And it ended up to hate the RNG. I don't mind with your idea tho, it's cool.
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I honestly expected Diadem to be like that. Sadly it wasn't - but I'd love to see a dungeon that is different each time you visit.
yeah i played it too , ps2 game Dark cloud (there is a Dark cloud 2 too, that sony is porting to ps4 this year)
https://upload.wikimedia.org/wikiped...d_gameplay.jpg
if they added it as an alternative alongside the normal dungeons then it wouldnt be a problem much, it would be "optional content".
of course there would be those who would complain about how its bad or not fair X gear is gated by it or how the rng sucks or how they dont want to have to do it to farm tomes fastest etc.
but if anyone inc SE would ever stop to worry about that we would see no new content ideas ever; which would lead to other complaining.
Vicious circle, cant win.
one day they may look into this seriously, although i doubt it will be until post 4.0 due to "ps3 limitations" BS
tbh my ultimate dream would be a Bloody Tower style optional thing, random floors with unknow enemies that could be from anywhere else in the game, and you just see how far you can survive rather than try to actually clear it. i guess it would have to have some basic prize function based upon floors cleared to interest the masses but man id love it just for some leaderboard bragging rights
I liked GW2 fractals, you had X types of instances mixed into one, they got harder every time you cleared them and they had no gates, only gear. You got to level 40 Fractal and wasn't able to get further, untill you got some fractal gear and you could continue.
I would love some randomized neverending dungeon/raid/whatever that would level up with us.
Diadem isn't random, what mode were you playing? It's the same each time. Party looks for aetherites, fly to populated island, grind loot for an hour and done. Only things random is the loot drops, party spawn points (theres 4 I think) and bosses pop with warnings.
I would be interested in a more structured "random" dungeon. I want something more along the lines of the hard mode dungeons.
Basically it is 1 dungeon that starts the same but would force you in 3 or more different directions randomly. And it would have multiple branches so you wouldn't see the exact same run of a dungeon until many many runs through it, unless you draw the ire of RNGESUS.
how should randomized dungeons work without the dungeon environment looking like a unlogical puzzle (you are in a jungle, then you go behind a curve and are in a subterrain lava cave. Then you go back and find yourself in a desert and not in a jungle.) or be just a boring cave system with one-colored wall? I like my dungeons to look pretty and great, not like a Picasso.
What SE can do is making the dungeons bigger and the paths more like a labyrinth, placing the chests randomly with every entry, let the mid-bosses spawn in 3 random rooms of 6 and let the boss only spawn if all chests were found and all mid-bosses were killed.
So, not making the dungeon randomly, but the content in the dungeon (chests, bosses and whatelse will be clickable or killable).
Minecraft and terraria had that sort of "Picasso" system. Legasista chose a theme among others, like a winter level. Not deserts, forests, and plains all together in one place, even Disgaea wasn't like that with its overhead level design.
I'm sure SE isn't that lazy to make it that way, and with their current dungeon themes they can make quite some fascinating looking places.Though some players are still contemplating "looks" over fun, I think it's safe to say it'd be alot better than Diadem if they focused on the fun. We can still have our multiple paths and mini-puzzles too, have some faith in the dev teams to actually make content that could be a different challenge and experience each time you run it.
You should take a look at Bloodborns random dungeon system, its chooses one theme and if possible a theme that would easily meld in with one another.
Here's a link (blood warning, "M rated"): https://www.youtube.com/watch?v=3DtGmZMosjo