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  1. #33
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Kosmos992k View Post
    In the examples I am thinking of, there were several paths that had do either be done sequentially or in parallel if your group was strong enough. Also, the placement of keys need not be the same every time, they simply need to be accessible within the dungeon regardless of the paths taken. The Underbelly of Greed was actually 3 complete levels and keys/switches for one level could be found on another, there was more than one way to get between floors and even switch paths. The point wasn't so much to make it random as it was to give players more choice on the paths that they take and the order in which they do things.

    I'm not sure that it has to be completely random, but it does need to change a little to create variety. Unlike the dungeons and encounters in FFXIV which are quite linear and highly scripted, the encounters in maps such as the one Kurogaea posted could be tackled in whatever order the players chose. That in itself would be an improvement over what we already have.

    One of the quests in the Underbelly started you in two teams at opposite ends of the dungeon, each team had to unlock things to reach the final chamber. If one team lacked the strength, the other could eventually cross paths and help out. Also, there were optional goals to allow a second boss fight if you cleared certain enemies before the final chamber was reached. optional or bonus elements that you can enable by working for a 'full' clear instead of a speed run, multiple paths with puzzles, switches and keys which also include some changeable elements. It doesn't have to be 100% RNG to be good.
    Well, it sounds like a really good idea. However, whats easier to create? A completely random dungeon or one with set passages and lore attached to it and different keys you have to find?

    Remember, this is only one dungeon. If you follow a completely randomized formula I only need to make one dungeon, then I can just put different building blocks and textures in it to appear in different areas and change mob placements. Just like Diablo III does with its rifts.

    Rather then make a dungeon, they made a system that "creates dungeons" for them so they don't have to.

    Now, i'm not saying your system or idea is bad, or wrong but really.. can you see this community doing a dungeon that is like that, searching for keys? They will always go for the path of least resistance, if the dungeon takes too long they will ignore it.
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    Last edited by Nektulos-Tuor; 01-22-2016 at 03:35 AM.