Hello.
In the past I have suggested that the timer on Keystone dungeons should count up from zero rather than down to zero. This suggestion was based on the idea that when players see the red zeros on the timer, they feel like they have failed and leave the dungeon.
I now see that the biggest issue which causes people to leave Keystone dungeons is that they feel they are not going to gain anything from the dungeon towards their own personal progress.
If people need to get a dungeon completed in-time, in order to raise their dungeon score then staying to complete a dungeon over-time is of no benefit to them at all. In this case, when a dungeon is clearly not going to be completed in-time, the only thing keeping them there is the bad feeling they might experience from causing someone elseâs key to lose a level by them leaving.
I know there has to be some sense of teamwork and sociability here, but anchoring on someoneâs empathy towards others is the wrong way to go about this from a developerâs point of view.
So, here is an idea for a better system for Mythic KeystonesâŠ
- On the characterâs Inventory or Bags, there should be a Keyring for Mythic Keystones.
- Mythic Keystones should be acquired from killing a World Boss which resides outside of or roams around near the entrance to the Dungeon. A Dungeon Keeper NPC.
- The Keystone only needs to be acquired one time for each character & each dungeon and it is for keeps. (Permanent, one for each dungeon).
- Each individual Mythic Keystone should have an XP level which progresses when the dungeon is completed. Perhaps with 10 points to each level, (which could be styled like runes on an interface).
- If someone wants to rub a level off of their Keystone, they should visit an NPC/Vendor and pay to downgrade their Keystone. Likewise if someone wishes to Cap their Keystone at a certain level, they should visit the NPC/Vendor to apply a level-cap.
- When a character completes a dungeon using their own Keystone, in-time, then it should level up to the next level.
- When a character completes a dungeon using someone elseâs Keystone, in-time, then their own Keystone for that particular dungeon should gain XP towards itâs level.
For example, if Player-1 has a level 1 Keystone for Dungeon-X and they complete the dungeon in-time using Player-2âs Keystone, on level 10, then Player-1âs Keystone might gain a few levels from the XP. But then if Player-1 has a level 9 Keystone for Dungeon-X and they complete the dungeon in-time using Player-2âs level 10 Keystone, then Player-1âs Keystone might gain 1 to 3 XP point towards becoming level 10, based on completion time (when 10 points are required to gain a full level).
- When a dungeon is completed over-time or disbanded before completion, then the Keystones of the players in the group should gain NO XP, but the Keystones should not lose anything.
Mythic Keystones should Never lose a level from completing a dungeon over-time, or from someone leaving the dungeon before it has been completed.
Players should not feel like they owe someone an apology for not completing a dungeon in-time. Nor should players be responsible for the progress of other players. We should all be responsible for our own personal progress only, which should not be hindered or halted by other players.
We all have a bad day sometimes, or random occurrences in our lives which affect our game-play or cause us to have to randomly stop playing. This should not be a factor which affects the progress of someone else in the game.
Nobody should have to apologise and nobody should feel resentment towards others for incomplete dungeons or downgraded Mythic Keystones.
I believe that this system which I propose here, would make players more inclined to make an effort towards completing Mythic Keystone dungeons in-time, even when it isnât their own Keystone. This system would be more rewarding to each and every player participating in a Mythic Keystone dungeon, Promoting Teamwork and Sociability.
The system which I propose would be a stable system, which would allow players to progress without needing to consider paying for boosts. Which would also build a sense of teamwork between even random players, as everyone would get something for completing the dungeon in time. Some XP towards their own Keystone and an advancement in their own personal progress.
Thanks for reading.
Please feel free to contribute towards this idea or to leave other suggestions in this topic.
EDIT: Added bullet points to make things more clear as there was some confusion about the suggestion.