Quote Originally Posted by Aldora View Post
What i would like to see, is that we need to do more then just kill a specific amount monsters in order to unlock the next floor. Add some extra variations of it, like:

[...]

These are just examples for stuff they can add to the randomization of each floor. Inspiration for these added floor mechanics, came from other content like the "Nyzul Isle Investigation" from FFXI and the Castrum from the Bozjan Front.
This.

As someone who's a reasonably serious deep dungeon runner (i.e., I've been in groups that take a stab at reaching the end floors, and have attempted solo runs), what I really wish is that we had more in the way of puzzles and such. I know it's not super easy to do that because eventually people (like me) will have seen all the possible puzzles and will already know solutions to them, yes. But things like having to find floor switches and hit them in a specific order, or to find a way to drain a flooded room containing the key, or whatnot... that'd be great.

And it's not like they can't do that even in XIV; the 1.0 version of the Thousand Maws of Toto-Rak was that way. There were three potential bosses you could fight, and you could make it to any one of them easily, but there were a limited number of photocells and a lot of different closed-off doorways. And if you wanted to try to hit up all three bosses for Extra Loot Goodness, you had to get and use those photocells in a very specific order, or you'd find yourself with no way to get to another photocell to get to the doorway you needed to open.

Failing to do the pattern right didn't stop you from getting to defeat a boss, but it would keep you from defeating all of them.

(Of course, if I remember right, Toto-Rak of that era also had a much more severe timer. So you needed to not only do the photocells in the right order to get all three bosses, but you had to burn through the various parts of the dungeon fast.)

I'd love to see more like that. Where failing to do the complicated thing doesn't fail the duty, but succeeding at doing the challenging/complicated thing brings Extra Riches or whatnot. It's why I like the prisoner mechanic in Castrum Lacus Litore; it's a return to that sort of encounter design.