Problem: The differing types players (casual vs hardcore; those with time vs those without much time; skilled vs unskilled; etc) makes finding dungeon groups next to impossible unless you’re in a guild.
And requiring coordination to get through a dungeon for good rewards is not a problem in and of itself.
However, it can pose a problem for the casual who just doesn’t get builds; the busy player who just doesn’t have the hour to find a group, discuss strategy, and do the dungeon; or the player just starting out in dungeons and don’t know where to begin.
The experienced hard core players with plenty of time want to get in and get out and move on to the next dungeon. However, if they have to PUG for any reason, they don’t want to be stuck with the inexperienced casual player who only has 30 minutes to play before he must log off no questions asked.
However, the inexperienced casual player with limited time can’t run with others like him because they’d take too long to get through it, if they even get past the first boss in the dungeon. Which turns them off from doing dungeons.
Possible Solution:
Dungeons designed to be done with 2-3 people in no more than 30 minutes. However, you could do it in parties of up to 5 with content scaling like it would for a Personal Story quest.
There would be at least one “Dungeon for Casual” path for every Dungeon, if not for each Dungeon path in order to allow players to get a feel for ok, what type of foes will we face in this dungeon?
Also, they’d count like half a normal dungeon or whatever is deemed proportional for the monthlies. So 10 Casual Dungeon runs would equal 5 normal Dungeon runs and get you the monthly this month.
Positives from Casual Dungeons
- Those with limited time but want to do dungeons won’t miss out or cause wipes since they try to get the dungeon started and finished as quickly as possible, accidentally making the run take longer in the process.
- Those with limited experience can get their feet wet without slowing those who have experience down too much.
- Shortened time to have to wait to get a group since it’s doable with 2-3 people.
- Will count towards Monthly, though it will take more runs to achieve.
- The casual player who doesn’t want to spend ages figuring out a build will be better served here as these dungeons overall difficulty will be lower than the full dungeon for timing reasons.
- Would hopefully make PUG’ing for full scale dungeons more feasible as you’re more likely to get those who know what they’re doing and have the time to spend on the dungeon.
- Experienced hard core players who much prefer other aspects of the game, could easily knock out the Monthly without spending a huge time devoted to it. Even if the overall time would be longer, humans tend to tolerate things broken into smaller chunks better.
Negatives to Casual Dungeons
- Players with low confidence in their own abilities might use the Casual Dungeon as a crutch and not try the full scale dungeon, even if skill wise and build wise they’d be great.
- Unless reward to effort ratio was perceived to be same as the full dungeon reward to effort ratio, player base response from the experienced hardcore players could be very harsh. Especially if the Casual Dungeon had the better ratio.