@finland said in Instanced Dungeons/Raids:
(...)Albion Online(...)
Albion Online is (contrarily to how Fractured is being promoted) heavily focused on grinding. This means you have to kill the same boss over and over again and there is end-game content because of progression, where people naturally start to stack.
We have been told this wouldn't be the case in Fractured, because you have neither progression (only very limited in power, more in variety), nor do you have to keep grinding a specific creature.
@finland said in Instanced Dungeons/Raids:
(...)relaxed dungeon experience(...)
Now I wouldn't express it in such a harsh and blunt way, but I agree with the general gist of your statement in another thread, which fully applies here (tricky versus relaxed, needing players to safe-guard enticing cooperation and interaction in an MMORPG) as well:
@finland said in Enemies with immunity:
(...) blizzard has done it due the noobs around. Tricky things make childs cry! (...) People where feeling more usefull. "Shit they needs me for that boss!" And so on, you needed a big pool of players (...)
@finland said in Instanced Dungeons/Raids:
(...)Said that why don't you want to give some enjoyable content also for those that does not like your playstyle?
I do! As long as it doesn't negatively effect the complete design of the rest, while there's an alternative. Which unfortunately is the case here. You can have absolutely safe and laid back PvE only in an open world dungeon if you interact and cooperate with people who guard you in the meanwhile (that's the alternative) and you get rid of the countless botters that completely mess up the competition in PvP (that's the negative effect on the design of PvP).