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then letās make this one famous
bump 
u cant be more famous than Silute Rolocation thread~
IMC listens (especially to IToS) ??? Pssssssssshhhhhhh⦠
more silver = higher inflation
I prefer 3 runs for better management of game time
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preferred 1 full run with stronger mobs, with the reward of 3-5 runs
do the same thing 5 times is very boring
Hm. You have a point. But wouldnāt that be alleviated because the chances of obtaining items would be higher as well? Increased supply still lowers costs. Besides there are attributes as a money sink so thereās that to conisder as well. Not all silver will end up on the market but silver will be ātaken awayā from botters since it would be less efficient for them to spam dungeons which was the point I was going for. Thatās what I thought at least something like both supply and increased cash would press the bots down.
Thatās kind of my thought⦠Running even more DGs to keep up doesnāt sound appealing to me in the least. Iād rather spend some time in the fields or doing something that isnāt repetitive DG runs.
@Sablecoat lets not make the game repetitive and unfun because bots and RMT exist. Thatās the mentality that gave ToS trade restrictions. And the majority didnāt like that at all.
Fair enough and I respect that opinion. You have to admit though if enough people want it it would only be fair to give it since kToS already has it. Not saying thatās a good argument but the benefits that would accrue to those people who want it is something to consider. If I remember correctly, one of the reasons more dungeon runs were wanted was so that more casual players would be able to get the benefits of grinding in the few hours they play. Hardcore players have infinite time so they will still have the advantage but the gains to casual players will still be great since it alleviates grind. In lieu of more content, this hardly seems like a bad solution.
This argument has been beaten to death of course, so I decided to venture on a new argument but as you and VacaOverpower have pointed out this too has flaws. There are others but I canāt recall them at the moment.
Edit: grammar
more runs = more cube = more chance to get good item from cube | or talts, huehuehue
silver is just one part of the dungeonā¦
if number of runs means little to you guys, might as well 1dun +1more with token, make it 2 runs only with 100% increase exp/silver/card-drop-rate
easier, faster and more time to do other things ingame
I thought this 5dun runs means 5mission as well? with Dun Reset voucher, you get 10mission, wow, thatās a lot exp yo~
Remember when we didnāt have a cap on them and we just ran them all day? I wasnāt having much then. An extra 2 more is enough to make me cringe.
I think⦠Iād be more receptive to the idea if the DGs were more interesting. Or required a full party to do. But they donāt.
More often then not youāre just soloing on the characters that can solo to maximize your rewards and stay competitive. Or youāre rushing on characters that canāt solo it to get it over with as quickly as possible.
Think of it from a design perspective about making the game fun. Not from a perspective about gearing your characters and getting all the loots. Thatās the perspective Iām taking and where Iām coming from.
Dont make it complicatedā¦
Ktos got this so we want this too!!

wait, this is your personal preference, right?
but, having more runs , is there any cons?
I think it has more pros than cons⦠similar to Class/Stat/Skill Resetā¦
one thing with this limitation, it gives a psychology effectā¦
something like, a chocolate selling 1buck, no1 bats an eye
but a chocolate selling 1buck for limited time only, people would atleast consider buying itā¦
something like, I donāt need it, but it would be my loss if I missed the sales offer
I tried getting my full set leather virtov before, farming like 120cubes⦠RNG hates meā¦
inb4 more runs make things cheaper/lost-value
if runs are limitless, I think it will encourage more pre-made party,
at the same time, it wont cause player to think TOS becoming choresā¦
Tree of you-can-only-find-dun/mission-party-6pm-12midnight-daily
This may have to do with more than just dungeons in that case. If you think about it though, most of the fun in this game comes from gearing up and the process of getting past that grind. WB = boss cubes, dungeons = dungeon cubes, end game is Earth Tower and you do that for either the challenge or lolopanther. There is of course certain forms of pvp that donāt involve gear (was it TBL? I donāt pvp.) but if the meta is any indication only certain people will be able to enjoy that. Itās rather difficult to escape from the idea that the game is bound to gear. But Iām new so what do I know. 
Considering that, there is a case to be made for increasing the dungeon limit since its directly tied to the gameās grind mindset.
INB4 IMC just read the title and they make KTOS dungeon entry limited to 3/3 like ours.
Players gravitate to the most effective methods and will follow that method regardless of whether they are having as much fun. This is why modern MMOs impose limits on content like this. It gives players that have less time or motivation a chance to stay competitive with players that do have the motivation and time to run content in a repetitive manner.
The pacing is why daily limits are so popular. Itās not a mechanic to limit your fun. Itās quiet the contrary. Itās to pace out the content so players donāt burn themselves out on a particular toy in the game. It is a tried and true method thatās why it is so ubiquitous across modern MMOs.
There are better ways to force party play in DGs. And I think we see that attempt first in DG290. Games like FFXIV keep dungeons tight on difficulty so you require a trinity of players to meet, tank, heal, and DPS requirements. But with ToS power levels vary greatly. I think we would be better served with the āgreater riftā method that getting applied to WoW now that was stolen from Diablo III. Offer greater rewards for a ever scaling greater challenge. And I think thatās where modern MMOs will go next and I hope ToS picks up on that as well.
Uh, does IMC even want party play in dungeons? The queue system creates healerless parties (I dont use Cleric here, cause some INT based Krivis3/Bokor3 builds need Heal as part of their dmg). And since you cant kick someone, it is perfectly allowed to sit back and watch while others do the work for your exp.
And lets not forget the rush mentality (not talking about rush-runs). People dont wait for buffs or someone recovering.
In that case, I think it wonāt be too much to ask for a proportional increase in rewards to match kTos. If silver is out of the question, then exp to match should be reasonable. I still hold however, that if the kTos market can handle it, we should also be able to handle it and the rewards you get from more cubes is worth more runs.
Alternatively, more could be done to make content other than dungeons more rewarding and more accessible to a diversity of classes (PvP and WB? I know Iām not the best person to be talking about these things, but I am aware of discussions elsewhere) so that there is no one āefficientā route to level and grind. This way it gives players an option other other than dungeons as a source of rewards.
On a tangent and with regards to the notion that increasing difficulty will result in better party play I would have to say not necessarily. With the way the game is designed, stacking damage and cc in this game is always more efficient than having diverse roles: just look at earth tower at rank 7. (Though this is not the case with clerics. Mitigation and heal will always be useful). There is even a discussion in the swordsman forums that sw3 will be more effective in party grind compared to pelt1 simply because of restrain and pain barrier. In fact increasing difficulty, if not played right can zone out several classes rather than include them. Expected from a game with a diversity of classes but definitely not fun. This was the case with DPS swordsmen before and is now becoming the case with some wizards. Personally, Iām not against difficulty. However with the way balance seems to work in this game, this is not a simple correlation.
That does not indicate intention. The recent DG UI revamp we will be getting down the line will help with that. It will let you acquire only the specific set of characters that are required to finish the content and letting the match maker fill in the rest.
A UI that lets you view classes in a purposed party and accept or decline the queue would be better. Although it comes with itās own downside. Non-meta builds can get stigmatized that way.
An AI that weighs ranks of support classes as a requirement to take a healer or control role may be a more balanced solution. But even if itās creates viable parties each time there will be human factors, incorrectly built characters, weaker players, etc.
@Sablecoat Youāre correct that it wont always result in better party play. But it will result is very clear metrics that devs can use to identify weaker classes as well as combinations of classes are too strong. Itās much easier to balance in a game with that kind of system.
And Iāll go off on my own tangentā¦
Iām not always for balancing by metrics alone. I can think of games that go too far with metrics and balance solely off themāend up ruining their games. An example I can think of is Planet Side 2 that nerf weapons on metrics till they generally all feel mediocre. Worse those metrics that are taken seriously focus on the average and there is a very low bar of entry for Planet Side 2 because it is a F2P FPS. But metrics as a tool can help you immensely you just need to temper them with feedback and listening to your own QA team.
