Quote Originally Posted by Valic View Post
Doesn't even have to be that simple. Could make it so that maybe your party has more ranged dealers than melee and the decisions you make in the dungeon can influence you to get a boss that's particularly easier to deal with as a caster or ranged job than a melee one. Using hints given through the dungeon or experience with it. Or create different trap patterns on the floor that the party has to look at the notes ahead of time to memorize where is safe to actually run through without dying. Instead of just "every run I've been here, this rile and this tile are always safe to run to, and it always will be" type deals.
That wouldn't work as duties (with some notable exceptions) are meant to be trivialized over time with gear and level increase. Sooner or later those kinds of mechanics would just be ignored.

Quote Originally Posted by Nestama View Post
People would just always choose the quickest/easiest path and stick to it, regardless of the rewards. If people meet a disagreement, then someone is probably gonna get kicked.
So instead of multiple pathways leading to a different boss/reward, why not instead be different linear pathways per run. One run you go left, another run you go right. Clear times will always be the same (player skill excluded), but at least you'll be seeing more of a dungeon (maybe different bosses, too).

Kinda like Left 4 Dead 2, where the AI Director would close up some pathways and have you go down a different pathway (though the safe room would always be the same).
That would be the only way I agree to multiple branches in a dungeon, where the dungeon chooses the path for you each run and closes the other paths.