test content
What is the Arc Client?
Install Arc

Dungeon Checkpoint design is fail

zoywikizoywiki Member Posts: 0 Arc User
edited June 2013 in General Discussion (PC)
Checkpoint design in this game is absolutely terrible. You have to kill zero creatures to get to the subsequent checkpoints. It is literally just closest distance, so you can glitch through walls and worse. It should unlock after certain objectives are complete prior AND you have visited the checkpoint.

Additionally checkpoints do not offer enough amenities. They need a vendor, teleporter to entrance, and camp fire. The entrance should have a teleporter npc that can teleport you to any previously visited checkpoint.

There is no reason checkpoints cannot have all of these things. It is poor design that they do not, especially at the boss.

If a party member disconnects they have to rerun through the whole dungeon. They should ideally log back in where they logged out, however the game is not designed that way, so they should be able to teleport up to the most recent checkpoint that was unlocked by the party from the entrance. (or start there to begin with).

How is it that story area checkpoints can get it so right, but dungeon checkpoints fail so hard? There is a vendor, bounty vendor, campfire, guards (most of the time), and there is practically a horse stabling valet, but only in story areas!

It is extremely annoying to have a party member run out of potions, repair kits, or other consumables that should be purchasable at every dungeon checkpoint. This impacts completing the content none, it only makes logical sense to add these conveniences to make dungeons more fun and less 15 minutes of relogging to visit the vendor at the entrance and walk through the entire empty dungeon.

Comments

  • spyke2009spyke2009 Member Posts: 674 Bounty Hunter
    edited June 2013
    heh

    "Oh emmmm geeeeeeee, it's a beta"
Sign In or Register to comment.