If you were told to design a new dungeon for the game, how would you make it? What would the experience be like? Theme, Difficulty, some of its mechanics, etc.
If you were told to design a new dungeon for the game, how would you make it? What would the experience be like? Theme, Difficulty, some of its mechanics, etc.
I would add a debuff effect where if someone didn't use a damaging attack at least once a minute, they'd die.
Elevator dungeon: think T7 before the boss as the entire dungeon.
A cross over dungeon from another game (another MMO or another FF game).
Maybe from FFXI - Crawler's Nest / Boyahda Tree
Or from WoW - Blackrock Depths
Or from FF9 - Quina's Marsh (oh, with the song too)
I wouldn't make a dungeon. I'd make a boss fight. Dungeons no matter how they are made will always suffer issues and problems due to the repeatable nature of them and players always looking for the fastest easiest way possible to finish it. You will NEVER get rid of those two issues on dungeons. People are too impatient and lazy for devs to actually get rid of that, so instead I'd make a series of boss fights. Yes you'd have the same issues with those too but with boss fights you can scale how easy or hard they are easier then trying to come up with mechs in a dungeon people will just out gear and cheese in the long run.
Last edited by Gameovers; 09-18-2020 at 11:00 PM.
I'd make a dungeon that's a throwback to FF1 . Make people go through the damn Marsh Cave with 99 heal potions.
"We want bunny suits for guys!" -- OK! ✅
"We want Ishgard housing!" -- OK! ✅
"We want Viera!" -- OK! ✅
"We want Cloud's motorcycle!" -- OK! ✅
"We want Blue Mage!"-- OK! ✅
"We want the ability to earn past Feast rewards!" - HAHA no that's sacred.
For theme I'd probably go with something old school, like a cave or dungeon/castle. Difficulty would be average to high (or at least higher than the current). Not stupidly punishing or hard but something with actual threat and teeth like Aurum Vale or even Stone Vigil with patrolling mobs and mobs you can't just easily see coming (a la the Ice Sprites). You should be rewarded for knowledge of the dungeon and be encouraged to not make any silly mistakes.
As for mechanics, I'd like to incorporate some sort of light puzzling or switch usage a la Qarn or even Hala Tali. Nothing taxing or even necessarily on the main path but just something to give the place a bit more life than the usual hall/boss/hall/boss.
I'd go with a fairly straight forward main line path but optional areas with reasons to explore a little that actually mattered to some degree (extra unique gear rewards, minions, maybe even a small chance at a mount, etc.).
I'm toying with the idea of the slowing puddles of Toto Rak as I actually like what they were trying to do there but without doing it in the most annoying way possible. Some sort of environmental danger would be a requirement, though.
I think Eureka was in a way them trying to recapture the open world dungeon aspect of XI with some success, and for that I liked it. The associated grind pretty much meaningless grind associated with it is what bugged me about it. The hunt for loot and such is great, but you going in and getting levels that are legit meaningless outside of that content sucked a lot of the possible joy out of it for me. And it's not a short time investment even now, it's shorter than it was but it's still time consuming and beggers questions like da-heck was this thought process behind this? It isn't to say I don't enjoy Eureka but.. it's got issues.
That being said, I'd like more open world types of areas where you can go with your friends and fight things scaled to a perhaps a light party's difficulty.. similar to heading out to crawler's nest with your homies. There'd be legit xp camps, people could still queue up for duty finder stuff and do their dailies etc, but if you just wanted to chill with fc members and get your grind on in a level equivalent area like an over world dungeon and grind for several hours, you can do that. Without the stigma of your grind being meaningless. I'm guessing that is kinda sorta what the new "relic" quest area will be, but make something like that accessible for people who aren't chasing relics. FATES get hecking boring fast, and are kind of brain dead level, and queue'ing up as a dps in duty finder isn't exactly fun. And for people that have ran roulettes constantly and want a change, it might be just the kind of thing they're looking for to level some other class/job.
I would make a dungeon with split paths that are equal in length and difficulty but have treasure coffers with different (but equal) rewards depending on what path you choose.
Once a path is chosen the way is blocked for the other. Also the paths meet back up every so often so you get to pick a new one.
The last boss would be two bosses like gimlet dark but you get to pick which to fight.
Sort of choose your own adventure style dungeon hehe.
Lots of traps. Different routes. Puzzles. Non scripted bosses.
You know, rpg game things
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