Page 3 of 5 FirstFirst 1 2 3 4 5 LastLast
Results 21 to 30 of 58

Hybrid View

  1. #1
    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 Andrea View Post
    So what you're saying is I could queue for it and get sastasha level of difficult and face roll it, or get savage level of difficulty and then quit and go back in again.
    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.
    (1)
    Last edited by Nektulos-Tuor; 01-19-2016 at 05:10 AM.

  2. #2
    Player
    Dalvy's Avatar
    Join Date
    Feb 2014
    Location
    Ul'dah
    Posts
    406
    Character
    Ysera Dei-ijla
    World
    Goblin
    Main Class
    Thaumaturge Lv 71
    I think the only way to make randomized dungeons worthwhile is if the loot is absolutely amazing and relevant
    (0)

  3. #3
    Player
    Morzy's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    813
    Character
    Morzone Vandalfo
    World
    Siren
    Main Class
    Pugilist Lv 90
    Warframe has radomized maps. My only problem was i got lost a lot. I wouldnt mind this, just not used all the time.
    (0)

  4. #4
    Player
    Saffron's Avatar
    Join Date
    Apr 2012
    Posts
    13
    Character
    Saffron Sunshine
    World
    Hyperion
    Main Class
    White Mage Lv 60
    I like the idea of random dungeons, it would add some excitement if it was done right. They could also add random NMs that have a chance of popping in the current dungeons that drop mats that could be crafted to gear/glamour (or minions/mounts, anything). It would break up the monotony, if only a little.
    (3)

  5. #5
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Saffron View Post
    I like the idea of random dungeons, it would add some excitement if it was done right. They could also add random NMs that have a chance of popping in the current dungeons that drop mats that could be crafted to gear/glamour (or minions/mounts, anything). It would break up the monotony, if only a little.
    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.

    Quote Originally Posted by Nektulos-Tuor View Post
    ITs random. It could be easier, it could be harder. Its a mystery.
    Thats pretty much why people would avoidit, look at the fallout from Diadem.
    (1)

  6. #6
    Player
    Kurogaea's Avatar
    Join Date
    Nov 2014
    Posts
    1,365
    Character
    Raifu Kurogaea
    World
    Gilgamesh
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Kosmos992k View Post
    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.
    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.
    (1)
    Last edited by Kurogaea; 01-18-2016 at 09:24 PM.

  7. #7
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Kurogaea View Post
    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.
    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?
    (1)

  8. #8
    Player
    Kurogaea's Avatar
    Join Date
    Nov 2014
    Posts
    1,365
    Character
    Raifu Kurogaea
    World
    Gilgamesh
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Kosmos992k View Post
    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.

    Quote Originally Posted by Andrea View Post
    So what you're saying is I could queue for it and get sastasha level of difficult and face roll it, or get savage level of difficulty and then quit and go back in again.
    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.
    (1)
    Last edited by Kurogaea; 01-19-2016 at 03:11 AM.

  9. #9
    Player
    xJimmehx's Avatar
    Join Date
    Jun 2015
    Location
    Ul'Dah - 1.0, Limsa - 2.0
    Posts
    534
    Character
    Leon Manderville
    World
    Cactuar
    Main Class
    Warrior Lv 90
    Liked. Why stop at dungeons though? Why not add random buffs/debuffs to the bosses and monsters and change loot too?
    (0)

  10. #10
    Player
    Kukajoo's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    639
    Character
    Quin Decim
    World
    Adamantoise
    Main Class
    Viper Lv 100
    i'd like this even if it were based on the dungeons we already have, a mishmash of tilesets based on the available dungeons and a random series of bosses randomly selected from those we have
    it would be really fun!
    (2)

Page 3 of 5 FirstFirst 1 2 3 4 5 LastLast