(edited by Errant Venture.9371)
Discussion: Linearity in Dungeons
This is not true, you can go under the map, over the map and through the map!
This is not true, you can go under the map, over the map and through the map!
I get that this is tongue-in-cheek sarcasm, but even those techniques are just efforts to break out of the imposed linearity. What I think we should be looking for is a dungeon in which linearity is removed: none or very few of the objectives require any other objective to be completed before they can be started and the failure of any objective results in the failure of the run.
This is not true, you can go under the map, over the map and through the map!
I get that this is tongue-in-cheek sarcasm, but even those techniques are just efforts to break out of the imposed linearity. What I think we should be looking for is a dungeon in which linearity is removed: none or very few of the objectives require any other objective to be completed before they can be started and the failure of any objective results in the failure of the run.
Yeah, right now dungeons are similiar to a Dora the Explorer episode :<
(edited by Cries Of Sorrow.5864)
Ja, I loved DoA, I loved UW, I loved FoW and I loved Urgoz and Deep even more. No cons, it would be simply a delight and I’d probably cry of joy for a good week. Huzzah, freedom. I’m sure everyone would find it, at worst, refreshing…
/cough to then complain it’s too hard. But still.
I’d like to see the wipe=restart mechanic make a glorious comeback, because it’s about time playhowiwants learn to stop to graverush zerg and it adds that nice feel of taking a big risk, of danger.
To theorycraft such a large zone and project would take a lot of time and thinking… Might be an activity one could do to enjoy himself, why not, but we all know they’re never going to even take the mere suggestion into consideration.
Now if you could convince a tiny little dev, any dev, to bother reading this thread, it would be awesome.
Go for eet, you’re only the.. 1% of the GW2 playerbase. Ergh.
I already had an idea for a dungeon, I could keep the final fight as one of the bosses in that big open instance. Could be fun.
The question of loot was brought up on reddit:
They could try to fix this by working on the loot tables and removing “lootless” mobs… I was in Arah the other day with an awesome group with some ridiculous DPS, so I decided to just kill everything. (This was path 3 from the first boss to the second) the mobs didn’t drop anything…
In GW1 you would farm the dungeons. Here? Forget farming, it could be exploiting if the mobs decided to drop some good loot.
Here’s my response:
I don’t think loot is the issue…it’s the challenge of the dungeon. Linear sequencing in dungeons necessitates that the group always stay together, and that tends to develop a single tactical doctrine which you just run over and over each time you do the dungeon. By having simultaneous objectives that were handled by splits in GW1, individual bars had to be flexible enough to take care of completing an area outside your pre-run area of responsibility in case someone failed. No one run was ever exactly the same and there was always room to do some other area if you got bored of one. Been doing T3 too much in UW? No worries, go play T2 or T4 for a while and see an entirely different set of content. It kept things from getting stale.
Just giving more loot to trash mobs in existing dungeons doesn’t really change the problem of dungeons getting stale because each path follows the same routine every time through due to sequential gating.