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.
No, you misunderstand.
Here is how it could work:
The dungeons are build randomly, but there are "set" spawns within builds, but there are hundreds of builds and the monsters wander around. There are no "Bosses", but "Rare Monsters."
You go into a dungeon and must clear at least 5 floors to go back to the entrance. Each monster (meaning ANY monster, this means any monster you kill: can reward high level loot. There are also no "bosses" but "rare monsters" which are golden and have a 100% chance to reward better loot.
You can keep the loot in your inventory, however your party must "live" to the end to keep your loot. If your party all dies then it restarts and all loot and experience you claimed in the dungeon will vanish. This means you have to make choices to keep going.
There are random events in dungeons: Most of the time each floor is normal, but several things can happen:
- Treasure Floor: Instead of monsters the rooms are filled with treasure and mimics.
- Death Approaches: You must find the exit or the next floor before the monster kills your party, it chases you all through the zone.
- Blind Floor: You cannot see too far in-front of you and minimap is gone. Must rely on party and maybe even split up.
- Double Loot Floor: 200% more chance to get loot!
- Double Experience Floor: 200% experience gain on this floor.
There is no "trash" in the dungeons, meaning every monster you kill is valuable. You can even stay on a floor for a long time. However, if you stay on a floor too long death approaches, and much quicker then on a trapped floor.
So, yes. It can be hard, it can be easy. However its not Savage. Its an entirely different experience. Treat "ALL" monsters in the dungeon as bosses in terms of difficulty.
Every 5 floors you go, you can choose to take on the next five floors. Each five floors increases loot rate drop, events, and generally weird things happening. However, REMEMEMBER, you ONLY get loot when you exit the dungeon. Meaning if your party wipes on floor 39 and you didn't make it to floor 40? Tough luck, you should of left at 35.
Its a Risk Vs RNG Vs Reward.
Some times the stairs or exit can even be by the entrance or on the other side of the zone. However since there is 5 floors there will always be randomness.
This type of scaled content though, is extremely addicting and fun and NEVER a waste of time to develop because even if we go level 60 to 1000 it will always be valuable content, since its RANDOM.
I would also like to say that in the dungeons it would be unlike most other content in the game. Monsters hit "harder", a "LOT harder" however have a LOT less health. Which means you have to be weary about what you pull, pulling more then one wave can be death to your party. This also means you can avoid or walk around monsters.
Stealth: You can avoid monsters and encounters by stealthfully moving past their sight range. They only see infront of them and wander. So if you for example need to exit. You can sneak past the monsters and leave!
The best thing about all this, is there is no "trash" every monster you kill is inherently valuable.
Death=These guys
This guy slowly follows your party, each member he hits he instantly kills you. So whenever he spawns you must run to the next floor or exit. He also randomly runs faster as well.
Last edited by Nektulos-Tuor; 01-19-2016 at 05:10 AM.
I think the only way to make randomized dungeons worthwhile is if the loot is absolutely amazing and relevant
People keep saying rewards...balance... People will leave if its harder than faceroll.. Why does a game need rewards in the first place? This isnt a job with a pay check. Its a game. You do it because its "fun." People will always ruin things if you let them do what ever they want. Its no good reason to "not" make content. We should honestly just focus on the fun. Thats what this game needs the most right now imo. Its too much like a job with crappy salary and b#tchy co-workers. lol
I've been hoping for randomized dungeons for a long time now, but not really getting my hopes up that much because of the evolution of dungeons currently. People have complained about 1.0 dungeons apparently? They looked like they had more stuff to do than ARR dungeons though so that might be the case. People also have bad experiences with their party of Duty Finder because of different goals. Some want a full clear while another wants to skip things to clear faster, or even speed-run. I believe that's why Heavensward dungeons are so linear and have gates that require you to kill trash mobs in order to progress.
Randomized Dungeons is something great this game can have, but it's better off not being available for Duty Finder.
Adding on to what i said earlier..
Lord of Verminion and Chocobo Racing, both are great games. Nobody does them though. Why? Because they do not offer rewards that have the highest item level in game currently. And so those who do want to play LoV cant find opponents. This community is too focused on iLvl to take the time to play mini-games. Its the same way with dungeons. Pre-50 dungeons are only for glamour. It makes it hard for newbies to even find a party. That is why we get first time clear bonuses. Stop what your doing and go have yourself some genuine fun.
Having a system in place that allowed players to queue to explore and fight different ever increasing difficultly bosses would be great. Looking at something like Diablo III's rift system, could be pretty cool, and the longer you last, the better loot you get.
I'd just love it to be something along the lines of 4/8 man content.
Random could be fun, always changing, but there might be a group of people who would avoid it because it's not the most effective. Anyway, I'm always down for more content.
Imagine running a dungeon to find a version of Titan, I think if they did something like that, they could update the content to the current level cap, and give them a reason to update older content and bosses. I just wouldn't know what the lore behind it would be.![]()
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