I don't think the proposed implementation is the way to go as crafted dungeon experiences will always be better than randomly generated stuff and puzzles in MMO's can be tricky things as some people will consider them too hard while others think they are too easy and once someone posts the solutions to the puzzles online and people start using those instead of solving them, they become an exercise in tediousness. Also longer dungeons does not necessarily mean they are better or more immersive, it just means that they are longer and it could easily alienate a percentage of the playerbase as not everyone has the time to do a two hour dungeon.
However, I do think it would be nice if they did add in some dungeons with some of these elements and even some level of randomness in them.
Elements that I think could help with this that are quite feasible:
- More traps in dungeons.
The sand burst traps in Cutter's Cry and the crystals in Darkhold were nice elements that added a bit more challenge and life to the dungeons. They could even take this up a notch with more difficult and interactive traps. For example there is a room that has gas vents on the walls. Every so often one of the gas vents begins to build pressure and displays it with a visual effect (like a small sputtering particle fx) and maybe even an on screen text prompt that says something like "a gas vent builds pressure". The party has say 3-5 seconds from when this starts to hit the vent with an attack to release the pressure or else the vent erupts and does a large nasty AoE radiating out from the vent.
- Randomized branching paths.
Branching paths exist in the dungeons already and it is nice, but it could be taken even further by making what branch is available randomized. So let's say when they do Cutter's Cry HM, they have a tunnel that comes to a dead end with a rock/switch you can interact with. When you interact with the rock a random dice roll is done behind the scenes and depending on the number generated, one of two paths opens up. Either the rocks blocking the passage disappear allowing you to move on through the passage or a sand whirlpool appears beneath you that pulls you down into a different tunnel system. This would make it so that each time the dungeon is run it will most likely be different.
- Randomized boss spawning.
This one is a little less feasible as it requires more content to be generated and tuned, but is still possible Here there would be two different bosses that could spawn for a boss encounter. Which boss is spawned is randomly determined when the boss room is unlocked. Some other alternatives to this are grouping this idea with the randomized branching paths so that boss A is down path A and boss B is down path B, or instead of having two completely different bosses having multiple variants of the same boss with different strategies, phases or adds.


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