



We don't even need massively variety, random path sprawling dungeons to make them interesting. The dungeon design has gone downhill in general from actual imaginative ideas to A to B corridors disguised with pretty visuals. Remember haukke manor where you had to collect the keys? Remember wanderers palace which was a mini stealth mission to get past tonberries? Even if we had a dungeon like LotA where you could choose the order that you beat the bosses it would make for a far more interesting dungeon design without impacting formula
Players will just skip as much as they can to complete the dungeon as fast as they can.We don't even need massively variety, random path sprawling dungeons to make them interesting. The dungeon design has gone downhill in general from actual imaginative ideas to A to B corridors disguised with pretty visuals. Remember haukke manor where you had to collect the keys? Remember wanderers palace which was a mini stealth mission to get past tonberries? Even if we had a dungeon like LotA where you could choose the order that you beat the bosses it would make for a far more interesting dungeon design without impacting formula
Only need to collect 2 tiny keys to complete Haukke Manor. Heck return is used after the second boss to get to the final boss faster.
No need for the side chests in Brayflox so ignore the Goblins and Coeurl.
Qarn? Ignore the side rooms and the puzzle.
This happens with pretty every "interesting" dungeon from 2.0 and 2.1.




So? Not every run of a dungeon needs to be a brand new fulfilling experience that feels fresh every single time. Content gets old and people turn it into a routine, that is fine. This is not a reason why the devs should not design interesting dungeons that present new and fresh challenges from other dungeons, what we have now is the same A to B corridor (literally in the case of antitower) that is uninteresting and forgettable after just the first attempt.
I hate this argument because it degrades the entire game by saying "why try to make content good? people only want rewards"



Because it ended up being a waste of effort. All of that extra stuff built into Sastasha, Haukke, Brayflox, etc. essentially ended up being a waste of dev time, because everyone skips it constantly.So? Not every run of a dungeon needs to be a brand new fulfilling experience that feels fresh every single time. Content gets old and people turn it into a routine, that is fine. This is not a reason why the devs should not design interesting dungeons that present new and fresh challenges from other dungeons, what we have now is the same A to B corridor (literally in the case of antitower) that is uninteresting and forgettable after just the first attempt.
I hate this argument because it degrades the entire game by saying "why try to make content good? people only want rewards"




The real waste of effort is making bland cookie cutter corridors that players do not enjoy playing.
Also, what time frame are you using? any time after the initial 3-4 months that the content is out is when the content is outdated (thus speedrunnable). I remember wanderers palace being interesting and unique long after the initial 3 months. As for Haukke manor, it isn't the picking up of the keys that is interesting, rather the dungeons level design; the dungeon feels like a sprawling house, not a corridor, regardless of whether you speedrun it or not.
Last edited by Lambdafish; 05-12-2017 at 02:05 AM.
Wanderer's Palace had rewards on side paths (relic weapon component mats) and invulnerable mobs that could one shot almost everyone.The real waste of effort is making bland cookie cutter corridors that players do not enjoy playing.
Also, what time frame are you using? any time after the initial 3-4 months that the content is out is when the content is outdated (thus speedrunnable). I remember wanderers palace being interesting and unique long after the initial 3 months.
Save for the Tonberry Stalkers, Wanderer's Palace is close to one of the worst examples of what you are talking about.
Haukke Manor is a chain of corridors. The only reason it doesn't feels like that to some is due to the the short cuts that open up and the back tracking through the areas you already passed through to get to the next. Players actually complained about the back tracking until using /return to get back to the start became widespread knowledge.As for Haukke manor, it isn't the picking up of the keys that is interesting, rather the dungeons level design; the dungeon feels like a sprawling house, not a corridor, regardless of whether you speedrun it or not.
Well, we can run the same dungeons but hve the mobs hit harder with higher HP.
Like when you can do the same levequests but +1 up to +4.
EXP should increase too. For example we have a dungeon every few levels but we can increase the difficulty to match our current level.
This can only be done with a fixed party though.

I would love a system like this basicly a challenge mode for dungons but haveing more mechanics / options in said dungon would be fantastic
Whoa man you want them to step away from easy reskinnable hallway(trashmob)->small room(boss)->longer hallway(trashmob)->small room(boss) formula and try something new? you crazy
Anyway this idea came from a F2P MMO and maybe try adding bonuses, usually these bonuses were special bosses that were hidden or didnt show up in the quest log but during dungeons if you killed X number of mobs or collected X number of objects along the way or even just flipping a switch you would be given the option to fight a incredibly tough boss usually located somewhere off the path of the dungeon and it would drop rarer loot then what the dungeon gives, I always remember hearing the phrase during every dungeon run "Are we gonna do the Bonus?" it was always a mixed answer because of the difficulty the bonus bosses proved.
implementing this wouldnt drastically change the format nor would it impact players "Wanna do the Bonus" "No" "k"(exit). I dont think we can take the cookie cutter from this Sub-Based MMO and get them to try innovate
PS3 Limitations are out, Server Limitations are the new Hotness
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