Dungeons and content gating

These people don’t have crafting limit. They can farm as much as they like and craft as much as they like. That’s how it’s supposed to be

No. They just temporary increased limit from 15 to 25?

Yea but drops cost nothing. Where crafting items have cost. If prices will drop to much bc market will be flooded with open work/dungeon items then crafting is dead. If cost to craft item is 5X and you can sell it for 2X it kinda does not make sense right? Even if you craft for own purpose its better to sell mats and buy item. But you wont be albe to sell them if no1 is crafting. No buyers.

Drops cost my time and I have to play to happen. Crafting cost your time to gather and craft. If you think crafting it’s not rewarding enough that’s another topic and it’s largely discussed. You can start a topic about it. By limit mutations and rewards you don’t improve crafting and it stay the same

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Yes. Lol. You could check your weekly limit, run a 3v3 and it would count as a dungeon.

I sold armor piece from a dungeon drop for 390k 2 days ago. I bought 160k amulet and 290k ring after for myself. Without my drop I ain’t buying your crafts because there’s no gold. System works well as it is

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so you want to block prety much all the player base in an atempte to give more money to crafter (has if it will truly change anything) great game sense.

Yea beacause curently if you to 3vs3 arena eatch match count for you’r mutation limit don’t ask me why.

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Are reg expo’s gated too? Or is it only mutations

@IDarkStar

Gates, Gates, and more Gates because Gate World loves Gates.

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Okay,

The player base has been dwindling for a number of reasons. No reason is the absolute #1 reason the population drops. It is a collective of different issues that continue to boil over. None of which AGS can solve all at once, thus the priority of each one has to be weighed.

The Mutation Cap

The mutation cap is AGS’s own way of limiting Hardcore & Sweats which really isn’t necessary. Sweaty players also known as Tryhards or No Lifers shouldn’t be what the game is set to. It should be set to Gamers & Casuals.

Gamers will play with or without a cap.
Hardcore gamers will play with or without a cap
Casuals simply need content to keep them around.

Tryhards are unpleasable

Umbral Shard

Sellers aren’t even important. It’s a deadhorse beaten regularly. The over arching problem should be highlighted as AGS placed a power creep that cannot be undone without screwing the playbase.

25 Mutated runs, being most people running M10 is 150,000 Umbral. Most people have storage sheds of umbral. Now even if AGS ever decides to increase the GS cap, most players will complete that additional increase in an instant. Progression after 60 does not exist.

IDarkStar mentions diminishing returns, which would provide useful in the long run to remove the excessive game locks found in Gate World. Even normal dungeons have a bloody daily cap. Caps, Caps, Caps, literally the whole game is run on daily caps.

I’d even go so far as to argue that AGS can keep the 25 mutation cap but only on shard generation. After 25 Mutation runs, umbrals should no longer drop but players should have every right to run mutation however many times they want. Normal Expeditions shouldn’t even have a cap to begin with.

The market is a dumpster fire regardless since whales run it. Giving everyone the freedom to farm dungeons will only hurt the whales n noone else.

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Yeah same here. My pve group has about 6.25 hours of content per week now.
And I can no longer hop into other groups and help out.

Going to give WOTLK a spin I guess.

nobody is asking for new content. it might be new to you since you barely do anything endgame, but what people are asking for is not to be limited in the little content they enjoy.
Having no limits on mutations does not hinder your gameplay at all. As you said , you dont run them, you wouldnt hit the limit in a month.

yet even the garbage called world of warcraft allows you to run mythics as much as you want, every day.

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This might be true, but not for people who came back to the game. I was very hyped to catch up this summer after leaving the game for a long time. It hurts returning/new players the most to have these limits. I would’ve gotten 625 in half the time if it wasnt for the limit. you wont make 150k shards a week as a returning player. you will loose runs, you will have leavers, over time scuffed runs. Each of those is one entry, even if you just enter and decide to disband without starting the dungeon. Seems like everyone is talking about either tryhards or fishermen, but the majority of players are between the 2 extremes.

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It’s because the two extremes are what caused a lot of the issues in NW. From Alpha to Now.

DR on the dungeons solves most of the problems. There’s even a cap on regular dungeons. This game restricts progression so brutally, I’d be surprised if they don’t pull out a second currency that makes all umbral completely useless in the future.

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What do you mean? My friend still makes 1,250,000 gold a week selling shards. And now he doesn’t have to buy tuning orbs.

Timecost is way bigger on crafting side if u ask me.

But this has to do with dungeons ?

Hey there violence, I can see why youd be upset about the pve limit and I can see that many players agree with you. I will go ahead and get this forwarded to the Dev team so they can have a look. Take care and thanks for expressing your concerns on the forums, its how we improve the game!

I don’t have anything to offer on your post (although to my understanding player counts are rising, not falling since the update) but I just wanted to say, cool name.

Look what’s above your post! XD “It’s been a while since we’ve seen violence”

image

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In my opinion, the shard should be spread in the minibosses, ok less rewarding at the end but maybe by giving the mutation goals between bosses instead of a full rush. For example on random M10 :

start to boss 1 blow → 2min → 200 shards.

Boss1 blow to boss2 → 4min → 350 shards

Boss2 (etc…)

So it would mean less shard selling because lower reward at the end (but same overall). So no big rush and just camp at end boss for full shard reward.