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Idea: Dungeon Quests
Quests in a dungeon, multiple ones. Reason? To have more reasons to run these dungeons. Given the fact that this game requires us to run most of these dungeons for one purpose just to run them alot later (besides relics and cosmetics), others would love to learn more about the place they explore, what can be found there, tales that are unheard of that can only be experienced in those places.
To explain how it works is rather easy. Just have specific quests available for any player and allow for special interactions in different locations. Some require to fight special monsters, others have you gathering or even investigating fauna or mysteries. Yeah it will require some players to help out but none will go unrewarded as they'll be notified at the start of each dungeon if a player has special quest to complete there. What those rewards are just use your imagination, something fair for the effort idk.
Although accepting these quests could be beneficial for the players as they can receive special gathering materials in bulk, perhaps plenty more silk than grinding them in one area for period of time. Or simply a buttload of gil, like 5 digit goods. 10k and nothing less. 200 crystals wouldn't be so bad in these quests either as you gather them in dungeon. (BTW when I say gather I mean "kneel" at a shiny spot and pick stuff up :/ )
Final note: I know some people don't like extra stuff in dungeons most likely since it messes with their grinding, but frankly I don't care much for grinding as repetitive gameplay annoys me. Good for you that you like dungeons being little roller coaster rides with no diversity, not everyone is like you. After all, 'to everyone their own' as they say.
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In order for this to work, the quests should be located off the "main route" of the dungeons allowing players to tackle them after the party finished the bosses and the main course of the dungeon run. This way you could track back and enter rooms and areas you need to visit regardless of othe people leaving the instance.
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Had a similar idea, lost what I wrote, so I"ll try to condense it.
Exploration Mode:Premade groups only
-Not all dungeons woudl be available only certain ones
-You would find ways to handicap yourself and unique mobs/ability to alter Boss's strengths and even the potential to change a boss you fight
-Rewards are only gained for beating the dungeon (So while you see what you get from those unique encounters you can only obtain them by beating the final boss)
-Death matters, there is an overall KO limit and if you hit it then you "lose" the dungeon, so playing safe is important.
But ya, i can feel how dungeons are feeling stagnant now, even though the two new areas look neat, the mentality is already there, they are the same "experience' with a different skin and it semi kills the joy of those dungeons that you can't have unique truly unique dungeon experience with the DF option, but they could create a concept where premade/party finder parties can have a more unique dynamic experience. Keeping the DF experience is necessary since it allows it to remain casual and lessens stress of what could occur in dynamic dungeons but there should be a way to also implement dynamic dungeons without hurting the DF experience, so hopefully when they see how Island exploration goes they may consider adding a secondary aspect to dungeons to breath more life into them.
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Getting Zeta weapon items were "dungeon quests".