Q:
Any Concrete Plans to Improve DE's?
It’s a new system. You have to understand that a DE system is not easy to make. They have to start randomly, they have to scale, a lot of them are different, some require you to defend, some to attack, some to collect, some to escort. Then you have random stuff happening in the middle of events. Win states, fail states. There’s a lot of things that can go wrong (and is, as you can see in game). Scaling is the hardest imo. You have to consider a lot of things: number of other people, their levels, skills, other mobs that are in the area that are not a part of the DE but can still join the fight, etc.
Now compare it to a classic system.
You accept a quest.
Now it’s basicly just a counter: you kill an enemy:
Is the enemy on the checklist? Yes: killCount++;
killCount == killRequirement? Yes: endQuest;
Nothing much can go wrong.
Just give it some time.
I created a suggestion on this, if you’d like ta stop by and perhaps offer your support/critiques