Is there any reason the Kurak dungeon works differently to any other dungeon in the game?
It’s no more difficult than the wine cellar but it is been used as an exploit on official servers, I know some people will not like to hear this but it is!!
Please do not close the thread and ask me to contact zendesk, the people that build in the mesh use this dungeon as a way in and out of there cheat bases, sky bases are one thing but undermesh is totally different… I think it’s well know that the wolf cave has been the way people gain access but I’m sure just having this claimed and sending a report to zendesk will not prove there is a base underneath… people that exploit have found ways for these bases to not be visible,
To summarise… why is this dungeon different is there any need?
Other dungeons also don’t have a gimmicky ten-minute deathclock (literally), or a need to rush out after killing the end boss. (Thanks for removing one of the few reasons to play corrupted, Funcom. Surviving the poison gas with Petrified was fun while it lasted.)
In Kurak’s dungeon, dying could be caused just by getting stuck on the walls growing out of the floor during the zombie phase. As long as it’s so gimmicky and vulnerable to bugs, it needs to be more forgiving than the rest. (That said, I’ve actually managed to die there only once, before the stamina update, when I screwed up and ran out of stamina just as the dragon was about to breathe on me.)
Funcom can just hard lock respawn to the entrance teleport.
If you die pay the price for another run.
It will remove the exploit from pvp and won’t change much pve side of things.
That’s fair but they could make it like the wine cellar or the war makers so if you die you can respawn at the start of the dungeon, although I have never had a bugged Kurak run and I have done it over 100 times…the warmaker is less forgiving if you get past to the inner sanctum
I tried last chapter and it was still bugged (on PlayStation). So, I’m not sure “restarting” at the beginning would help. It’s still a horribly buggy experience and if I get stuck in the dungeon, I don’t want to try to see if I can get it to work again (especially if I’m short on potions or something). I think this issue lies in Funcom’s hands to figure out and fix. If there’s a way to EXIT the dungeon from the beginning like any other dungeon, sure. I might be ok with starting back from the beginning and then leaving, but not as it stands. There’s no way out of it unless you finish the dungeon, which may not be possible.