Hmmm... let's see? Do I want a game that is consistently challenging (if sometimes frustrating) in its dungeon design or one where I can faceroll every dungeon until I get to the loot pinata at the end, rinse/repeat?
Are you talking to me? I think you should
read the thread.
This tells me that either you didn't read their posts or you fail to understand explanations. Again.
They didn't give explanations. Ashodin only explained how the current system works, which I clearly know, and Miktar said I live in an alternate reality. There weren't reasons given. There weren't arguments presented.
This is how the discussion is going. I bring up a logical point and ask a logical question about it. I'm presented with "that's how it should work!!" and "why is it so hard for you to get gear??"
I will present my
rhetorical argument as a syllogism, since you're insisting that I'm not arguing properly. (By the way, if you look at my posts, you'll find that I post only facts and my logic about those facts. I'm being confronted with much worse. Saying I'm arguing improperly doesn't magically make it so. I keep reiterating points because they are points that I feel to be logically correct, and have received no logical arguments against them).
1.
Minor premise: Characters are described by levels, indicating their progress in the game.
Major premise: The game rewards players equally for doing anything they wish in the game.
Conclusion: The level of a character indicates their progress across a broad spectrum of possible activities.
2.
Minor premise: The quality of the equipment provided in the game depends on the character's level.
Major premise: Higher tiered gear is only gotten through quests, combat, or high-level crafting.
Conclusion: Getting better gear is not as likely when doing certain activities in the game.
3.
Minor premise: Conclusion 1.
Major premise: Conclusion 2.
Conclusion: Characters can be at high levels without having high-leveled gear.
4.
Minor premise: Conclusion 3.
Major premise: Areas under the player's level scale down their gear relative to their level.
Conclusion: As a player levels up, gear becomes less effective when scaled. That is, a sword will do less damage at a higher level.
5.
Minor premise: You are encouraged to play the game in a variety of ways.
Minor premise: Conclusion 2. Some of the ways to level up will not grant better gear.
Minor premise: Conclusion 3. Characters can be at high levels without having high-leveled gear.
Major premise: Conclusion 4. As a player levels up, lower level gear becomes less effective.
Conclusion: Characters who gain levels by doing things that do not provide gear will have even less effective gear than it already is.
6.
Minor premise: You are encourage to play the game in a variety of ways.
Major premise: To get new gear, you must partake in combat, quests, or purchase gear.
False premise. The major premise and the minor premise are mutually exclusive.