Why are we forced to exit dungeons?
You’d get tokens WAY too fast, you’d only have to kill lupicus once in 4 paths then.
make lupicus respawn with a new path, duhh
The simplest solution is to have the instance reset to it’s pre-path choice state without leaving and having the party ported to the entrance waypoint.
But we can’t pick simple solutions, can we?
instead of only having the option to leave the dungeon you could just get an options asking if you want to restart the dungeon so you can do another path. when all in the party have accepted ( like fractal ) all start over from the start, as if you had re-entered the dungeon.
instead of only having the option to leave the dungeon you could just get an options asking if you want to restart the dungeon so you can do another path. when all in the party have accepted ( like fractal ) all start over from the start, as if you had re-entered the dungeon.
Exactly! That’s a great idea!
Resetting an instance while the players are inside it would result in a lot of lag for lower end systems (including disconnects), a lot of seemingly crazy teleporting (immersion-breaking), and a fair bit of time on ANet’s part to invest in the project. This is doable, and—if they added a loading screen to this process, which would be necessary to prevent hyper lag—so low priority that I’d rather they totally ignore this suggestion and work on other things.
Besides, most players need to leave after every explorable path to sell items anyway. If it reset automatically, they’d have to let it reset and then leave anyway to sell items, resulting in more load times/screens than before. The way it is works out.
Some paths are shared, you would find the path empty clearing a path then an other one in a particular sequence. Also, no more adds protecting lupicus door. Shortly, forget it and be used to the “reset aka exit”
Resetting an instance while the players are inside it would result in a lot of lag for lower end systems (including disconnects), a lot of seemingly crazy teleporting (immersion-breaking), and a fair bit of time on ANet’s part to invest in the project. This is doable, and—if they added a loading screen to this process, which would be necessary to prevent hyper lag—so low priority that I’d rather they totally ignore this suggestion and work on other things.
Besides, most players need to leave after every explorable path to sell items anyway. If it reset automatically, they’d have to let it reset and then leave anyway to sell items, resulting in more load times/screens than before. The way it is works out.
Use a load screen just like Fractals does in between fractals and place a vendor inside every dungeon. No reason that a vendor can’t be placed inside them.
I forgot to mention, but they also do this because some dungeons go contested and they—presumably—want to force players finishing runs to make sure they still own the dungeon before letting them continue. I can’t speak for ANet, but this appears way too coordinated to be accidental.
If you want a dungeon that you can keep redoing over/over/over, do FotM. It is clear that they intended that dungeon for such use.