# Unlimited Faction team attempts for Delves (level 500 or otherwise)

**URL:** https://community.gemsofwar.com/t/unlimited-faction-team-attempts-for-delves-level-500-or-otherwise/67738
**Category:** Feature Requests and Game feedback
**Created:** [December 20, 2020, 12:38am UTC](https://community.gemsofwar.com/t/unlimited-faction-team-attempts-for-delves-level-500-or-otherwise/67738 "2020-12-20T00:38:10Z")
**Posts on this page:** 1
**Showing post:** 6

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### Author: ![Jonathan](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/jonathan/32/66724_2.png) [@Jonathan](https://community.gemsofwar.com/u/Jonathan)
#### Post date: [December 20, 2020, 5:33am UTC](https://community.gemsofwar.com/t/unlimited-faction-team-attempts-for-delves-level-500-or-otherwise/67738/6 "2020-12-20T05:33:41Z")

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> [@Snooj](#):
>
> Although, by forcing a limited number of runs, strategy for pure faction runs would be very different. Many of them are pure RNG, so people would just suicide and start over if the room lineup wasn’t good or RNG gods disliked them.

I think Magnasimus covered this pretty well in the other thread:

> [@Delves: Strategies, tactics and tips](https://community.gemsofwar.com/t/delves-strategies-tactics-and-tips/45522/2113):
>
> And — oh — if the reason unlimited attempts isn’t already in the game is that the devs are worried about people just resetting to get the ideal rooms they want to reach the boss, two things:
> 
> 1 – this is bad design because it means there _are_ “ideal paths” when, if these paths were balanced better, each would be considered equal to its fellows, thus eliminating any way for the player to “game the pathway” to success. Players shouldn’t be roadblocked by RNG — they should be roadblocked by intentionally-designed challenges and game mechanics (which can be governed by RNG, but I don’t want to get too in the weeds here).
> 
> 2 – the more important point here (though I think #1 probably points to why “the problem” exists in the first place, and so is valuable for that reason) because it points to a “solution” for the fear of “pathway gaming,” is that there is a way to prevent this that already exists in the code: re: gnome appearances; if a player quits a battle where no gnome shows up, hoping to farm more, that player is denied the chance of a future spawn until a battle is actually completed. The same could be done for room reshuffles: if players quit-out rather than play a fight, then when they reload they just get the same “bad” room configuration.

Not so sure I’d enjoy having to play through the battle instead if I really just wanted to re-roll, but good points, I thought.

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