Jan 23, 2008, 11:06 PM // 23:06
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#21
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Forge Runner
Join Date: Aug 2006
Location: Earth, sadly
Guild: BORK
Profession: A/
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You think it's boring spending 30 minutes getting to the dungeon? Then try doing the dungeon. Anyone who does a dungeon in hardmode twice must have the inability to be bored, unless it's CoF because that exists only for dual-farming.
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Jan 24, 2008, 12:22 AM // 00:22
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#22
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Krytan Explorer
Join Date: Sep 2007
Profession: Mo/N
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Quote:
Originally Posted by MisterMax
Okay so this is just my opinion..
Putting a town at the entrance of a dungeon wouldn't make it easier per say, it would just make everyone lazy. And cmon who puts a town at the base of a cave/dungeon? "Hmm look, a Charr infested dungeon! Lets make a settlement here and hope they don't attack us!" Really now..
If you fail at getting to a dungeon, then stop running! Walk to it and kill anything that attacks you. Putting up more towns would just make more ghost-towns like there are now.
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Yeah? Well what was the reason for anyone building an outpost by Hell's Precipice? It's GW not military strategy. To be on topic I think making an outpost for each dungeon is a great idea, running to the dungeons isn't exactly difficult just an unneeded nuisance.
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Jan 24, 2008, 04:31 AM // 04:31
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#23
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Lion's Arch Merchant
Join Date: May 2006
Location: Sunny FLA
Guild: Omega Knights
Profession: N/Me
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Once you complete your dungeon book in NM, you should be able to open up the book and zone to each dungeon. Sorta the way the BMP works.
/agree on wasting too much time getting to some of the dungeons.
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Jan 24, 2008, 04:40 AM // 04:40
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#24
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Krytan Explorer
Join Date: Aug 2007
Guild: Menos Espadas
Profession: N/
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I'd definitely /sign to get outposts for quicker access to dungeons themselves rather than trudging my way there.
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Jan 24, 2008, 04:58 AM // 04:58
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#25
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Desert Nomad
Join Date: Jan 2006
Location: Maryland
Guild: The Mirror Of Reason [SNOW]
Profession: E/Mo
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It's not that it's difficult to reach the dungeons, it's just...tedious. And the dungeons take a while on their own, so that's more time down the drain. I'd like this, for convenience.
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Jan 24, 2008, 10:08 AM // 10:08
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#26
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Lion's Arch Merchant
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Quote:
Originally Posted by sterbenx2
traveling across maps to get to the dungeons is a little too WoW for me thanx. I would like an alternative. Why in Proph, Factions, NF there were outposts for everything and now?
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That's pretty accurate for Nightfall (I think the only zone not directly bordering an outpost is Crystal Overlook) and Factions (Only Undercity, and then only for foreign characters who haven't figured out how to get in). But in Prophecies there are lots of areas that take a bit of leg work just to get too.
Look at Dreadnought's Drift (up Snake Dance, or down Lornar's), The Falls, Dragon's Gullet, Majesties Rest, and at least a half a dozen others. A lot of prophecies is far from an outpost. The only consolation is that the main reason to go to most of these places is for Vanquishing, though Dreadnought's is also a fun stop for any enterprising Tome-less skill hunters.
Main Topic:
The "adventure" of getting to the place, or even just finding it, is fun the first time or two. Unfortunately, it does wear off pretty fast. The only thing it's really good for is an extra 25-50 points towards whatever rep title the dungeon is in the area of. And on my main, Norn area dungeons don't even have this benefit anymore. However, I don't mind too much. Getting there is usually a very small concern, of time or difficulty, compared to doing the dungeon.
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