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  1. #1
    Player
    StrejdaTom's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,678
    Character
    T'aretha Tyaka
    World
    Ragnarok
    Main Class
    Bard Lv 70

    Could some new dungeons have bonus objectives?

    Hello,
    I just wanted to write this small suggestion that wouldn't solve the linearity of dungeons completely but it might ease it up a bit.

    Could some of new dungeons have hidden (wouldn't show up on the duty list window) or unhidden (would show up there) bonus objectives?

    There are many possible varieties of these objectives, just for example I was thinking about:
    - Collecting objectives - Across the dungeon there would be a few hidden items (in a few random places) you might pick up. They would be in some corners, behind chests and pillars etc. so they wouldn't be visible when just running from boss to boss. You would be able to complete them after the dungeon is finished, so you wouldn't slow your party down during finishing the primary objectives (killing bosses).
    - Puzzle objectives - Again, many different possibilities here, but for example there might be a few pictures hanging on walls across the dungeon (again their order might be randomly switched) giving you a clue to solving a puzzle at the end of the dungeon that would require you to push 4 pressure plates in the right order (the pictures and pressure plates might be different for every person in the dungeon, so no one would be able to ruin it for you, not sure if it's actually doable in this engine).
    -Bonus Bosses - After finishing a dungeon, small passage leading to a small room would open. In that room there would be a random boss (might have a skin of normal monster, no need to use extra resources for it). The boss would work like a fate, its stats would scale according to the number of people killing it. It would use a few mechanics (again devs might reuse stuff that is already in game). Difficulty might be a bit higher as this objective wouldn't be necessary to complete the dungeon, if you failed, you would just leave the dungeon.

    Rewards (again, there are some possibilities, I leave this thread open to constructive suggestions):
    - Bonus EXP
    - Bonus loot chest
    - Random minion drop (don't have to be new minion, just random minion from any dungeon)/ random triple triad card drop

    Wouldn't this slow people down during dungeon runs? Wouldn't other players ruin this for me?
    To address this I suggested putting these objectives in the end of the dungeon. The dungeon would be finished and everyone would be able to leave without caring about these objectives.

    I suggested recycling and reusing old boss/mob skins and mechanics because in that case this suggestion is more likely to happen. It could still bring atleast a bit of fresh air into dungeon experience and might make them more enjoyable.

    I am open to any upgrades of my suggestion or any better ideas for bonus objectives.
    (10)

  2. #2
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    The optional boss thing isn't a bad idea, but I believe that the issue is what will always happen with optional bosses. I.E. people will start skipping them as the bonus comes from completing the dungeon once a day. 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.
    (1)

  3. #3
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    As for why these optional bosses show up, I have an idea.

    After a point in the story, various horrid beasts and fell creatures wound up twixt between the Lifesteam and the Void, placing them in different time frames, be it past, present or future, as the only people (canonically: person) that could potentially time travel, you are tasked with defeating these mobs to preserve the timeline. Instead of just being unable to change events of the past, the WoL must prevent other time travelers form doing the same.

    As such these monsters are given either "Chono" or "Time Displaced" additions to their names. The quest where this happens can even be a Chrono Cross/Trigger refernce
    (0)
    Last edited by Morningstar1337; 10-25-2015 at 01:42 PM.

  4. #4
    Player
    Zeonx's Avatar
    Join Date
    Mar 2014
    Posts
    957
    Character
    Zeon Darksol
    World
    Cactuar
    Main Class
    Lancer Lv 100
    Bonus Appears = Sephiroth: I finally found you.

    Conditions Win : Bonus (fill in blank)

    Failure: Players kicked from dungeon ( must duty back up)
    (0)

  5. #5
    Player
    Chiramu's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,036
    Character
    Cirra Maru
    World
    Famfrit
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Zeonx View Post
    Bonus Appears = Sephiroth: I finally found you.

    Conditions Win : Bonus (fill in blank)

    Failure: Players kicked from dungeon ( must duty back up)
    That's more of a Typhon move .

    Optional bosses though would have to fit in with the design of the dungeons. I would like dungeons to be designed in a way to want to help other players, there were optional extras in the low level dungeons that people skipped all the time. I fear optional bosses will go the same way when the selfish masses get everything they need from them.
    (1)

  6. #6
    Player
    Eul's Avatar
    Join Date
    Oct 2014
    Location
    Dodo's Nest
    Posts
    3,169
    Character
    Knot Destroyer
    World
    Asura
    Main Class
    Scholar Lv 90
    For puzzle, there should be more kind of puzzle like on Temple of Qarn.
    (1)

  7. #7
    Player
    Mere's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    97
    Character
    Leisa Ley
    World
    Zalera
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Eul View Post
    For puzzle, there should be more kind of puzzle like on Temple of Qarn.
    I'm a bit disappointed that the wall puzzle is always the same: Flame | Fruit.

    About the optional boss: time limit can just be the 5 mins we are given to leave the instance once the dungeon is done... well 4 mins to engage and beat it and 1 min to cast loot.

    And how about access to optional boss be granted after completing a challenge while running thru the dungeon, such as: Open all treasure chests, or kill all X enemies, or use limit break 3 times... etc. Things that tend happen naturally anyway... except for when ppl are really not interested (so many times I have run dungeons where no one ever uses the limit break... me being mainly a tank or healer don't have enough reasons to use it).
    (1)

  8. #8
    Player
    StrejdaTom's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,678
    Character
    T'aretha Tyaka
    World
    Ragnarok
    Main Class
    Bard Lv 70
    Quote Originally Posted by Mere View Post
    I'm a bit disappointed that the wall puzzle is always the same: Flame | Fruit.

    About the optional boss: time limit can just be the 5 mins we are given to leave the instance once the dungeon is done... well 4 mins to engage and beat it and 1 min to cast loot.

    And how about access to optional boss be granted after completing a challenge while running thru the dungeon, such as: Open all treasure chests, or kill all X enemies, or use limit break 3 times... etc. Things that tend happen naturally anyway... except for when ppl are really not interested (so many times I have run dungeons where no one ever uses the limit break... me being mainly a tank or healer don't have enough reasons to use it).
    Yeah 4 - 5 minutes are fine in my opinion, especially if the bosses would scale with the number of players killing them (as fates).
    (1)

  9. #9
    Player
    Saccharin's Avatar
    Join Date
    Aug 2013
    Posts
    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    Quote Originally Posted by StrejdaTom View Post
    Hello,
    I just wanted to write this small suggestion that wouldn't solve the linearity of dungeons completely but it might ease it up a bit.

    Could some of new dungeons have hidden (wouldn't show up on the duty list window) or unhidden (would show up there) bonus objectives?
    There's nothing to solve dungeons are liner on purpose.

    How many times have we ran Neverreap and Fractal. Too many to count. It has become a chore. I just want to get it done as quickly as possible and I suspect so do many people.

    If there's optional content then most people will skip it, even if there's someone new in the group. If they add an optional boss then most will skip it, some might not even bother killing it first time.

    Bonus, optional content might sound good on paper but experience tells us that it's wasted development time.
    (0)

  10. #10
    Player
    Mere's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    97
    Character
    Leisa Ley
    World
    Zalera
    Main Class
    Conjurer Lv 80
    Nah, I would totally preform a party with my FC/friends with the specific purpose of beating the optional content. It would become something to be expected: doing dungeons with friends means doing the optional content too... which you probably won't do frequently cuz duty finder ppl usually don't bother about it. The reward could simply be a second chance to get the dungeon's rare drop: a minion or perhaps a weapon, or if you are unlucky, more crafting materials. But still, it would be something that you do for fun and because you can.
    (2)

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