Tree of Savior Forum

Dungeons lets talk dungeons

I cede, the puzzles can be randomized.

But I don’t thing that solving puzzles is activity for parties… just my opinion, though.

As for Villainous mobs, just because you take longer in a dungeon, doesn’t mean it was less fun or less rewarding, (that’s the point of Villainous,.

And for Villainous Bosses, I think many players would really like the High Risk, High Reward thing. You’ve played Diablo, you know what I’m talking about.

But maybe then, instead of random mobs being villainous, it would be better if we were provided with some sort of “Hard Mode”, where all mobs and bosses are stronger, and offer good rewards… Wait… RHD!? IS THAT YOU!?

Would be nice, but not necessarily too appealing, in my opinion. There’s a lot of simpler things that could be done to achieve the fun we’re seeking right now.

Not really a question of less fun or less rewarding, its more the time factor question, but it is not a complete refused idea, i think there is lots of potential to it.

I do agree there, but first we need to know what plan they have to monster AI, i mean, the way it is now its very easy, the monsters aren’t that challenging, specially the bosses, sometimes they just run away and don’t come back or stop moving all of a sudden, bug i know, but still, the way they move sometimes is pretty dumb imo, if they got some decent AI depending on how they act a villainous status can cause lots of damage, i mean, will depend on the incoming for repair, because i am pretty sure there will be lots of wipes in the dungeons.

Hmm i don’t really want the game to go into that direction, i mean, there are already lots of games with that concept out there, i think the villainous monsters is better, they just need to have half the stats of a boss monster of the same level range, i think that would make it more balanced, and to make it fair, make it so it can spawn minions to help, or call for help, whichever seem nice.[quote=“Ayalon, post:20, topic:128987”]
I would love to see some randomly generated dungeons too…
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If the game engine support that, that would be nice…

…but as he said, there are other options, imo, i think they should increase the usable terrain on maps, what i mean is, take Tenet Garden as sample, it do have large areas and big spawns, i think the maps should use more the empty space they got, of course there are some that are fine as they are like Gate Route, since we are moving on top of giant vines.

For me dungeons should be unpredictable, pseudo randomized, where unprepared players die and the rewards scale with the challenge.

The way they’re now is ridiculous… We can skip the monsters like “Out of my way silly monsters, I just came for the Talt” and it’s done, 3 minutes if you’re slow. (Okay, I may have exaggerated.)

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It is actually that way, it should be different, the aggro should lock until you die or kill the monsters.

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Did anyone play Mabinogi? I really liked their dungeons system there. For a brief rundown:

-All the instanced dungeons started with a lobby in front of a Goddess statue. You entered a dungeon by dropping an item from your inventory on the altar.
-The dungeon was generated based on the item you dropped. The overall theme and feel of the dungeon would stay largely the same (spider enemies if it was the spider dungeon, etc) but with little tweaks depending on the specifics of what you dropped.
-Using a rare item to create the dungeon generated unusual layouts/boss monsters that had weird characteristics you’d have to adapt to. (Like a golem boss that was normally weak to arrows, spawning with a ranged immunity)
-Open world clues could be followed that would lead you to solving puzzles about hidden dungeons, only accessed by dropping a specific item on the altar.

Lore-wise, the goddess statues were seals on the dungeons, to keep the monsters inside. (Leading to some interesting main story quests about the statues being destroyed)

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True, the current dungeon content is just snother of Grind,
It doesn’t need to solve any problem, it doesn’t require any coordination.

While I actually suggested before, they can do a multi-party dungeon, where each party start off different corner of the map, while they need help each other to unlock certain button to reduce the spawn rate or open gate, it also good among party to compete each other who completed better and did best in scoring.

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