Bored. More or less yes. Still rich af dunno what to do beside mecoming even more wealthy
Bored. More or less yes. Still rich af dunno what to do beside mecoming even more wealthy
Let me blunt here....not once in my original post did I advocate ever removing any raid, dungeon or content! If you truly read my post you would have seen that alot of us want some form of growth or progression system in FF14. We want to have a reason to keep playing other than a artificial lockout they built to force us to stay subbed.
How does it make sense for FF14 when its developers design in mindset that it wants players to leave for months on end only to come back for yet again for a few weeks....confused, let me explain! A vast portion of the FF14 community literally unsubs for months....they play for maybe 4-5 weeks then they yet again unsub!(sub based MMOs make money through having maximum number of active subs!) So literally they design this MMO to have a good portion of its player base only sub for 4 months at most per year while they lose huge profits from not having those same subbers for those 8 months? How does that make any sense? Yes let design a system in where we could have these same subs for a entire year and make that money every month for that entire year....but no, we are ok with only 1/3rd of a year in profits! If I was a investor in SE and I saw them making this statement on wanting its player base to deliberately leave to lose money for the company by not actually going for max profits having as many subbers as we could....yea I would sell my stock!
I'd say that the fact that ppl jump from MMO to MMO is the cause of that, ppl that play only one game a a time are a rare breed nowadays, so they adapted to fit the market
Fates are dead man. in all areas. if balmung usually has no one, I hate to see other places. the only one that's still got some goers is rhal. reach. I even had to finish my 70 there because every other zone is dead. ):
I was sick of fates before but now I wish they were relevant again. at least the zones felt alive but there's no real reason to move around anymore.
If you truly want to know how MMOs are supposed to be made and designed....then look no further than one of the fathers of the modern MMOs Richard Garriott! These are some of his view in relation to the state of current MMOs:
On Games that Copy WoW: "I love Blizzard’s games. I think they do a FAR better job than most (including me) on the balance of challenge – reward cycle. They also do a great job of art direction. While many of their features are now very overused by copycats, so they too will need to invent some new paradigms."
Lack of Innovation in today's MMOs: "WoW and before that EQ, both of which are truly GREAT games, became the model that most others are now built in. In this model everyone is a combatant, who may also have a side crafting interest. After spending time creating a character and making permanent decisions about class before you have ever played, you are dropped into a familiar looking space…A medieval town with the usual shops, “!” over the heads of anyone important, menu conversations that you quickly click through to get info pumped into your quest log, quest logs that out arrows on the map to follow to the next rat quest, then once a few pelts are in your pocket, you return to repeat."
"In these models players may get together to party or raid, but there is less commonly a true interdependence between hunters, gatherers, crafters, and adventurers. I personally do NOT think Party / raid size is NEARLY as important as to how and why people get together."
In Conclusion: These are core principles of what and how a MMO become and stay successful. Innovation and new ideas are what is needed with the most important factor added to it all....COMMUNITY! Having reasons to work together in your community....not just queing for instance dungeons....but actual content you do with others in the world you exist in!
Source:http://www.ihatemmorpgs.com/2014/06/...t-of-sota.html
I think that's a bit of a stretch, with respect I don't think you want to be using RG to back up any serious point about Western MMOs.
Anyway your ones all about space now so good luck to him.
Agree that community is most important 100% yes – but innovation and new ideas I'm torn over.
Looking at the Final Fantasy games themselves is a good example - to me FFXV isn't an RPG anymore - it's moved too far away from it's core design (only imo) and really isn't what I want in a FF game. So When does an MMO move so far away from it's core principals it stops being an MMORPG and becomes just another online multiplayer?
FFXIV could be better :
1. Alternative gear with hunt, company seals or crafting (currently only Omega and Memo stuff are relevant and only mean for later content or hardcore content and the grind to get them is repetitive).
2. Housing need a split between FC and personal housing and the accessibility is really weird.
3. Community... there's something missing but is half the fault of players (too many dramas for kikoolol matters) and half SE (the lore is written as a solo story, the real team is in fine built with npc's).
4. The lack of event and the fact that event stuff are dead since they end in Mog Station (other MMO have seasonal content but old stuff are still available)
For the main part, all these defaults could be changed, they don't need a new game.
The very plus of SB : the piece of stuff we are sure to get at the end of a run. It is only for the current job, but it is a great change.
PS : And we still miss a butt slider :-p
That's a real problem. All announced MMORPG are all ArcheAge/Aion like. They all claim to be back to the old core MMORPG and will fail for this reason.
15 jobs that you cant even use in endgame because you are limited by the amount of stones one can farm.
I am not saying that artifact searching is for everyone. It was an example on how to make more use of the zones. (And in rift you do get some stuff out of collecting a whole set of those artifacts) I know that not every content is for everyone but if you create more and more of different kind of content you will reach more people that have more to do. If you have someone that loves the lore you will keep them quite busy if you introduce lore books ingame in all the zones, dungeons and more. Or make it sellable so people can farm this for Gil if they have no interest in the content itself. Gear and best weapons are also not always the best kind of carrot on the stick which can be seen in the new diadem.
At least in real life you normally dont go that often to themeparks thus they stay fresh for a while. I am really not sure if a themepark kind of thing is really that great for a MMO where you want people to play constantly (or at least pay their sub). So you play it a lot to get your money out of it thus if you have the same "ride" all the time it will get boring quite fast.
The problem is that SE often does not have a good balance between it being too easy or getting stuff nerfed or making it way too much of a grind. Its fine if stuff takes some time (I am slowly building my wins to get the Feast mount) and maybe its okay if there is some RNG in it but then you will have achievements like the tiger mount which will take years if you did not already do a lot of hunts. Or you have weapons like the ones from Diadem that are beyond such a huge layer of RNG and on top of that in boring content, that nobody wants to even truly try it. If you make it too much you will just demotivate people to even start it. Or you just nerf everything to the ground and give everything out like candies thus people just dont feel the need to work towards it when it was fresh. I mean is it truly necessary to put Materia, pets, glamour clothes behind so many contents that they are not even worth a bit? Its okay to make it easier over time but they also overdo it in that aspect.
So you will have content that is not that fun with items that you will know will be nerfed anyway..so why bother? And you have content that will take you such a huge amount of time and luck that you also wont bother. (I am looking at you TT...which I would have loved to get..until I saw all the horrible restrictions and RNG that you need..thus one needed to constantly do it to even get a chance at owning them all..or cheat in tournaments to get certain ones)
As much as I love this game, watching someone play a mmo like this one is as interesting as watching paint dry. It's incredibly boring and most Twitch views go to more "competitive" centric games like Overwatch.
As far as recycling goes FFXIV recycles content on a similar level to WoW in my opinion. Sure Legion has some new mini zones being added but it's pretty normal for theme park mmos to recycle as much as they can. Most of WoWs bosses are just recolors or touched up models of older enemies. It's how it goes because it's helps the dev team push out content faster. Do I always like it? Nope. However it is what it is. At this point I do not expect FFXIV to introduce any new formula to the game besides perhaps some slight tweaks. I get the burn out on the gear treadmill but Stormblood has done exceptionally well which encourages the dev team to keep with it. There will be a fall off of people as SB ages but SE and even Blizzard still see it as both games being profitable from initial launch alone. As long as both games keep a certain min number of players active both companies will just keep really working towards producing hefty expac launches but with recycled content in between. Nowadays, keeping your launch numbers is not really top priority even though it seems strange to most older mmo players.
This might sound weird, but Yoshida himself has said he has no worries if you stop subbing. He wants you to take a break and do other things besides play FFXIV.
It doesn't make sense really, but this game is making a lot of money somehow. Just look at how meaty and often updates come. I don't think any other mmo gets updates as fast as this game. You could argue how much of the design is the same, but different people's opinions will vary on that.
I respect Mr. Garriot. But let me ask you.Quote:
If you truly want to know how MMOs are supposed to be made and designed....then look no further than one of the fathers of the modern MMOs Richard Garriott! These are some of his view in relation to the state of current MMOs:
On Games that Copy WoW: "I love Blizzard’s games. I think they do a FAR better job than most (including me) on the balance of challenge – reward cycle. They also do a great job of art direction. While many of their features are now very overused by copycats, so they too will need to invent some new paradigms."
Lack of Innovation in today's MMOs: "WoW and before that EQ, both of which are truly GREAT games, became the model that most others are now built in. In this model everyone is a combatant, who may also have a side crafting interest. After spending time creating a character and making permanent decisions about class before you have ever played, you are dropped into a familiar looking space…A medieval town with the usual shops, “!” over the heads of anyone important, menu conversations that you quickly click through to get info pumped into your quest log, quest logs that out arrows on the map to follow to the next rat quest, then once a few pelts are in your pocket, you return to repeat."
"In these models players may get together to party or raid, but there is less commonly a true interdependence between hunters, gatherers, crafters, and adventurers. I personally do NOT think Party / raid size is NEARLY as important as to how and why people get together."
In Conclusion: These are core principles of what and how a MMO become and stay successful. Innovation and new ideas are what is needed with the most important factor added to it all....COMMUNITY! Having reasons to work together in your community....not just queing for instance dungeons....but actual content you do with others in the world you exist in!
What recent game has he made that millions of players play for hours upon hours?
He speaks on interdependence. There is a game coming out real soon called Pantheon that is supposed to be more like the old mmos where you have to rely on people such as EQ, FFXI, etc. I am anxious to try it out, that will either make or break the fight between self dependant mmos and having to rely on others mmo.
Innovation and ideas are important or things get stale but that innovation and ideas have to implemented good or the standard is better.
Class dependency got gutted, attribute points got removed, things got nerfed, PoTD was supposed to be dynamically scaled so a soloer could win or a party, and tomestones are the defacto progression, gear is recycled and basically worthless stats wise after a few levels/ilevels, the overworld lacks somewhat in depth. That should give a hint that this is not going to become a time intensive , but a casual group based game.
Edit: When I say casual, I mean not time intensive, there is still challenging content like raids. But if you notice, somethings take a lot of time like Fenrir Mount.
I understand your want, but at some point this crusade becomes wanting this game to be something it's not versus just finding that other game. I think stuff like endless progression can work but it has to exist in a vacuum here, self contained, because to do it globally would tell the other players who are used to and like the way it is, sorry, the game will not be like you want anymore. I am fixing to post an idea in a few days that suggest this vacuum type area, but I am guessing alot of players won't like the concept either.
Tbh the nerfs are mostly due from backlash from community, which most of the time wants everyting NOW, personally I don't have problems with mounts like the tiger and the 2 seat astrope, they take a good amount of time but if you really want them you can make effort to get them, they are indeed not for everyone (although maybe tuning down the quantity of S ranks kills would be better).
Estimated times honestly means nothing in most cases don't forget that ppl said it would take 2 years to get the 2 seat astrope yet in 3 months I saw a couple going around the server.
You are right that they need to find a real balance between effort - reward, but it is also true that it's not a easy thing to do.
@Remedi: The mentor mount is different from the hunt mount. You can always go at this with your own pace so if you have lots of time on your hand you can grind this out. The hunts are on a schedule and the S rang are even more limited. You can only kill a certain amount of S per week (now its a bit more thanks to the instances but you also have more people killing hunts) thus if you miss it you will have to go at it for a longer time. Also the hunts from ARR and even HW die way too fast. So if someone is working at the time that a lot of them spawn..well no amount of free time on the rest of the day will help them there.
There was a thread about this on the forum and someone calculated that if you want it and never did many hunts before, that you will need at least years to get that. And this is only when you will get each one of the hunting monsters.. Even those that said that they see no problem with it and that they hunt a lot, just had like half the necessary amount to get it. That one person that got it was the leader of the biggest hunting ls on Balmung. Like the PVP mount this one was wanted by quite a lot of people, yet instead of making it a tank mount (like the Kirin for ponies) or something else more accessible they put it behind such a wall..
I never said that it was easy but I do sometimes wonder who thought that some of those decisions are fine?
I'm not bored playing SB, not at all. To me, there's still plenty of content for me to do, and enjoy with friends, so no, not at all, I don't feel my money has been wasted.
The only thing I would like is more relevant alternatives (stuff like PoTD and PvP is a great addition) during the leveling process and endgame content.
Also, Gold Saucer content that doesn't die like after a week. I want more mini-games that last long, but at the same time, I feel this might not be the right community as they'll probably need to be rewarded for going out and having fun.
Not bored yet either, i am still leveling my doth, busy doing savage etc. But then I have limited time so maybe its that.
Very very very bored here. Thinking of quitting for good I'm tired of the same thing for this long.
The mmo market is a stagnant genre. There has been no major innovation or vast changes for a while. The largest paradigm shift was with the wow and thats really been the last major shift in the genre.
No matter what you add to any MMORPG, it eventually turns into a slow grind until its death. That's why they're dying as a genre. You can say that other games have varied content, but it's either grinding out levels, grinding out gear (ilevel creeping / loot fests), or some other mechanism to get the latest best thing, and then done. It's all repetitive in nature when you really get down to the technical aspects of it. That's why a lot of people look forward to new stories. Because they add a different aspect to what is otherwise a grind. That's not to say that the stories themselves won't/don't have elements of other stories you've seen/read before.
You simply have to pick the game(s) that is/are fun enough to where you don't mind the repetition.
Edit: I will add that FFXIV's predictability in patch content, actually helps the players. They can see when the lulls are coming, and switch to another game until the next major patch. Or use them to level, or whatever.
MMORPGs are cyclic, as are their audiences. But the core mechanics of the games vary not a lot, and the core content types such as dungeons, raids and trials will always be core to the game. Acting like there is some magical innovation that will completely change the genre and game and thus save it from certain doom is just plain silly. Any change so drastic would alter the genre of the game, which in effect would kill the original game.
Honestly, when people complain about things like this, it's as if they are complaining about Doctor Who for being Dr Who. Dr Who is like an MMORPG, it has a continuing story arc and universe in which the action and stories of each Doctor are set. But every few years a new Doctor replaces the old one, and we start over with new stories, sometimes they are similar to prior stories but with different points of view and the details are of course different. But the same enemies keep coming back. Do people demand that Dr Who change it's very nature to survive? If it did, it would die overnight as it would leave it's audience behind. It would cease being the thing that it's audience wants to watch. Each time there is a new Dr, we see new characters, we get new stories, we see the same universe, and existing worlds/factions. But we also see new worlds and factions. The formula remains the same with new stories being told and new things to be discovered and played with.
FFXIV is like that, every two years we get an expansion, new stories, new characters, new places. But even though the existing raids, dungeons and trials still exist, there are still new dungeons, raids and trials and new things to encounter in addition to that. The basic formula remains the same, be new stories are told and new things are there to be discovered and played with.
The utter nonsense of complaining about a game that has such frequent content updates as FFXIV just bewilders me. There are many online games that barely get annual updates, and other that don't even get annual bug fixes. Complaining about the updates to FFXIV being predictable is crazy. Reliable might be a better word since you can rely on new things to do and play every 3 months or so. Saying it's predictable because you know the overall type of content being delivered every 3 months also misses something obvious. This is an MMORPG that updates every 3 months. What kind of content does this MMORPG consist of? Dungeons raids and trials, plus other side attractions. So what will the patch contain? New dungeon, raid or trial content along with a few side attractions. How is that a surprise to anyone here? Why is it a surprise to anyone here?
If SE changed the update cycle or altered the kinds of content being delivered, that would present a major problem to the game. Frankly their commitment to new content is amazing to me and I cannot for the lfe of me understand people complaining about it.
Not sure you understand games if you think this is true. All games and genre have their standard content types and every online game becomes a grind - from a certain point of view.
If repetition and lack of new content were an issue, then how does Call of Duty continue to thrive and survive?
The nature of an mmorpg is:Quote:
No matter what you add to any MMORPG, it eventually turns into a slow grind until its death. That's why they're dying as a genre.
Persistence- firm or obstinate continuance in a course of action in spite of difficulty or opposition, the continued or prolonged existence of something.
What gamers want when they are feeling bored is novelty or an expansion/building onto what was built before. Novelty is the most expensive content to create because all that time spent conjuring up new things isn't being spent actually delivering non stop.
All offline games have a definite end no matter how long the game is because offline games do not get updated for years and years. In those games that is fine, because you can pick it or put it down and you get the new novel content on other games. And don't have to pay a monthly charge to revisit the original game.Quote:
Not sure you understand games if you think this is true. All games and genre have their standard content types and every online game becomes a grind - from a certain point of view.
If repetition and lack of new content were an issue, then how does Call of Duty continue to thrive and survive?
I want to re-iterate what I was commenting on about the nature of mmos.
XIV has lots of already implemented novelty, call it variety if you have been playing this game for a while. But not everything has been expanded upon in a fresh way.
Some examples and their expansions, note what the content is called might be named differently but the basic premise is the same.
- Intro tutorials- Basic Definition of game features
- Hall Of The Novice- Introduction to party dynamics with npcs
- Guildhest- Introduction to party dynamics with players
- SSS- Introduction to intermediate difficulty stuff
- Fates(How could these be expanded to be high level stuff not similar to beginner fates)
- Hunts(How could these be expanded to be high level stuff not similar to beginner hunts)
- Eureka(We know little as of now)
- Gold Saucer
- Gates(How could these be expanded to be high level stuff not similar to beginner gates)
- Lottery
- Triple Triad(How could these be expanded to be high level stuff not similar to beginner card matches)
- Chocobo races(How could these be expanded to be high level stuff not similar to beginner races)
- Mini-games
- Lords Of Vermillion
I could list alot more but you can see that variety is not an issue with this game. You may not like some of the variety but it exists. I'd prefer an online XIV tactics over vermillion but it is how it is.
For dungeons, there is not many ways that could be expanded upon in a different format excluding making them more difficult or allowing no req for full or light party with companions similar to something like delves from ESO. Raids? More difficult, or more mechanics unless there is public types of raids where people can group similar to something like a GW2 world boss.
Guildleves have a potential to expand greatly as being the fastest way to access oodles of specific/unique content for all disciplines but have not been touched in a long time. The obvious one being BCNM type guildleves.
Gather your guildleves
Group up or solo
Go to destination(For example Behemoth's Dominion)
Insert quest in area to spawn or hunt it
Kill it
Return for reward to leve giver or continue to the next destination
Have world boss guildleves
Endless possibilities
http://forum.square-enix.com/ffxiv/t...=1#post3633068
Honestly hoping DQ11 is a success and they consider localising DQ10 which is FAR the superior MMO.
How much content do you think they can make for this game. You think they have 20,000 people working on producing content . They already produce more content in patches than any other MMO that I know of. If you are bored. You simply have played all the content. There are 1000s of hours of it already. Expecting dozens of hours of new content every couple of months is not realistic.
Streaming means nothing. The fact that people actually sit and watch others play games like some kid with no quarters in a 1992 arcade is mind numbingly sad.
And what content do you think is lacking? Im so tired of people who rush to cap and then do the same raids over and over every moment of every day coming to MMO forums and whining about content.
I would dearly love for DQX to be released in an English client. Dragon Quest just makes me smile and it would be awesome to be able to play an MMORPG with such a whimsical atmosphere.
ドラゴンクエストX 冒険者たちのきせき EPISODE①「名前の想い」 Dragon Quest X type of anime made for the anniversary. Please Square, we love DQ too!
And that's why I said MMORPG, not online shooter. Shooters tend to keep their audiences entertained through quick matches, and pvp competition. No match is ever the same, which keeps it fresh for the most part. They're repetitive, but usually with a lack of an extreme end game grind. I doubt CoD has relic weapons, for example, that require certain times of the day to get light bonuses.
MMORPGs tend to add additional grinds to prolong the life of the game. And the older the MMORPG gets, the longer, more voluminous, and more tedious the grinds get; to give players a feeling of being "invested" in the game. And in FFXIV, a lot of players feel they need to grind out each patch's latest greatest gear. Despite knowing it will be quickly replaced in the next patch, and really isn't necessary to have the absolute best to progress anyway. I guess they enjoy doing it, and there's nothing wrong with that.
But there is not a lot you can do when an MMORPG's content well runs dry. FFXI, for example, is now just readjusting what monsters appear in their last raid content. There is literally no reason to get gear, as there is nothing to progress towards. So FFXI is basically reduced to grinding old content, until the day they decide to pull the plug.
I'm not even saying FFXIV is to that point yet. I really don't mind the formula right now. There are a lot of grinds, but there is also new content being added. I'm simply pointing out the fact that anything they add, someone will inevitably complain that it is a grind. Because it always is a grind in MMORPGs. It's how they operate. To complain about it, is to complain that there is too much blue in the sky.
PS - Did you even read the rest of the post you quoted? Because I said exactly what you said.
The number of streaming users has no relevance towards what people think of SB content. Without surveying the reasons people were watching and why they stopped you cannot say it was from content. A more likely reason is people watched early on to see if they might want to buy the xpac. Another could be people were trying to learn the instanced content before the typical Youtube video guides were available. It could also be something as simple as people didn't like the Twitch host for whatever reason. I for one never watch streamed content yet am generally happy with the new content.
If you truly want to determine what people think of SB you have to have access to information we don't have. How many people bought SB? The number of subscriptions at release, release + 30 days, release + 60 days and so on. Even with this knowledge some loss could be considered normal. You always have a group of players who will play until they've finished the content then then go away while they wait for more new content to be released.
Yep, getting bored as well. I already had enough with endless gear treadmill this game offer. I will resub again at next expansion, but for now meh, FFXIV is just not fun anymore. I'm still reading the forum from time to time though, cause the forum more fun than the game itself.
I'm still waiting for this one.
Any day now, they'll reveal a revival...
Any... Any day now... :-(
Opportunity for autonomous reiteration. Games that amount to primarily spreadsheet simulation alone are less impacted by variance such as the factors experienced across play. Their moving parts occur primarily before the gameplay even starts, and thus do not compound or interact in potentially exponential ways. Compare a PvE raid to any popular MMO PvP mode. The latter will usually seem more self-reiterating because of the added moving parts. They may cycle back to a predictable regression, but the majority expands on itself in a way that makes it constantly, in at least some way, new.
I feel there's so much to do and with my work I dont have time so I've defaulted to leveling gathering classes finally until I have time to do other stuff.
I don't really think you can judge an MMO's content by the number of people watching streams. As someone else mentioned, there are a lot of reasons streamers' views might drop off.
Honestly I can't see how watching someone play XIV could be fun anyway. Even for PVP or raiding, that just isn't where its entertainment value lies.
We don't even have all of the content for Stormblood yet. We're getting a new 24-man raid and a new deep dungeon among other things, it's not like there's no new content.
Granted all of this is stuff that's been done before, but can you really blame SE for putting their development hours into things that they know have worked well previously? Trying to break the mould can be expensive, and the exciting new content you create can end up being a spectacular failure and a huge waste of development time.
Sure, I wish SE would try more new stuff, but tbh I enjoy this game for what it is; a linear storyline with fun stuff on the side.
I wish the way to gear up wasn't so linear, if that's even the right word to use. I hazily remember needing accessories from Ultima Weapon, farming Mog for some other accesory back in 2.1 or 2.2, not just relying on an endless tome grind. That was fun, the expert roulette was also much more fun in the past IMO, not a fan of the 2 and/or now the 3 dungeons. Maybe it's just me but I feel like the content release has slowed down a lot over the time 3.x was current, at least in ways that matter.
This is why I'm glad I have the completionist mindset. I'm never bored provided there's something to do, and I hardly plan on stopping anytime soon. I play quite frequently as well.
Personally, I'd much rather them stick to the current formula, that clearly works, rather than them making a completely new one that could possibly go disastrous with no actual good timescale. Bear in mind this MMO is developed for the more casual playerbase. Not the type that sit logged in for around 6 hours a day in a single sitting doing pure content. If you can't handle that then sap your games up a little.. A little bit of this, and a little bit of that.
My only real gripe is the open world content. It just seems too face-rolled, it'd be interesting to see something that actually forces, or makes it near mandatory for you to pair-up with people and make friends in the process. Ohh, and some of the platform-esque instances. I can understand O1S being a platform, but Lakshmi just felt needless in my eyes.
I do admittedly feel sorry a tad for the more hardcore playerbase that can beat a given fight in 1-pull. I guess being bad has advantages. Some of the new elements they added were quite interesting, but at the same time felt like it got obnoxious fairly quickly (mainly due to overuse). I'd LOVE to see dungeoneering-esque stuff added especially with Eureka. Something that stems outside of the usual monotonous go do [x] FATE, and attune to [y] aether currant. But again, I'd much rather the formula that works than something that potentially doesn't work. Bardam's Mettle was fairly interesting to see with the trial as it was something I saw as fairly unique so I kinda hope they do go a little away from the typical combat, and something like a trial, or find/gather [x] item (where [x] item isn't just essentially kill more adds, and collect.
About dungeons, they don't necessary need a whole new game. The problem is there is nothing unexpected : always the same run one the same map. Unfortunatly, the idea I have : random generated map for dungeons (not true random, some kind of preset) is probably not possible with the current core of the game thought both servers and games stations are capable to handle such feature.
They could add some secret treasure, secret room... there are possibility. The problem is rush. People rush. Maybe some kind of unexpected random would provide them a little motivation to go a bit slower and take the time to study their environment. But it needs to be fun and/or interresting.