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  1. #11
    Player
    BreathlessTao's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,357
    Character
    Shuu Naranol
    World
    Omega
    Main Class
    Summoner Lv 100
    How about instead of optional, which would eventually be degraded to a "skip always" category, there were alternate routes in dungeons? Rewards distributed in a way that would ensure a balance, so one wouldn't be preferred over the other all the time, and then we would have some level of diversity, instead of fighting the same mobs in the same spots the same ways every single time we do a dungeon. (Given the way the base mechanics are the same in pretty much all of them though, ultimately even that wouldn't be much of a difference, but still...a difference in visuals at least?)
    I mean look at the roulette. Bonus everything, yet some are still the "not worth it" category, so people don't do them.
    (2)

  2. #12
    Player
    Calypsx's Avatar
    Join Date
    Sep 2013
    Posts
    424
    Character
    Caly Umbra
    World
    Faerie
    Main Class
    Dancer Lv 90
    Or perhaps rare bosses that have a chance of appearing randomly? Maybe have them appear depending on the party and their performance? (use the ingame pvp parser to track things like overall damage etc...) and make the system go through a check to see if the team qualifies before spawning them? Though I guess it would be hard to program or implement another boss that can spawn, but it would spice up the basic dungeon run a little.

    Could add some fun little rewards and achievements to those who are able to get the optional bosses to spawn and win.
    (2)
    Last edited by Calypsx; 10-26-2015 at 05:01 PM.

  3. #13
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,473
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    Quote Originally Posted by Khalithar View Post
    Now a good way to do it would be to add a strong incentive, something that comes to mind would be one of the dungeons from WoW where you had to reach a point in the dungeon and kill an optional boss in a certain time limit. If you did, it gave you a guaranteed drop mount. Something like that which is guaranteed that is on the way to the final boss is a good way to get people to do them.
    Back in 1.0, if you completed dungeons within a specific amount of time, you'd get an extra chest at the end, usually with better gear options from it.
    It also had optional objectives, bosses, and routes you could take to further increase your chest count up to 5 total by the end.

    We really need stuff like this back. Something that gives dungeons an optional path you may want to take an experienced party through, while keeping a quicker easier path for those wanting a quickie for the roulette.
    (2)

    http://king.canadane.com

  4. #14
    Player

    Join Date
    Mar 2014
    Location
    Ul'dah
    Posts
    266
    Quote Originally Posted by Mere View Post
    I'm a bit disappointed that the wall puzzle is always the same: Flame | Fruit.
    And yet people still fail it
    (2)
    ~*~

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