So heres my proposition,
Take away all of the paths of all dungeons in explorable mode; in thier place make them fully open with bosses randomized and available in seperate rooms. Without the story themed elements or npcs.
Currently each path takes the player(s) on a mini tour of the dungeon with a story tied to each path. This does not suit exploration as much as putting the player on a “fun-house ride” adventure repeating the same interactions over and over again. True exploration is grabbing a group and scouring the corners of the dungeon with traps and treasure around every corner, making up our own ideas and stories as we go, BASED on the FEELING the dungeon provides.
Its key to neutralize the story elements in explorable modes such as characterised npcs, objectives or goals that are dreadfully specific (find the lost scepter of omacalis), instead make and or keep the specific bosses already within the dungeons but add a few more to randomize which one appears in which room. Best example: ASCOLONIAN CATACOMBS: would be to use either Collosus Rumbulus or Howling king could essentially spawn in the same area depending on event rng…or heck BOTH could spawn at once during a RARE explorable, but remove hodgins and all events leading to this encounter. The bosses just spawn in this/these room(s) WHILE players explore.
Give every boss chest in the explorable mode a liquid gold reward, token reward, and random drops. The reason for this is the removal of the daily reward with the path completion and instead placing, XP and other rewards directly into the chests upon clearing any number of bosses encountered during the daily run. This way daily exploration is more about how many “wings” or bosses were cleared out of the WHOLE dungeon. <—- THIS PROMOTES EXPLORATION
Make mastery tracks associated with each dun ONLY grindable in that dungeon to unlock extra boss fights or secrets. Imagine if some of these dungeons had rooms or things that couldn’t be reached without a certain mastery obtained by at least ONE player.
EXAMPLE: Ascalonian paranormal researcher: Gain a 5% dmg buff against the ghost of ascalon, detect hidden ghosts (like stealth mushroom for secret bosses.)
Give classes a role in certain parts of every dungeon, make events were each class can “cheat” the event using their utilities.
EXAMPLE: Engineer can equip “tool-kit” and [smack] turrets to “build” them. Setting up additional defenses; or rework GHOST EATER fight to be opened and optional with ONLY an engineer.
Make the maps in the style of Maguuma with keys for chests and rework currency much like maguuma currency. Make the events generic events such as break x wall to get to y boss within x time limit. Hold this position against x enemey. Etc Etc THIS IS HUGE, It makes it feel like its about the player and not about the STORY. (Think of the way pvp is set up or wvw)
TLDR, get rid of paths make dun fully explorable with no story, put all rewards in chests from boss or scattered in corners of dun.
(edited by Rem.9627)