I'll prefix this post by saying I resubmitted to WoW to check out cataclysm after several years off, and since reaching near-end game content am severely dissapointed. (i assumed it would be so but had to check it out). However I'm glad I did as I think it offered me some insight into my own personality and desires in gaming.
jadyness wrote:
For once, I'd like to see randomly generated dungeons. Something where you didn't know exactly what you were getting into and tactics had to change depending on room and corridor placement.
If they can do it in single player games, I have no idea why they don't implement it in MMOs.
I am so totally for this. One of the frustrating things I find with current dungeons or instances is that it's the same every time. The exploration is gone. Once you get descent even gear and people who have done it a couple of times it's a cruise control mode. Super frustrating. The core elements of dungeons are somewhat universal, however I am imagining a dungeon where the layout changes, packs of mobs change in their composition, patrolling mobs change type and pathways. I could also see bosses being created on a randomized matrix sort of feel.
Gii wrote:
I'd like to see a variety of lengths of dungeons available. One of the appeals to the casual player is that they can pop on for a short while and get something worthwhile done, while for the more serious gamer a long immersive dungeon provides a nice challenge. Having variety caters to all player types.
If you spend more than an hour in a dungeon, you should get some form of appropriate reward by/at the end. Points is an excellent idea, or tradable trophy items like in GW1. It pretty much guarantess that even if you did not get the big ticket item for the dungeon you at least get something meaningful and of real value to you, and even if you do get the big ticket item, you might want to go regrind that dungeon again just because its fun and you can gain credit to some points based item you are after.
Failing that (or as well as), you should be guaranteed something nice. Sure, the big ticket items should not be 100%, but if you don't get one of those the consollation item should be worth the time. An uncommon craft material, or cash, or some other tradable/sellable item.
I have no problem running a dungeon serveral times to get the big win item, as long as I'm getting something else for my effort too. Otherwise I'm just playing against the random number generator, and have better uses of my time :P
Variation in spawns, both position and type of enemy, would certainly make dungeons more interesting. Good idea :)
WoW implemented this system and has since refined it which is the main reason I'm glad I played it for all of 2 weeks to reach 85. While I still hate the raiding systems which get overlayed into their game, The point system I see as a good implementation. I like the idea of variable length dungeons and variable rewards. I personally would like to see dungeons in the 30, 60, 90, and 180 minute range. After about 3-4 hours I'm completely tired of being in an instanced dungeon or focusing on not f***ing up. What I think would be a great implementation for both the casual and more hardcore would be a non-linear (more parabolic) point system with a multiplied factor for longer duration dungeons.
Think of it this way: a 30 minute dungeon with 2 bosses fully cleared would yield you 50 *points*, the first boss being 20 points, the second being 30. Up that to a 60 minute dungeon with 4 bosses, which would yield a total of 125 points, the first boss being 10, second being 20, third being 35, and last being 55. Follow this progression for longer dungeons. This makes the longer dungeons a better TOTAL point vs. time spent, but only if you have enough time to do it, and if you end up failing in the longer harder dungeons at 30 minutes through, it wasn't an efficient use of your dungeon time because for the same 30 minutes you could have gotten 50 points instead of 30.
This would keep the desire to once in a while endulge in those longer (more rewarding) instances or dungeons, but also not mean that the casual player couldn't work up to that same level over time.
Feedback on this idea would be great!