That's an inevitability, unfortunately, considering the size of the system and the number of quests that are likely to be published. Persistent advertising and word-of-mouth does pay off, though, if the content deserves it. Back in the City of Heroes days, I made an effort to recommend "Blight" (one of the player-made…
Not at the moment, no. I believe atomic states (e.g., at 33% health, spawn this encounter) are being worked on. You might be able to do it by just barely covering the second teleporter with a static object (like a wall or a rock or such) so that interaction is no longer possible. I'm not certain if it would cause a player…
What you're looking for specifically is under the Encounters tab. Look under the "Guard" subtype and that will yield friendly encounters that will engage enemy encounters.
Again, I'm not certain why the game should try and exclude a playstyle (or at least see it as being negative) that's focused on combat above all others, especially when the game as advertised is heavy on combat. I'd love a gauntlet of dragons, for example.
And this is a perfectly legitimate way to play the game, in my opinion. Is there any reason why storyline quests cannot exist alongside dungeon quests? I happen to take a great deal of pleasure in designing encounters and dungeons, and the fact that many people are playing this game is a testament to a similar desire to…
They will, but Cryptic is honestly being very smart with how they're designing things, here. Let's break this down. Balance in any kind of game becomes exponentially more difficult the larger the number of options that are presented. Most D&D games are actually a perfect example of this, with power (defined in terms of…