable?

 

But the most interesting part is that players now get used to the lack of a dungeon lockout // soloable bosses so much, that they even miss exit portals... and the VCRs voted for a DNA-box revival.


  • 1

#22 Nereida

Nereida

    Too Legit To Quit

  • Members - No Sig
  • 1107 posts
  • Playing:Ragnarok Online 2

Posted 24 September 2014 - 03:33 AM

You mean the same way as the game 'encouraged' players to use the fast 'Enter dungeon' button while being in mid-air using a kafra flight? Or like players bugging Maya, abusing Embus, trading Colo gear or botting... erm... farming Scarecrows?


No, I mean in the same way that dungeons are built around getting certain items, one of such being DNA, with DNA's system being based around gettng a LOT of the same item with a lot of intended consecutive farming.
So telling a player to farm this item but then forbidding them to do so is, at the very best, contradictory. DNA IS meant to be farmed. of course this could be circumbvented if there were an alternative non-paying method to obtain it.

And then there's the Osiris thing.
  • 0

#23 Greven79

Greven79

    Too Legit To Quit

  • Members
  • 1006 posts
  • Playing:Nothing

Posted 24 September 2014 - 08:18 AM

None of my suggestions would prevent you from farming DNA.

 

What I wrote was that the original difficulty level or overall state was completely different. And the developers have designed the boss DNAs with that in mind. So a Maya, Aromine, etc. DNA was most likely intended to be super-rare (like the cards for the LCM title).

 

That you're now able to solo these dungeons surely wasn't intended or planned. So that's why I don't understand the upset about a 10min lockout... that wasn't even my major statement back then.


  • 0

#24 Telovi

Telovi

    Amateur Blogger

  • Members
  • 494 posts
  • Playing:Nothing

Posted 24 September 2014 - 10:00 AM

They released the lockout in the same patch that contains Master Level. Tomb of Osiris was supposed to be the only instance with lockdown back then until they dropped their premature idea of ML as the alternative game progression along side raids, and smacked them together. Not sure why they did it. Probably because they heard RO1 got this lame transcend system and they think they can be just as lame with this Master Level system. 

 

History class ends here. So with most players sweating their ways to ML30, which is LotS-ily speaking, Level 80, most of them aren't going to expect below their level dungeon to have restriction in the same logic as no LotS Level 50 will expects any dungeon below their level to have restriction. LotS RHD got lockout because everything inside was Level 50. 

 

And to add something about the raids exclude Chaos, they heavily beefed those puppies including the filler monsters. Even without lockout, raids are still not every solo farmer's  paradise, unless you're ML30 with sparkling equipments, of course, which is the point of my second paragraph. I believe they want players to go nuts in Chaos just for the green seeds, that could explains why none of those puppies get steroided yet. 


Edited by Telovi, 24 September 2014 - 10:01 AM.

  • 0

#25 Greven79

Greven79

    Too Legit To Quit

  • Members
  • 1006 posts
  • Playing:Nothing

Posted 26 September 2014 - 12:43 PM

They released the lockout in the same patch that contains Master Level. Tomb of Osiris was supposed to be the only instance with lockdown back then until they dropped their premature idea of ML as the alternative game progression along side raids, and smacked them together. Not sure why they did it. Probably because they heard RO1 got this lame transcend system and they think they can be just as lame with this Master Level system.

 

Then let me be a bit more precise: They lowered the usual dungeon lockout to 1 day even before they introduced the master level system. Zanbee even stated why they lowered it. They removed it completely a few weeks later when the event would have ended.

 

Back to the topic:

What is interesting though is that Field Monsters still kept their "respawn timer". So seen over the course of time, farming dungeons bosses might even be faster than killing field bosses... Just 2 more cents about an unfair lockout.


  • 0



Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users