(edited by AlietteFaye.7316)
Dungeons: How They Should Have Been
fully agree
/15
Are you going to program in all the variables for that? :P
for what? a few in dungeon dynamic events? :S
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.
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.
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.
“GW2’s PvE is almost as bad as the PvP.”
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..