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  1. #41
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    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
    (4)

  2. #42
    Player
    Yeol's Avatar
    Join Date
    Jan 2016
    Posts
    1,294
    Character
    Dr Yeol
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    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.
    (1)

  3. #43
    Player
    RubyCirha's Avatar
    Join Date
    Aug 2015
    Location
    ul-dah
    Posts
    389
    Character
    Ruby Cirha
    World
    Coeurl
    Main Class
    Monk Lv 73
    I would love a system like this basicly a challenge mode for dungons but haveing more mechanics / options in said dungon would be fantastic
    (2)

  4. #44
    Player
    DarkSlayerGrimm's Avatar
    Join Date
    Mar 2016
    Posts
    209
    Character
    O- O-
    World
    Leviathan
    Main Class
    Dark Knight Lv 70
    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
    (0)
    PS3 Limitations are out, Server Limitations are the new Hotness

  5. #45
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Lambdafish View Post
    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.

    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.
    (2)

  6. #46
    Player
    Maero's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    4,781
    Character
    I'shtola Maqa
    World
    Leviathan
    Main Class
    Dancer Lv 90
    Quote Originally Posted by dragonseth07 View Post
    You say lazy, I say efficient.
    lol, fair enough
    (0)

  7. #47
    Player
    Riardon's Avatar
    Join Date
    Nov 2013
    Posts
    1,333
    Character
    Leowald Chestwood
    World
    Twintania
    Main Class
    Dark Knight Lv 80
    While I hate 1.0 and I want to stay deep under the dirt to rot through eternity I can agree I want to see more complex dungeons. A sense of exploration, danger and more complexity are most welcome.
    (2)

  8. #48
    Player
    Urthdigger's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,670
    Character
    Eyriwaen Zirhmusyn
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Riardon View Post
    While I hate 1.0 and I want to stay deep under the dirt to rot through eternity I can agree I want to see more complex dungeons. A sense of exploration, danger and more complexity are most welcome.
    Oh, 1.0 was mostly shit, no argument there. Still, it had some nice stuff here and there I'd like to see return.
    (0)

  9. #49
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Ultimatecalibur View Post
    Players will just skip as much as they can to complete the dungeon as fast as they can.
    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"
    (3)

  10. #50
    Player
    dragonseth07's Avatar
    Join Date
    Aug 2016
    Location
    Manhattan Beach
    Posts
    922
    Character
    Ratithgar Jovasch
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Lambdafish View Post
    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.
    (2)

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