Good evening, ladies and gentlemen. I come to you today with some thoughts on Dungeon Improvement. When Anet rolled out the Fractal design, they said they were experimenting with tweaked dungeon design. Some of it was a big hit, some of it was a bit of a miss, so I’d like to discuss some potential improvements both sides of the coin could make by learning from each other, as well as other sources. We being with all things dungeon delving, and the simple axiom…
Everything one needs to know about improving dungeons can be learned from Legends of the Hidden Temple.
1) Entangled Paths. Within each explorative run, present the players with a series of randomly generated encounters. At three distinct stages, they will be given a choice between two activities. These can range from mini bosses to horde rushes, tricky trap segments to jumping puzzles. The initial choice allows them to approach the dungeon as they desire, encountering new things or avoiding hated situations as they choose. It will also keep each explorative run unique and interesting, allowing players to choose more difficult and more rewarding segments or walk the path of least resistance as desired.
2) Obtain the Pendants of Life. Corpse running is bad for the game, obviously, but a total loss for a split second error may not be fair either. The simple compromise is a system of “lives”. Each dungeon run begins with a single Pendant (or appropriately named token) which allows the party to resurrect at a waypoint if they are all slain, with no ability to return to a waypoint while the rest of the party is alive. Each party revival consumes the token, but players can earn more in certain parts of the explorable by completing bonus objectives, taking more difficult paths, or completing certain checkpoints.
3) Cash Value for Prizes. Everyone loves loot, but sometimes people want different shiny objects. To make dungeons highly appealing, provide a better selection of potential rewards for dungeon tokens. Allow them to be converted into lodestones and shards, raw ectoplasm, as well as one or two appropriate rare crafting materials per dungeon. If dungeon running is infinitely more fun than farming, allow it to achieve similar goals for those interested in crafting rare items or legendary weapons.
4) Keep Track of Leaders. Introduce a Challenge Mode to the dungeons which rotates a series of bonus objectives on specific, unrandomized paths. Each week, different paths on each dungeon are given different bonus conditions, such as speed clearing, highest damage spike, least damage taken, etc. Some of these bonuses would be specific to that explorable, while some would be global. Leader boards track the best participants of each challenge throughout the week, as well as the three top groups of all time for that specific event. Shiny rewards and glowing recognition await the best dungeon delvers out there.
By increasing the amount of variation in both challenges and rewards, each dungeon can become a font of endless possibilities. Explorable runs become more interesting for the casual player and dedicated runner alike, and challenge modes provide a way to push your PvE skills to the competitive limit. Fractal formulations help keep Dungeons dynamic.