Now to explain things:
- Tokens at the moment players get 60 tokens when complete dungeon. This make players to skip as much as possible of the dungeon and make dungeons even more grind oriented. Instead, it would be achievement oriented by completing certain parts of the dungeon. For example, players will gain 5 tokens for each Tier 1 boss killed in chest after killing him, 10 for Tier 2 and 15 for Tier 3 boss. If players have player in party that is lower lvl than 70 everybody get mail on completing the dungeon explaining that for every such lowbie player they get certain amount of extra tokens – this encourages player to make more alts, spend more time ingame playing alts and abolishing discrimination of low level players.
- Sectors all bottom sectors have 1 dungeon entry point and every time players enter dungeon, game will choose which entry point they take randomly. This will make players never know what will be put in and will disperse a bit routine of a classic dungeon. Lower row sectors have multiple Tier 1 bosses. As (according to the attached “map”) players progress to upper row of sectors player encounter next Tier bosses that are not only harder to kill but have some “tricks” that require tactics to kill. Important part is that players <strong>DO NOT</strong> go trough dungeon straight vertically. Instead, dungeon randomize possible paths for party. This is essential part, because players will be getting random looking dungeon but still a bit familiar. I personally believe this would make players less think “Oh… I did AC gazillion times – boring”. Instead, they will never know how will actually experience look like.
- Treasure is old school RPG style. The attachment I gave is silly but it should give an idea if somewhere in the map treasure is spawned so players can earn money or gear from doing dungeons I think it would be more interesting for players to do dungeons even more. Amount of treasure they gain depends on how many sectors they chose and sectors row. Normally, those treasures should be “guarded” by mobs, traps or jumping puzzles. These treasures should not be mandatory and it should contain in some sectors ( <strong>FEW ACTUALLY<strong>) treasure that is guarded by tricky parts (like lasers in CoE).
- Intersector passages is very important. Before players start dungeon, game should randomly close some of them and players will not be able to open by any means. This looks silly but when players are in such dungeon, it look like different dungeon. This encourages dungeon crawling element (old school again) that is most recognizable if party chose 9 × 9 sector dungeon. Seems that Arena Net already poses this technology – visible after players vote
- Ruin wall in case these sectors are made to be big, further randomization can be made by adding this ruined sections of the dungeon and players could have some passages blocked thus making players to use only certain corridors. Again, Arena Net has this technology.
- Pillar confusion area this is one of the old school features. If players find themselves in large perfectly geometric aligned room with pillars, and they can’t see the ending wall, they tend to be confused and not knowing where to go. Limited visibility can be achieved by smoke or dark and further complicated with shock mob hordes and ground traps. Normally, this would drive players crazy but if there is a big treasure reward at the end – they will say it is ok. Also, since this is MMO, there should be way to skip it. This could be awesome for maps with asura inspired motifs.
- Double teleport and rotation traps are also old school things. The tricky part is – player don’t see it. both technologies Arena Net already have (Mesmer i.e.).
- Dungeon exits as many entrances in bottom sectors row, each top sector should have exit. Some exits should be possible to do by going trough the last boss, some by obtaining an item guarded by the boss.
Some players would like to have dungeon occasionally and will get rewards from going small 3 × 3 dungeon. Others would be more dungeon crawler oriented, will spent a lot of time in dungeon and will choose 9 × 9 dungeon size. In any way, they will get different experience every time they get in and will not know what will it be thus making things interesting not monotonous. Also, if players want all the money then they will try to find every treasure in the dungeon but will look more rewarding since they will have more fun in the dungeon(s) and will “work for it”.
Inkarius [ele] Inkores [war] Inkratos [ran] Inkariosa [nec] MaINK The Liar [thf] Inklusion [msmr]
