Quote Originally Posted by Sylve View Post
Blackrock Depths was my favorite, waaay back in the day. Large open plan Dungeon with trash packs that required crowd control (or an amazing tank) and intelligent pulling.
Very few PuG parties ever managed to clear the whole thing. When i got my first clear (6 levels above intended) it felt amazing, i still have the screenshot of the group i did it with.

The problem is, the Devs are perfectly capable of making a dungeon like that.
But the Players wont let them.

What do i mean? Simple, Players want the biggest reward for the least time invested. Hence the speedrunning and the general view that trash mobs are pure wastes of time (even when they give great XP).
Players these days want to get in, get their loot/currency and get out so they can go back in and get more loot/currency.
Generally speaking, Players don't want long Dungeons unless the reward for doing it is significantly better than any of the shorter Dungeons. But even then, Players will math out the most efficient dungeon for xp per hour and everyone will do that.

I love dungeon crawls. Fighting my way through a Dungeon packed to the gills with nasties, trying to find my way through the labyrinth of corridors and tunnels and even just attempting to locate the boss is all fun to me.
But whats fun for me is the most boring drudgery you could ever inflict upon certain others.

I made a post a while back, several i think, about making a kind of randomly generated dungeon (layout, tileset, monster types even bosses on utilizing completely random mechanics from other bosses) whose difficulty in ilvl scaled higher per "floor" you clear.
I know i would spend all day in such a thing, as my would my FC mates. But unless you put some raid quality gear in there, not many others would be interested because "it takes too long for too little reward"

TLD;DR, Devs can make better dungeons, but players dont want them. They want short, sharp highly rewarding runs they can blast through.

The players ruin everything. Screw the players. :P

The Dev team has to cater to so many different play styles if they want to retain players and recruit new ones. We only just got endgame raiding that caters to casual and hardcore players in the form of Alexander Story / Savage.

Maybe as time goes we will start to see new dungeons added that take a little longer, are a little more challenging but the rewards are increased. Then dungeons would be catered to those who only have time for a quick 20 minute dungeon run for their daily tomes and those can spare a bit more time. With how knowledgeable Yoshi-P is about gaming and the mmo genre in general, I'm sure he has a ton of ideas for the game. Implementing them in the right way is the hard part. Let's see what 3.1 brings us.