It looks like you're new here. If you want to get involved, click one of these buttons!
Here is long detailed response from one of the developers 'Wigin' from VG forums giving idea about changes to itemization, dungeons . Looks to be treat for dungeon lovers.This goone rock really
Quoted from 'Wigin'
Here's a wall of text about rails, itemization, and Vanguard for anyone that is interested.
We are very mindful of "rails" because guiding playings is very important but exploring every corner of a game is very rewarding and important to what we want from Vanguard. The team is very much in agreement about how much hand holding and how much "rails" we want into game.
For instance the 1-10 areas are very high on the hand holding scale, they are designed to show all of the mechanics of the game to a new player and be short enough that an experienced player can get through them before becoming bored with the game.
11-20 is designed to start taking the training wheels off. We stop teaching game mechanics and start giving players more abilities and start developing the class to show the uniqueness of Vanguard. We also start pointing players to dungeons as an option to soloing so that players are nudged into the social aspect of the game while still allowing for players who want to solo and do their own quests at their own pace if thats what they want to do.
After level 20 the area's that we revamped we done in such a way as to create a flowing or "railed" experience within the chunk. If you go to one of the revamped chunks you should be given a planned experience of the story of the area. If the story or the quests are not to your liking there are always other area's to visit. We also left enough chunks alone that if you want a more free flowing experience you are free to visit old content. After finishing a chunk a lot of the time a hand off quest will be given but players will also be able to visit a Riftstone and see all of the other area's of the game they can explore.
Throughout the entire revamping of the game we attempted to "normalize" a lot of the items so that every area was viable and each type of player would be able to find something to do.
When playing go adventuring after the next patch they should have a fairly good idea of a risk/reward of what they are doing.
All of the solo quests of the revamped content gives rewards of the similar quality. This gear is in a lot of places better than what players used to get. This should free solo players from feeling that they HAVE to do URT/Hunter's League/CIS quests because the gear is so much better. They are still there for anyone that wants a larger story arc but they should feel much less required.
Group quests give better rewards than solo quests. This should hopefully edge players into doing group content instead of just playing solo. We want players to be social and by giving better rewards for group content we hope to make players want to play together.
We also itemized thousands of named Overland NPCs. If you see a named NPC and kill it for the most part expect a reward. There are however some NPC's that were intentionally left out of itemization since they are involved in quests or have very fast respawns.
In addition we redid dungeon itemization for almost every sub 50 dungeon. This was done so that every single dungeon is a viable option to adventure in. Dungeon gear is going to be some of the best for the level. This will become especially apparent when killing 5 and 6 dot Dungeon NPCs. This gear is harder to obtain but it should be worth it.
See you all in Telon.