If a dungeon is engaging, challenging and fun I wouldn't notice I had been in there for 2hrs until after its over. I guess the hard part is making it like that.
Welcome to the Tomb of Horrors, where the Lich Acererak awaits...
....muahahahahahahaaaaaa...!
BAsically you want dungeons the old Dungeons and Dragons Online style... that was my first MMO and I remember so well all the quest chains, like Delera and the epic dungeons filled with traps, that could only be disarmed by rogues, limited number of mana, that could be only regained in shrines, that disappeared after usage, so you had to carefully plan and go wisely. I remember the great designs of likes of Crucible, that had jump puzzles, swim puzzles, and lots of any other puzzles, along with epic maze. Speaking not, that some puzzles were doable only if you had enough skills in trap detection...
Not a single game so far came even close to the quality of DDO dungeons. And, as much as I love the design and work S/E put into things like Amadpor City or Sastasha, they lack puzzles. I'd love stuff being more difficult and require more thinking instead of roflstomp. And yes, the i110/i100 items should be scaled down in most of lev 50 stuff.
i would just be happy to see a few twists and turns, maybe a real dead end here or there. and trap.. real traps that are deadly =D. for the most part every dungeon is just a straight shot to the boss with no real danger. ive found the most dangerous part of every dungeon is always the other players xD
at the same time tho i think full randomly generated dungeons are a bad idea, games with this design tend to get bland really fast and still end up looking mostly the same anyways
2 hours is far too long for a 4man dungeon. Nothing outside of raids should be that long, ever. 20-30 minutes is even pushing it, but ok.
That aside, I do agree that the sequential nature of dungeons makes them boring and prone to "speed runs" and other content that excludes players of certain classes or experience. More randomness, and true, actual "randomness", would combat those issues. You wouldn't always be able to speed run because you never know what you are going to get. I think it might be more work for the devs than just drawing a map from point A to point D and dropping a couple flans, soulflayers and puks along the way, but it would make XIV stand out from the rest.
It does sound kind of fun, but I'm not sure if taking the game into a roguelike style of direction is the way to go.
..That said, it does sound kinda fun.
It's too bad that game was ruined in recent years. At least there are still good memories I guess.BAsically you want dungeons the old Dungeons and Dragons Online style... that was my first MMO and I remember so well all the quest chains, like Delera and the epic dungeons filled with traps, that could only be disarmed by rogues, limited number of mana, that could be only regained in shrines, that disappeared after usage, so you had to carefully plan and go wisely. I remember the great designs of likes of Crucible, that had jump puzzles, swim puzzles, and lots of any other puzzles, along with epic maze. Speaking not, that some puzzles were doable only if you had enough skills in trap detection...
Not a single game so far came even close to the quality of DDO dungeons. And, as much as I love the design and work S/E put into things like Amadpor City or Sastasha, they lack puzzles. I'd love stuff being more difficult and require more thinking instead of roflstomp. And yes, the i110/i100 items should be scaled down in most of lev 50 stuff.
Diablo 3 anyone?
If Square were to make a dungeon like this, there would have to be a few rules;
1. The dungeon would have to have sections that save your state. Each section would take 30 minutes to complete. If you leave in the third section, next time you queue up for the dungeon you start at that section. This is so that people can complete the dungeon on their own time. This may not be necessary for pre mades, but for PUGs, 2 hours is too long to finish in one sitting.
2. The dungeon would not appear on roulettes. This dungeon would have to be picked intentionally.
3. The dungeon would also not be needed for farming. Perhaps you gain a currency for each section, and you trade those currencies for cosmetics, such as clothing, minions, mounts, furniture, etc... Perhaps add different effects to your weapons/armor.
The dungeon, basically, needs to be separated from the speedy grind aspect of this game. The dungeon would have to be made as relaxing, fun and challenging as possible without making it a requirement for any kind of end game power grinding for better loot.
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