Quote Originally Posted by SkizzleAbernath View Post
I agree with you that the 4 man dungeon can get very boring and they lack a lot of creativity. Why its become this i dont really know
Because people complained when anyone made their runs longer.

Like, in ARR content there was plenty of little side alcoves with treasure chests and the like. Spending all of 10 seconds to go pick up a chest was too much for lots of people and so they complained. That's how we ended up with Hallway Simulator 2019.

That's why the have to artificially block off the path so people don't just pull everything from boss to boss.

Because people are too impatient to let people have fun playing content.

Probably not helped that the game was designed with this awkward dichotomy. Where new players need to group up to take on Dungeons and Trials for the MSQ, so in order to fill out the queues for this content so players can progress the MSQ, end-game and leveling is focused into spamming Duty Roulettes endlessly. This means any slight deviation starts to add up and annoy players whom are trying to be efficient and maximize their farming (I mean, just look at how many complaints the MSQ Roulette gets about the cutscenes... It takes like 20 minutes to get through the place with cutscenes and gives a hefty reward as compensation (I personally just do puzzles on my tablet during cutscenes... I'm getting pretty good at Sudoku these days))

It's generally why this kind of content that is more interesting and creative needs to be isolated into a niche, as opposed to something that becomes a core part of MSQ or general Roulette play. Since if you're farming it a ton because you're grinding Tomestones or Experience then you don't want each run to take like 40-60 minutes just because there's people who are new and want to experience the place fully.

One can only hope that with the incoming Trust system that looks to allow people to do MSQ duties solo, that they can have more freedom to detach grinding from Duties somewhat, and thus allow more creative dungeons because they don't have to conform to those players that just want to rush through the place 1000 times a day.

The most annoying thing for me, is that they have some decent potential to make really interesting content using some existing systems.

For example, PotD/HoH style deep dungeons with randomized layouts. Where you go in with an 8 person party and some sections have you need to split up into 2 teams to clear a room (Or entire path) each. Where there might be more systems in play to progress through floors than "Kill stuff until the exit opens" such as ye olde coloured keycards xD Then, given Deep Dungeons are based on roguelite games, make it so each room you HAVE to clear to progress through it, so you don't also get the current "Run past everything" meta (So you go in, use a thing to "Activate" the room and then the way you came in closes off and the enemies spawn)

Another example is Eureka. But as an entire raid tier per "Zone". So you can dynamically choose which boss to go fight in what order. Maybe some bosses have certain spawning mechanics, such as killing certain enemies, maybe some you have to search the island for a randomly spawning item that summons a boss, maybe you have to beat 2 minibosses at the same time, but they're on opposite ends of the island. All the while, trying to traverse through actually threatening trash mobs that are about the place.

Just gotta keep in mind that anything that isn't boring linear dungeons and "Trial" style boss in an arena duties with get all these players crying about how long it takes to clear this content they're farming.