Posted by Ophill 3 years ago
- Solo Randomized Dungeons in red and black zones now behave like those in blue and yellow zones, and will close their portals a set amount of time after the last person enters
Closing red and black zone dungeons after you enter them will be a horrible change. Finding a dungeon that was being cleared added excitement to Fame farming. It broke up what would sometimes be a monotonous task. I'm not a fan of fame farming being so little risk.
Closing red/black zone dungeons also means there is no reason everyone shouldn't just do T8 dungeons. Theres no risk. Just enter the dungeon and stay by the entrance for a minute until you know you're safe. If someone enters you can run out. If a minute passes you can proceed with clearing the dungeon.
Posted by Korn 3 years ago (Source)

Hey there,
our goal here is to have a mechanism in place that allows us to balance the solo random dungeon PvE / PvP "ecosystem".
What does this mean?
In order for mixed PvE / PvP content to work properly, we need to create a balance where running this content solo (that's what solo RDs are for, ultimately) is worth it from a risk vs reward perspective. Only if that's the case will we get an environment where solo RDs are done by a lot of solo players. If that works out, we envision that a far higher number of solo RDs will be done each day compared to right now. And if that's the case, the overall amount of ganking opportunities for players looking for non-consensual PvP can increase as well.
Here is an example with made up numbers:
- Scenario A: we have super easy to gank solo RDs. If you run it without a scout, your chance of getting killed is 20%. The gear loss in these 20% of cases is higher than the reward you stand to gain in the 80% of cases where you don't get ganked. As a result of that, only 10k of these RDs get done each day, resulting in 2k ganks
- Scenario B: we have harder to gank solo RDs. If you run it without a scout, your chance of getting killed is 10%. The gear loss in these 10% of cases is now actually lower than the benefits you get from the 90% of cases where you don't get ganked. As a result of that, 30k of of these RDs get done each day, resulting in 3k ganks
What this example illustrates is that in order to get the maximum amount of non-consensual PvP happening, you must make sure that the balance of said content is such that a lot of people are running it and it is worth it for them from a risk vs reward perspective. If that succeeds, it will generate a lot of activity and hence provide a lot of ganking opportunities for those looking for them.
When it comes to solo RDs in particular, we also hope that we can address the scouting issue this way. You won't need a mandatory scout any more, however, this comes at the expense of slowing you down (in case you choose to wait out the timer before going deep into the dungeon).
Finally, I'd like to close by saying that this feature needs to be properly balance. That means that we need to fight the right timer to properly balance out risk vs reward. The timer currently set on the test server can only be a starting point here.
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