Diadem isn't random, what mode were you playing? It's the same each time. Party looks for aetherites, fly to populated island, grind loot for an hour and done. Only things random is the loot drops, party spawn points (theres 4 I think) and bosses pop with warnings.Random NMs in existing dungeons has to be handled carefully, especially if you are including leveling dungeons. You are essentially suggesting adding random enenies as powerful as a boss and that could break levelling dungeons.
Thats pretty much why people would avoidit, look at the fallout from Diadem.
Last edited by Kurogaea; 01-18-2016 at 09:24 PM.
I know it's not randomly generated locations, but are you telling me that mobs appear in the exact same sequence, place, strength and number withe same reward every time?
I already said "Only things random is the loot drops" and we already know what to expect. It may not be the same exact monster, but its the same premise. Not that it matters, if it was the same monster with similar stats You'd do the same thing anyway. Kill it, hope for a gold chest pop and star rank (HP sponges if you will).
It's the same as in tedious and never changes. Beat up mobs, get a warning for rank 5. Beat it up, hope for a star rank, doesn't happen, do it again, star rank appears, beat it up and hope for a gold chest, it drops, someone gets the 210 item, repeat. Its a grind with a twist on monster spawns. It's not always about loot, its the way you obtain it. Diadem made it the simplest way possible. Kill monster (good deeps), guaranteed loot drop (may not be what you want), and people abused the system which was poorly designed to start with.
The idea of randomly generated dungeons usually have a continue point in which you can keep going as long as you please. Not sure if this was the OP was thinking of but in most games with them the further you go the harder the content. Optionally, exit gates leading to the exit, one leading to an easier stage, and another giving you more of a challenge, most likely with higher rewards. In Cladun X2 it was weird since the easy gate (Heavens gate) gave rewards bonuses and loot drop increase, and the harder gate (Hell Gate) increased difficulty and lowered loot drops but had a chance of really boosting your rare loot drop rate (Those hell gates were no joke lol)
Though if it was a one time dungeon, there would have to be a difficulty slider which would save some player issues. Not sure why people would complain about more challenging content when we have Raids like Alexander and Thordan. I hear no complaints from that.
Last edited by Kurogaea; 01-19-2016 at 03:11 AM.
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