
Originally Posted by
Eustass_Kidd
Hmm this is barely a dungeon, its more of a BCNM. You can practically pass thru all the mobs and head for the coffers and bosses, that's just bad design IMO. Even if the bosses were hard(which they aren't), running thru a dungeon in less than a hour, would hardly feel like a achievement. Thankfully this have easy fixing, and should serve as lesson to dungeon designing. Its just a matter of look into other MMOs, cause like it not, there are things that you have to emulate in order to be successful. This are a couple of ideas, what IMO should be taken into account for future dungeons/instances. Or even a simple hot fix could the current ones. Please take you time to read all of them before passing judgement, since some are tied to others in order to workout.
- More Bosses - You CANNOT have only 2 bosses per instance and call it a dungeon, that's just madness. 3 IMO should be the minimum. And you should make a final boss per instance, but only reachable after killing the other lesser tier bosses.
- Oriented Goals - Entering with a goal set would really boost the replay value of a dungeon. Not just entering to beat everything that gets in your way or a timer running out. Goals could go from, clearing specific areas of the dungeon in order to progress, getting from point A to B in a specific amount of time, locating X key-item or mob in random or roaming spot around the dungeon, or a mixture of all of them, etc. You can take a quick of what IMO has been one of the best designed instances in-game at its time in Zul'Aman and their famous bear runs.
- Bigger Dungeons / Restriction of Areas / Expanding Time Limit - Answer this... What would be your impression if the first time you enter a dungeon(which took so much time to develop) with cool cut scenes just to pass by all mobs, picking up treasure chests and heading strait to easy bosses... COME ON!!, Dungeons like that could be implemented in a daily basis, just program a huge tunnel, lots of mobs in the way, some treasure chests (which you don't even need to stop in order to open) and at the end of the tunnel a random boss, which will magically disappear all other mobs behind you, so you can fight him... COME ON!!. Make dungeons bigger, while restricting the access further until cleared or another goal has been achieved, and while this would make the instance take longer, it would just be a matter of having time extensions after achieving such goals. Or having dungeons have bigger reset timers, depending on the size of it. All this things can be seen in FFXI Dinamis, i don't understand why it was by pass on FFXIV.
- Difficulty Setting - So not everyone can spend the time to be doing longer or bigger dungeons, nor the skill to do all the things i am suggesting, easy solution to that just incorporate difficulty setting option to the dungeon before entering that would change the objectives and difficulty of it...Normal/Heroic anyone? that simple, some of us want a challenge, and i think doing dungeons with different difficulty modes would expand the life span of them, giving the players more to chew, while allowing you guys to have more time to improve or introduce new content. Of course harder mobs would also mean better rewards or even extra bosses, i dunno, that would be up to you, but they would and SHOULD have a extra incentive to finish.
Well these are kinda like the basic stuff IMO that should be taken into account, while there are other stuff like Tokens for trade in rewards and not just waiting for drops could also do wonders for the replay of the dungeon, is not necessarily a must, but a plus. What do you think?