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  1. #1
    Player
    Hioki's Avatar
    Join Date
    Jun 2011
    Location
    Ul'dah
    Posts
    82
    Character
    Hioki Mitone
    World
    Leviathan
    Main Class
    Gladiator Lv 70

    [Design Request] Adventurering the Dungeons

    This can best summed up with "You're dungeons are boring and too linear."

    I was ok with your dungeon design in the early 20-30's, to be fair, it was exactly what I expected. Now though, you've repeated your dungeon design way to much. Yoshi-P, Honestly, I'm requesting that you have a sit down with your dungeon development team and have them try to create a more interesting dungeon experience. Many of the dungeons have been lined dashes to the end with fodder monsters in your way. There is no adventure in route from A to B. More so, you have all the systems already in place to make this happen.

    Here are a few ideas to improve the dungeon experience

    The scaling dungeon. Dungeons that become increasingly harder that extend beyond the item level entrance. These dungeons are based off performance or criteria met by the team as a whole.
    - Time taken to reach a particular objective. "The path has been cut off due to flooding, find another route around,"(Different boss set, difficulty increased to avg ilvl 210.) "The enemy's bomb has destroyed the cave path, find another route around." (Different boss set, difficulty decreased to avg ilvl 170.)
    - Paths that require a certain threshold of stats. "You need a cumulative total of 2000 strength to move this boulder/tree out of your path," You require a cumulative total of 1500 intelligence to solve this riddle." (Facing different bosses, physical vs magical, harder bosses)

    The environmental dungeon. Dungeons directly affected by the current weather in the area that will reroute adventurers onto different paths. Weather is shared throughout all servers so this really isn't a far-fetched concept.
    -Snow-storms/Blizzards: "Some paths have been cut off due to excessive snow and avalanches. You'll need to find other routes around." "Creatures bury themselves in the snow, take caution to not be taken by surprise"(hidden enemies, randomly placed ambushes, traps)
    -Lightning/Thunderstorms: Random chances that lightning may strike trees or time based path cut offs. Dodging thunder strikes that may occur on the field. Locations become electrified after thunder strikes.
    -Wind/Gales: Neverreap, In particular would be a dungeon that might greatly benefit from route changes based on what the wind is.

    Night/Day Dungeons. Dungeons based off of what time you enter them. Easily implemented since all Eorzea time in on a universal level.
    - Changes in patrol patterns.
    - Changes in beasties
    - Sleeping enemies

    Bonus objective dungeons: Making dungeons easier or harder based on what objectives you are able to achieve.
    -"Cutting off power sources weakened _______."(decreased damage, lower hp),
    -"Your incessant meddling has infuriated the boss increasing his strength." (Increased damage, damage taken decreased).

    Job shortcut bonuses: The addition of job based interactions.
    -"If you only knew someone who could jump the chasm and flip the switch,"
    -"If only you knew someone who could shoot down the ladder,"
    -"I'm sure we could get these torches in the right order if we knew someone with fire spells,"
    -"This spot echoes throughout the cave, if only you knew someone who could lullaby the enemies to sleep."

    Trap based dungeons: The introduction of traps/riddles that adventurers may have to work through.
    -"The floor has strange runes. Maybe you should only step on the glowing ones,"
    -"The platforms move in a pattern, a well timed jump would get you across"

    All of these would culminate into better rewards based on the challenge the adventurers choose. It would also break up some stagnation and allow you to create harder dungeons that could cover a variety of ilvls. Throw in a few dungeon achievements for facing off against particular bosses and you generally increase the overall replay value. These would get stagnate eventually but not on the level of, "great another neverreap..." tier. I'm just asking for more interaction in your dungeons as currently, you're dungeons are boring and too linear.
    (4)
    Last edited by Hioki; 10-18-2015 at 08:24 AM.