NiKr wrote: » Instead of having specific artisan dungeons, just have these kinds of mechanics in some of the normal dungeons. Players will already have to walk back from deep inside of a dungeon with their loot because there's no TPs. So just add mechanics where if they did some unique artisan-based action in the dungeon, there's more agro from mobs onto them or maybe some hazards get triggered on their way back or anything like that. In other words, don't separate the playerbase and try to keep the content as all-encompassing as possible. This will make people rely on each other and will make that content feel more alive.
perryuppal wrote: » The primary purpose of this would be to appeal to players that do not want to engage in standard dungeons.
Make crafting deeper and more grounded. Simple. Timing. . . Aiming. . . spam some buttons. . . bit of a workout ya know. Sort of physics based, gamified physics based. . . gamified stuff. . . game. . . add more game to the process itself.
Sapiverenus wrote: » Make crafting deeper and more grounded. Simple. Timing. . . Aiming. . . spam some buttons. . . bit of a workout ya know. Sort of physics based, gamified physics based. . . gamified stuff. . . game. . . add more game to the process itself.
Abarat wrote: » To piggy back on another post, what if the dungeon bowel crafting stations required more than one specific kind of master crafter in order to gain the benefits of using it... interesting.