Discussion in 'Adventure Quest 3D' started by LaughingCoffin, Jun 15, 2017.
I hope the no key dungeon only applies to those seasonal dungeons like frost labyrinth and mogloween
Makes sense for seasonal dungeons, but other dungeons have seemed to diverged. The way dungeon keys have been handled recently has been strange.
You have old dungeons: Greenguard dungeons require keys, Doomwood dungeons require keys, but...
You have the newer dungeons: Ashfall dungeons don't require keys, bank dungeons don't either, and so on.
It feels like the AQ3D team is finally becoming more lenient towards players about key requirements, though that makes keys a lot more redundant. The less keys required, the less purpose keys have in dungeons.
I agree. They're making them redundant and losing a source of income from paying players purchasing more keys.
Yeah players purchasing keys is also a great way for them to earn some extra cash
It would be interesting, if we could store keys somehow, so the max isn't always capped at 20. Could possibly defeat the purpose of purchasing keys though, but keys aren't so important as they used to be. I'd like to see the time grow slower as the player approaches more keys. For instance, 1 key respawn every 1 hour if the player is below 10 keys and then 1 key respawn every 24 hours if the player is between 90-100 keys, then the key cap can be at 100 dungeon keys.
This could be a good idea, but i think with the way dungeons have been set up as of late, they're going the keyless dungeon route... I wouldnt mind if dungeons with treasure chests use keys though...
They should add some dungeons which costs 2 keys or more to enter
lol that dungeon better have a decent number of loots for it to be justified
I can agree with that so long as the dungeon doesn't have RNG items from a chest. I think the bank dungeons should have required keys since most players simply rushed through them. If there's no keys on dungeons, players will just rush through the dungeons and then the dungeon will feel dead after a while. I'm already seeing that happen with the Frostval dungeons.
It is to be expected to AE to add dungeons with higher entry costs, but they do need to be worth those keys!
Of course. Like craft mats for the strongest set or anything
we need more quirky items ! lol
Even dungeons that don't require keys need to be worth it since many people don't appreciate the heavy grinding in certain dungeons. A dungeon similar to Shadowskull Tower where there are craft items with stats, optimal gold farming, no level-scaling, chests with various drops, and quick dungeon parts would totally be worth spending 2 keys though.
I sure do hope we get dungeons similar to Shadowskull Tower because most of the dungeons are not worth running to be honest. I guess a few of those dungeons are worth it which are linked to those Drake Hunter Cloak material hunting quests and those with dungeon chest loot to go for.
Yes, more dungeons like the ones in shadowskull tower should be added... I think with the recent dungeons they are making it newbie friendly...
most efficient use of keys i think, is to enter dungeon one by one. and invite others if chest is found.plus let it recharge all the time....
Bring back the rare items (shovel blade, darkest dawn) pop em in rare chests in future dungeons with key requirements.
For get Soulbourne only xD
Oh those keys dont exist anymore I use to wait 3 hours for keys lol
Keys where used to farm rares back the. Glad they took that system off