Here is how I would make the dungeons more fun:
- Make dungeons none-linear. Multiple branching paths, with corridors that are randomly blocked, or locked and require a key (which also spawns in a random location, guarded by a boss).
- Get rid of the 3-paths + story mode idea. It sucks. You just end up with some people only wanting to farm the easiest path, and others being frustrated that path 3 is so hard. Just make it one dungeon, and allow players to pick their own route.
- Add randomized chests that spawn throughout the dungeon in random but predetermined locations. More chances of loot along the way, makes players want to explore the dungeon more, instead of rush through it.
- Add height differences to rooms with enemies in them, and allow players to make use of the height. If an enemy can hit the players, then the players can hit the enemy. None of that stupid “invulnerable” nonsense. I’m looking at you Fractal harpies!
- Add simple puzzles to the dungeons, that require the players to cooperate.
- Add traps that can be disabled, and that do not instantly kill or down a player.
- Add dynamic events to the dungeons.
- Allow every enemy in the dungeon to have a minor chance to drop rare crafting materials, such as ectos (like in GW1). And make sure they have a normal amount of health.
- Add enemy encounters that rely on more than just dodging or hitting the enemies with tons of damage till they die. Add enemies that actually require some form of strategy, like for example: An enemy that can only be hit with healing skills, an enemy that can only be damaged while knocked down or dazed, an enemy that must be crippled, enemies that explode when they get close to you, enemies that chase any player that moves from his/her place.
- Design boss encounters, so they do not require trial and error, and respect every profession. Players should be able to figure out a strategy during the battle, and not through constant respawning.
- Get rid of the reduced movement speed of the players when they are ‘in combat’. Allow players to make jumps regardless if they are under attack.
- Add simple platforming sections to dungeons, and optional paths for those that are bad at platforming.
- Add short underwater sections to land-based dungeons. Variety is the spice of life.
- Add fun obstacles halfway into the dungeon that prevent speed running it. Like for example, mini puzzles.
- Entirely get rid of cut scenes during dungeons, and get rid of Destiny’s Edge. This is about the adventures of the player and his/her party, not about this boring group of flat characters from a book. Make the dungeons focus on the players.
- Add un*que (why is this considered a swear word?) effects during the dungeon that make that dungeon stand out. For example, how about a dungeon where one player is supercharged and does double damage? The dungeon could have wells that provide this buff, allowing the party to boost one of their members to be like a tank. Or a buff that gives the players an aura that deflects projectiles? Or an aura that temporarily makes them immune to fire? Or how about a dungeon with low gravity? Or heavy gravity? Or both, with in each room a different strange effect.
- Allow players to use the traps in the dungeon to kill enemies. Any trap that harms the players, should harm monsters equally… Unless it is a flame trap, and the enemies are fire elementals. You get the idea, it should make sense.
- Rules should be relaxed, not strict and linear. Allow players to cheat a little to pass obstacles. Teleports and such should be allowed. In fact, make them part of the design, but also always make them an optional way to complete certain tasks. Players should not be forced to bring a specific skill.
- No challenges that rely on protecting an npc! Everyone hates babysitting.
- Add siege weaponry in some dungeons, that players can operate to kill foes.
- And last but not least, remove the 5-man cap for this kind of dungeon! Allow the same amount of players to enter the dungeon as you would in any explorable zone, and scale encounters and boss fights according to the amount of players participating. Force players out of the boss rooms when the boss is defeated, so they cannot wait for him to respawn. If you take your loot, you leave the dungeon.
And I know some of you are thinking about that last point, wouldn’t that make the dungeon too easy? Yes and no. Dungeons do not have to be difficult from start to finish. Parts in between should simply be fun, even if they are easy. Working together with other players should be fun, and thus the more the merrier. Boss encounters should be challenging, and thus scale to the number of players in it. Anything in between doesn’t have to be frustratingly difficult, just as long as its fun.
“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
(edited by Mad Queen Malafide.7512)