Quote Originally Posted by CazzT View Post
1 - You could have 10 different paths, players will ALWAYS choose the most efficient/easiest. You waste time and resources designing one elaborate dungeon that players will ignore most of the design.
Wrong... anyone doing the dungeon for the first time are not going to know which path is the fastest/easiest nor will you know in a few runs as if there is 10 routes to choose from you would need to do it at least 10 times to have a slight idea and even then you would not know for sure unless you checked online with exact times for each. As well as having additional bosses that are unique in taking certain routes re-playability increases alot here than how it is now.

Quote Originally Posted by CazzT View Post
2 - I rarely look at my map in dungeons.
You didn't even read what a wrote... I even said you don't need to look at the map anyways with the current dungeons because they are so linear... the idea is based on having a more complex dungeon layout design.

Quote Originally Posted by CazzT View Post
4 - EXP, Tomes, gear for alts/jobs, mounts, crafting mats... This stuff is already in place.
I'm not talking about items or rewards reasons to go back as in replayability as in some hidden bosses which are tied to side quests or going into a deeper part of the dungeon to find something etc

Quote Originally Posted by CazzT View Post
5 - Harder dungeons already exist. Dungeons that have a hard fail mechanic? No.
(hard) is just a name tag on the dungeon there is nothing hard about doing the exact same formula as what is considered as a normal dungeon.


You also have to look at combining all these ideas and not just looking at each one individually because you ain't looking at this with an open mind you are just looking at it with the current dungeon system.