So lets talk about the dungeons in this game.
The open world dungeons in this game are made really good, have some nice events in them and all.
Now the instanced dungeons in this game are so bad.the design of them is not good and the bigest problem is the reword is not good,not worthwhile.
I think they need to do the instance dungeons in the way ff 14 doing them. 3 or 4 bosses normal monster in between them. Bosses drop loot (gear and weapons).
Its not somthing hard to do and give one more good way to lvl up.
They can do it more complex and ad puzzles to the dungeons.
What you think of the instanced dungeins in this game.like the? Hate them? Or just dont care.
I am trying to contain my urge to comment here 
I do agree that they need some serious rework, but copying stuff from other games is not the way to go. Not that there is no other way, but at least improve what is already made, on FFXIV you don’t have any drop from trash on ours we could have some special materials dropping from trash mob, i would love to see some puzzles and traps also, it would add more RP element to them, as for bosses i think they are fine dropping what they drop, but the Talt is what make me sad, unless it is used to something very useful, be it at end game or during progress, otherwise of its just to make some money, i don’t see the need of it at mid and high level dungeons since we can make 3-5x more from selling whites and white recipes.
Good i like where you go. The ff14 dungeons was just an example of the most eady to do dungeon.
As for copy things is not the way, go say this to wow
. Nothing is wrong in taking working things crom diferent games as long as you implement the in a good way.
[quote=“nando20xx, post:2, topic:128987”]
I am trying to contain my urge to comment here
[/quote]you failed.
[quote=“nando20xx, post:2, topic:128987”]
but the Talt is what make me sad, unless it is used to something very useful, be it at end game or during progress, otherwise of its just to make some money, i don’t see the need of it at mid and high level dungeons since we can make 3-5x more from selling whites and white recipes.
[/quote]Talt is used to level up guilds… and you need tons of it. Recipe selling price is greatly reduced in kOBT (to the point we had in iCBT2 when they rolled wrong patch, they also have higher prices for statue teleportation but left repair prices intact for now).
[quote=“lans1234567890, post:1, topic:128987”]
3 or 4 bosses normal monster in between them. Bosses drop loot (gear and weapons).
[/quote]It is already the case in ToS - you have to fight your ways through normal packs of mobs to fight a boss or several bosses that may (or may not) drop an equipment or recipe for equipment. Its just that good equipment is not dungeon/boss exclusive in ToS and that might be a good thing.
Ah right, i remember now reading somewhere about the Talt use, thanks for the reminder, as for the prices, i don’t know how our version will be handled on that aspect, well if they do same as KR so be it, in fact i think its the right thing to do, but as for the statues prices, as long as its not something like 3-5x more expensive its fine, it would be fine too if it was charged by distance, what i mean is, if you are in Klaipeda and teleport to Fedimian at the top of the world map it would cost much more than teleport to Orsha, or increase the prices based on area level, independent of distance.
That is the good thing about ToS, you aren’t dungeon gear dependent to progress or be useful, but i still think they need to rework the dungeons, as i said, some puzzles and traps, or mini-games would make things more fun.
it is distance based.
[quote=“nando20xx, post:5, topic:128987”]
but i still think they need to rework the dungeons, as i said, some puzzles and traps, or mini-games would make things more fun.
[/quote]I left that part out of my previous post because i do not disagree with it. I loved (jumping)puzzles in GW2 alot.
Ah nice to know.
Yeah i know you didn’t, i do love them too, one thing that took me by surprise on ToS when i first did that quest in Steele Road where we have to kick the stump-like mob into the fire, that gave me a good laughing and fun time. So more stuff similar to that would be really fun.
Well if dungeons give good gear as well as open world monsters it will be good .
Arde dagger or (Max) Petamion or Aias shield are not good enough for you?
If that was the case the only redeeming feature of the dungeons would be the exp? Pretty silly imo, that is why we have the purple and orange drops from them, i wouldn’t mind they changing the place where Sage Wall drop to a instanced dungeon instead of the open dungeon. Same for other recipes/gear of same quality. That would make dungeons more worth than just for exp.
IMC made better system: dungeon boss drops mainly recipes that require rare items from either field bosses or normal mobs or both. So you have to participate in every activity of the game to get “best” equipment instead of just locking oneself in instances for a complete drop.
Now that is what i call innovative and interesting, it make things worth.
Honestly i feel like those should be recipes not completed items, the game for the most part wants you to build gear and i see no problem with that nor a reason to stay from that design for a few items, especially when you consider how strong some of them are.
they are recipes (with the exception of Arde)
Arde dagger always a problem. Im surprised the elemental damages have gone unchanged as well. With every build using it i though for sure they would take a second look at it.
My problem with dungeons is rly just how poorly made they are. The maps of those dungeons are already somewhere in the game… The devs just put in a bunch of monsters here and there…and some bosses here and there and that’s it… Field dungeons are much better…
I want to see traps…puzzles…secret places/things… We have jump… give us lava…pits…let as jump on pillars to be able to proceed in the dungeon… There is so much potential in this game…
I also mentioned in one of my topic…that didn’t got too much atention…xD that we could even have climb/push/roll (etc.) stamina movements that could make some dungeons better…
So I want more complex dungeons and I hope they will do it someday.
They need to add some mechanics/puzzle/traps in the dungeons, they are extremely boring so far sadly.
Puzzles would be more of a nuisance, because answers could just be pasted online and then the magic is gone…
I’d still like traps, and mechanics such as adding “Villainous” trash mobs:
- A Villainous mob is disguised as any other trash mobs, identical sprites, no special auras or anything.
- A Villainous mob has more damage, HP and a nice array of skills and party debuffs, on borderline ridiculous cooldowns, to prove a real challenge to the whole party (think this mob will be battilng at least 5 heroes).
- When the dungeon is instated, each spawned “trash mob” has a chance of spawning as a Villainous version of itself.
- A Villainous mob should be way more rewarding, maybe in terms of EXP, silver or loot, but there should not be any drops exclusive to villainous mobs, as there is no guarantee you’ll get villainous mobs when running a dungeon.
Additionally…
- Bosses can be Villainous
RNG ftw!? Pretty much easy to create a code that randomize it, and as puzzle it don’t need to be a mathematical one for that matter, could be something like players pick an item and had to put it or hold it and step on some place with the same shape/mark of the item, there are lots of options.
This should be more like on open world dungeons, not instanced, for that matter we got the bosses, increasing the time we waste on dungeons sometimes can be a problem, specially for people with small time window to play, but i like the idea.
So we could just change them as Gold, Silver, Blue, like the rare monsters we find, but instead of a blinking effect could have some different color or a bandanna of some sort, that way it is not that hard to spot, but not easy too.
An aura or something similar, but depending on their range of special attacks that could be a bit overkill.
There can be a lot more kind of puzzles that you were thinking of… Some that are either okay even if we are already know what to do and some can be randomized too.
I would love to see some randomly generated dungeons too… I think it would be possible…(if it’s not too stressful for the servers I don’t know much about things like this) they should just make an explanation too why those dungeons are always changing…but that’s not hard either.
