Do we really need dungeon keys?

I do not need them, I do not need dungeons either.
In all seriousness I prefer them to timers, but I think they should be tradable.

Yeah but New World should be open world like it is advertised as.

Btw AGS is looking to hire senior devs , that should give you a hint what is going on in the company.

expensive key for dungeon realistically not worth doing… Excellent game design

totally agree.
But what i saw in one video , the Watermark does not affect the chest drops in dungeons. ( unfortunately i can not find the video right now ), so all u get is 500-510 items in dungeon chests. if you would like to have better items, you have to pray to AGS gods.

one more thing i want to add, if i farm THAT much to craft and get a key, i dont feel secure doing it with a pug. if someone leaves, they key is destroyed, dungeon is over, and i lost 1 week.
overall this key system is very bad.

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It is open world. Its not mutually exclusive.

They fixed these chest drops last patch. Video is outdated.

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I think the suggestion that most people have agreed with is that the dungeons should be accessible without keys for the lowest tier of gearscore available (and less drops overall) for the level with keys unlocking a “hard mode” that increases rewards to a higher tier.

This would allow everyone the opportunity to experience the content while maintaining value for the orbs. It would also let players be familiar with the content so that runs aren’t wasted on people who don’t know/can’t learn the mechanics.

It would also make older expeditions like Starstone and Amrine relevant if they had top-end drops for a top-end difficulty encounter.

Of course, I also personally think Expeditions should have rare and unique crafting drops rather than gear, but this game’s crafting/HWM system is such a mess that clearly the devs didn’t like that idea.

thank you, did not know :slight_smile: thats good to know.
now let me get my non existent key :smiley:

The only people who want keys are special snowflakes who want to feel unique when they get a piece of loot from them. Being gated makes it more rare in their special eyes.

Did u burn your 2 Genesis and 2 Lazarus keys from quests? If yes, you need to make one.

I agree expeditions should be more accessible tho.

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Yeah at this point they need to let us just do them for gearing and getting legendaries instead of having endgame be trying to zero chests in myrk. At least dungeon grinding is normal for mmos.

This comment is so detached from reality its not even funny

Saw someone charging 2k gold for a healer to run lmao.

I mentioned this a few weeks ago. Making changes to the orb system should include

  • Orbs now ONLY cost 100-200 Azoth each at dungeons before dynasty.

to be absolutely clear, the orbs should only cost azoth, no materials etc.

  • There should be a crafting limit of 3-5 a day for any combination of orbs
  • Possibly allowing them to be traded on the trade post if cap is at 3

** Only this change will make the orb system “Tolerated” by the players

In the long run, it will act as a form of destructive element to pve groups. Its effectively stopping pve from taking place. Imagine if you had to have an orb every time you launched into Outpost rush. It’d be very annoying and upsetting.

As a designer i am very intrigued by the idea, but ultimately after some time recognized it for one of the worst idea’s (if not the worst) design choice I have ever seen. I highly recommend and encourage AGS to remove this mechanic at once, or fundamentally change it to

  • Orbs are no longer required for dungeons but instead act as a bonus mechanic. If you have one you obtain a bonus, possibly for more difficulty.
  • Reduced Drop rates of high quality items for non-key’d runs.
  • Moderate amounts of gold for non-key’d runs
    • Bonus gold for key’d runs
  • all experience and weapon experience should be equal in both key’d and non-key’d runs. This way they still server a key function at encouraging social interaction while leveling. This will significantly improve retention rates and player loyalty.
  • Bonus drop rates and quality if a key is used.

Lastly, we should look at redesigning the corrupted events to generate gold, experience and azoth (in amounts competitive or superior to dungeons) instead of various materials. This will be a huge change for the game because we are current having the design team augment income rates, however, corrupted are generally avoided so shifting them to primary focus would be huge at stablizing incomes. to be clear, corrupted should generate 5000 xp each, 200-300gold (or as dictated by metric data) and 200-300 azoth. This is important, because it should have enough draw for people to stop questing to do them for this to work well.

Make this all scale with level of portal and player level

if there is a problem with over farming these, the design team should reduce the spawn rate as a point of control so they end up being a “bonus” sort of event

@Lane This would be a massive move for you guys at making people extremely happy. Please look into this.

Why the need to gate the dungeons at all, the need to craft super expensive orbs to do dungeons is poison. Why not let people run dungeons when and how they want? AGS seems really bent at forcing players to play in a certain strict way. Let us enjoy the game like we want ffs

It was a good mechanic to keep people in the open world, but it turned out to be bad for pve-social interaction.

This has a lot to do with native player/human behavior, specifically, that players will always do the most efficient thing.

No, they are completely useless. Do a simply level check. Let people do dungeons even if they have not progressed in the story line. They simply wont get the experience or quest items.

It is also the wrong way to keep people in the open world, dont keep people in open world by keeping them OUT of pve content they actually want to do. To keep people in the open world, make the open world interesting, enjoyable and worthwhile.

While i agree with you to a point, i dont think its that easy. Players will kill 1 hp mobs that grant 1000 xp. They will do that to skip the hours and hours and millions in work we put into quests and storylines.

the only way to stop that is to mechanically block it. So their move makes sense.