Results 1 to 6 of 6

Hybrid View

  1. #1
    Player

    Join Date
    Dec 2014
    Posts
    1,682

    Improvements to Deep Dungeons?

    Hey all,

    I'm bored at work and thought I'd post up some monkey braining I've done waiting for the day to end.

    I like Deep Dungeons; they're a great idea. I like "Is it Wrong to Pick Up Girls in a Dungeon?", it's a fun show.

    I want to put the two together: make Deep Dungeons "bottomless" have all the floors be procedurally generated using current zone assets, have a dungeon-difficulty boss each floor, and a Trial-difficulty boss every 10 floors. Make it possible for 4 and 8 player parties to participate in, with difficulty being scaled for party size, 4 player Trial or 8 player Trial difficulty, for example.

    What would this look like for practical in-game purposes? Each floor would be a full dungeon sized space that would have an aesthetic and monster population based on zones from around the game, such as the South Shroud or Coerthas Western Highlands. Because it would be procedurally generated, it need not be the normal linear design of current stand-alone dungeons. It would be something to actually explore and progress in with your friends.

    Progress would be saved at each level, rather than multiples like DD are now. They would be endless so the deeper you go, the harder the monsters get, up to and including Savage difficulty.

    I appreciate the concept of DDs (giggity!) and think this would be a fun way to give people seeking increasingly challenging content between patches something to work toward, and give the rest of us another fun thing to derp around in.

    What're your thoughts?
    (3)
    Last edited by Illmaeran; 03-08-2022 at 03:37 AM.

  2. #2
    Player
    NishaSetsuya's Avatar
    Join Date
    Aug 2021
    Posts
    68
    Character
    Nisha Dovah'glaedr
    World
    Cerberus
    Main Class
    Gunbreaker Lv 91
    If they make this kind of content, they will need to remove a lot of ressource from other content, just to make the trial difficulty fight and even more for a full dungeon sized space
    (0)

  3. #3
    Player
    Skiros's Avatar
    Join Date
    Jul 2021
    Posts
    617
    Character
    Drake Drakon
    World
    Jenova
    Main Class
    Red Mage Lv 90
    Merge Lost Action system into deep dungeon and make the deep dungeon be more than 12- squares in a 4x4 grid. Too much effort for this dev team though!
    (0)

  4. #4
    Player
    Berteaux_Braumegain's Avatar
    Join Date
    Sep 2017
    Location
    Ul'dah
    Posts
    1,151
    Character
    Berteaux Braumegain
    World
    Balmung
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Skiros View Post
    Merge Lost Action system into deep dungeon and make the deep dungeon be more than 12- squares in a 4x4 grid. Too much effort for this dev team though!
    Lost Actions in Deep Dungeons could be pretty neat.
    (0)

  5. #5
    Player
    TheMightyMollusk's Avatar
    Join Date
    May 2018
    Posts
    7,416
    Character
    Iyami Galvayra
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Short of just outright recycling existing boss fights, this would be a massive resource drain. And if they did that, people would complain about how SE is so lazy reusing assets instead of making new stuff.
    (3)

  6. #6
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,512
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    Simply put.

    Deep dungeon should be a system with limitless floors, with each subsequent set of floors just borrowing from harder encounters, so as mechanics and encounters seen in extreme or savage, they can recycle the models and just slightly readjust some mechanics to work with a light party, or solo counterpart.

    Additionally, they should borrow systems from Bozja and Eureka such as the Lost Actions/Essences and then it can be designed somewhat through this. Which not only would create a nice environment for optimising, but equally something players can challenge themselves outside of an atrocious RNG factor.

    Further, and finally, I would probably turn it a little more into a dungeoneering factor. Something that integrates both crafters and gatherers. Not necessarily high level but something that a Level 1 player can do.

    I don't want them to release a deep dungeon just coz players and demand said so. It'd be nice if they could innovate on it, which they have plenty of room to do so.
    (1)