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.
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.
After all those years spent in gaming i think that players are their own worst enemies.
This braindead research for ultra efficiency it’s harming gaming
bro, I love being effecient in mmo’s. I love the feeling of control and the success it brings with it. I play other mmo’s too and being effecient really does make me feel like Im accomplishing something.
If you dont like that I dont have a problem with that, you do you, go be ineffecient or whatever it is you like to do, it doesnt affect me. So why are you so bothered by people wanting to play effeciently, why is it a problem for you if you dont value effeciency? Why the great need to control OTHERS experience?
i’m sorry maybe you got me wrong i do not want and never intended to control others experience. Mine was a totally different point, i like being efficient too (ofc) that’s why i specifically pointed out “ULTRA” efficiency.
eg: Exploits are very efficient but why use them?
There are weapons/skills/combos more efficient then others but will you change what you like with something more efficient that you do not like or find boring?
Please, do not put words in my mouth or look for some dietrology. Surely it was my fault too 'cause i was too sintethic and superficial in my previous comment
Ive been playing mmos for the past 20 years and I have never seen such a stupid system,they need to remove keys and ad autogroup system to the game cos Im sick and tired of spamming chat for dps, heal, tank for hours its just fucking dump, in elion there is automatch for dungeons so here they can do it too right?
so you tell us we dont need dungen keys cuz you are to stupid to play the game?
remove the key system which is the most useless ever seen in the history of mmo
Of course we need them, now back to farming goy :^)

ìn general i think keys are an okay idea, since only one member of the group needs it, which means a full group of key users can do 5 runs for the PERSONAL cost of 1 key.
Never actually crafted one, but i saw the ingredients, and i will say ; its way too much farming for one key. I still have my quest keys for lazarus and the other thingy, because as everyone said ; there is no sense before WM is 590+, which is very sad tbh.
Maybe you could do some shared system.
1.Take all rewards from a dungeon and put it into one big chest in the end.
2.You can open a dungeon chest once per day.
3.You can reopen it again when using a key.
4.You can still run dungeons multiple times to help your mates, but wont get loot on the second run, if your not using a key.
guarantees one run per day and grants the possibility to do multiple runs still.
In this route every player will need its own key to get loot on the second run, which is fair i guess, because now you can do endgame dungeons once a day without any key.
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