Dungeons: How They Should Have Been

Dungeons: How They Should Have Been

in Fractals, Dungeons & Raids

Posted by: AlietteFaye.7316

AlietteFaye.7316

Before I start, I’d like to say that I’m not making this as a complaint about the difficulty of any paths or any dungeons. My group has successfully, and for the most part easily, cleared most of them already.

Now that that’s out of the way, onto the meat of this thread. Dungeons, as before we knew them for what they are now, were described to us in a very different way. They were pitched as these elaborate trials, filled with traps and puzzles, challenges and tricks. But.. as my group slowly cleared the dungeons one by one, we’ve found them to not quite be what we thought they would be.

For instance, I recall that dungeons were going to have three paths. This much is true. However, I also remember that these paths were supposedly going to have events that would ensure that each journey through them would not be a repeat. It turns out that these events are.. pretty lame. Each one of these events that my group has found is just.. “x mob spawned, destroy it!”. And it doesn’t actually affect the path in a significant way to make it seem any different than usual.

Moreover, dungeons were going to have three separate explorable paths. What they’ve actually turned out to be is just three paths in the same general area, sometimes even going to the exact same areas, where your party is stuck with linear progression. There is no actual exploring in the explorable paths. A lot of the time, in fact, doors are locked and paths are blocked off so you know where to go.

Wouldn’t it be a lot neater if your party could go through the dungeon and trigger events that would differ depending on what you’ve done or where you’ve gone so far? That would give a sense of actually exploring the dungeon, as well as a differing experience each time that you came back.

Again, these are just my thoughts and ideas on dungeons. I honestly thought that they would be a lot different than they are, and they’re just a tad on the disappointing side.

twitch.tv/aliettefaye

(edited by AlietteFaye.7316)

Dungeons: How They Should Have Been

in Fractals, Dungeons & Raids

Posted by: Disconnected.9253

Disconnected.9253

fully agree
/15

Dungeons: How They Should Have Been

in Fractals, Dungeons & Raids

Posted by: Hellkaiser.6025

Hellkaiser.6025

Are you going to program in all the variables for that? :P
for what? a few in dungeon dynamic events? :S

Irony…. xD

Dungeons: How They Should Have Been

in Fractals, Dungeons & Raids

Posted by: Disconnected.9253

Disconnected.9253

if it can be done outside dungeons, why not in them?

they could’ve added jumping puzzles, or some other tricks like environmental tools to deal with some bosses (pillows and air guns in CM EM was a good idea, too bad the rest of the instance sucks), instead of ‘go here and kill X’. Protect npc events are OK I suppose, but there isn’t anything requiring strategy for them.
I want actual puzzles in my dungeons.
I forget if it was Skyrim or KoA where there was a mini instance where you had to light the torches in a very specific order to get them to all light up at once and open a door. Something like this would be neat. Hell, even something akin to the pirate jumping puzzle/quest in LA (not going to spoil it for anyone) would be really cool.

Dungeons: How They Should Have Been

in Fractals, Dungeons & Raids

Posted by: AlietteFaye.7316

AlietteFaye.7316

Are you going to program in all the variables for that? :P
for what? a few in dungeon dynamic events? :S

I didn’t say that I’m a programmer or anything of the sort. Does anybody that suggests things for feedback actually do it themselves? That’s a ridiculous notion.

And no, not for a few DEs. To change how dungeons are almost entirely. Not only would this make dungeons more varied in the content it has, it would make running the dungeons less of a grind and more of a discovery. As it is now, people still hate running the same paths multiple times because it’s the same thing every time. My suggestions provide a solution to this problem, as well as others.

twitch.tv/aliettefaye

Dungeons: How They Should Have Been

in Fractals, Dungeons & Raids

Posted by: zencow.3651

zencow.3651

We want it, and Anet somewhat promised it to us, but first they seemingly lack resources and have to fix that DR first >.>

“Fun impacts development. Explorable dungeons have multiple paths you can take and random events. Because of this you don’t feel like you need to play the same dungeon over and over again if you want to chase the prestigious rewards at the end, but can instead mix up that experience to keep it fresh and fun.”

http://www.arena.net/blog/is-it-fun-colin-johanson-on-how-arenanet-measures-success

Looking at that blog just makes me sad how things all those things sounded so wonderful back then. I think the grind is just too poorly concealed and the gambling system iterated (mystic forge) isn’t fun like getting them from dungeon runs. No-one wants to gamble with stuff they’ve managed to obtain from the jaws of the Anti-Farming code.

Quasi-elitist dungeoneer and missing Gw1 GvGs greatly.
“GW2’s PvE is almost as bad as the PvP.”

Dungeons: How They Should Have Been

in Fractals, Dungeons & Raids

Posted by: AlietteFaye.7316

AlietteFaye.7316

Thank you for posting evidence as to what I was talking about.

But yes, dungeons honestly are not what they were made out to be in terms of content..

twitch.tv/aliettefaye