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  1. #21
    Player
    Renik's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    821
    Character
    Ren'li Heise
    World
    Balmung
    Main Class
    Gunbreaker Lv 80
    GW2 has different paths for every dungeon, but ppl usually takes the fast one unless they want a specific drop, the way to make content less linear is random generated dungeons with trap rooms and optional bosses, and open-world content, this would take a lot of work, but it would also save some subs and attract more players.
    (0)

  2. #22
    Player
    Moqi's Avatar
    Join Date
    Apr 2014
    Posts
    1,431
    Character
    Goji Degotye
    World
    Twintania
    Main Class
    Botanist Lv 81
    Quote Originally Posted by Crevox View Post
    Even if a dungeon becomes non-linear, ultimately, every party will conform to making the same path choices because they are the best.

    Thus, we're back to being linear.
    This. There's not point in non-linearity when most of the community wants to spend as little time as possible on content in order to get tomes fast. I'm fine with a straight line.
    (0)

  3. #23
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Moqi View Post
    This. There's not point in non-linearity when most of the community wants to spend as little time as possible on content in order to get tomes fast. I'm fine with a straight line.
    That's actually a problem with how SE handled Tomestone rewards. Back when AK was first adjusted so people couldn't skip 90% of it, it was obvious SE didn't want people skipping mobs. Instead of adding Gil, they should have made mobs drop Tomestones and adjusted the numbers rewarded/required accordingly, even add Tomestones to chests. That way if you're farming Tomestones it's much more likely you'll kill everything, much more likely dungeons could play out like old RPGs where you reach the boss and go "I need to turn back and check that left turn I didn't take", though I guess some people would hate that.

    Quote Originally Posted by Razzle View Post
    When dungeons have paths people just pick one and stick to it, so I see no point.
    By this logic, SE should just delete Amdapor Keep, Wanderer's Palace, Pharos Sirius, Copperbell Mines (Hard), Haukke Manor (Hard), The Lost City of Amdapor, and Halatali (Hard), because Brayflox's Longstop (Hard) is the best option which absolutely everyone does for Tomestones. Why have multiple dungeons to do when people will pick one and stick to it? Why bother adding 3 dungeons an update when everyone is just going to pick one?

    No. People like variety, SE was praised when they added new dungeons - or even just Mythology to Wanderer's Palace - to the game back when everyone hated running Amdapor Keep back to back. Now that 2/3s of the dungeon we get are just old ones moved around a bit, which naturally requires less effort from the developers, they should be putting that extra effort into make the dungeons themselves less linear by giving them more variety. Heck, just more interesting in general. Where are the traps and puzzles RPGs usually have in their dungeons? Take something like Amdapor Keep; if you fall off at Demon Wall, should that be an instant kill? I think it would have been more interesting if it put you in a basement type zone with a different boss. That is a terrible example, but it's still an example.
    (0)
    Last edited by Nalien; 06-09-2014 at 08:04 AM.

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