Part 2: Dungeon Philosophy
While the above post talked about individual zones, with this one, I want to talk broader dungeon philosophy from the perspective of someone who has played a lot of RPGs over the years. Broken down into 1) Clear Style, 2) Layout, 3) Themes, 4) Loot, 5) Monster Diversity, and 6) Experience.
Clearing Method
I think it’s important to reflect on the number of zones with each kind of clear method. In an effort to promote a diversity of play, we should try to balance the number of each style.
- Linear – Dungeon Crawler type clears involve advancement toward a specific objective in a straight line. The classic example of this would be Catacombs, but the various wings of Emberflow also fit this bill. In general, respawn times for this kind of zone should be longer, and monsters should feel harder. I like the idea of challenging pulls on these types of dungeons that require splits or crowd control. They offer a chance to highlight monsters with unique abilities and potentially provide timed challenges like in Hate’s Fury. I believe that these types of zones should be more difficult than open dungeons, but offer more experience and loot compared to them. Playtime should be considered in terms of completed runs toward a boss or objective – in my mind 60-150 minutes.
- Circuits – Mass Pulls in zones like kaesora or the rust with relatively fast respawn times and easy mobs offer a clear style where players can run loops around a particular area and clear as long as they like. This tends to be the preferred current method for experience at present due to its ease, efficiency, and scalability. Historically, it’s also used been used for farming, but I think now most people try to quick-clear named rather than mass pull because looting is a pain in the butt. While I do think big pulls and open clear plans have a place in SOD, I do not think they should really be the primary style. It lacks character, doesn’t feel like there is much stake for the players, and gets boring really quickly. I also prefer this type of experience to be outside, not in a dungeon.
- Waves – Monsters come to you while the player doesn’t move much. Rust Factory, Overgrowth Tunnel Event. Plumber Event. Barrel Event. I know I’m missing a few here. There should be a few areas where events will pull monsters towards the player’s group automatically. This gives players some ease of not having to move, and allows developers to really dial in encounters. I like the idea of setting up proper parties of enemies – with tanks, healers, and dps mobs. I also like the idea that monsters could be coming from multiple sides (you hit a room and there is an ambush event). One of my favorite events on live like this (outside) was the 7th Coldain Prayer Shawl event in grade divide. This style of encounter offers more excitement than static clears, but it doesn’t require moving around. Best used in select areas that take advantage of local layout / geometry.
Layout and Encounter Distribution
Just off the top of my head I could think of the following distributions. Feel free to add any layouts that you see I missed.
- Linear – Gradually increasing difficulty in a straight path. Key encounters and rewards at nodes like stations on a railroad line. Good format for timed events.
- Wings – Branching paths come from a central passageway. Key encounters at the ends of wings. Gives good opportunities to themes.
- Open Plan – Less organized layout with clusters of monsters at each area. Good for mass pulls.
Themes
I like the idea that dungeons are based around a theme. That theme should obviously encompass monster types and geography.
I really like the idea of incorporating tradeskills, factions, or a quest hub into the mix. Couple ideas of mine below.
New Idea: Expeditions – I like the idea of an event where a dungeon is randomly taken over by a faction that will despawn the regular monsters temporarily and set up new events. The obvious two choices would be the Seekers on one hand, offering quests and unique events related to their goals / MQ, and Kaezulians – doing some sort of mysterious research, but with new (and potentially traveling) named to kill should you elect to clear their forces out. In order to keep these from being farmed, the expedition should only be able to be cleared once each time it’s up. The event then despawns and may move somewhere else or respawn at a later date. A wild idea might be the consumerist coyote and a big money bomb if you could collect items that suit his eclectic (and possibly interdimensional) taste. I think there should even be some sort of separate reward track for players who want to search out and do expeditions on the regular (maybe like bounty hunting, I’m up for ideas here).
Tradeskills and Dungeon Themes
- Just as Lake of Ill Omen has bits with unique rewards, why can’t Bloodied Quarry have monsters drop them as well – since that’s where they get the Yclistinite?
- Why not build out Mielech’s Laboratory to have an alchemy / brewing theme? Add some unique thematic recipes here and see what’s cooking.
- Since Windstone Caverns has a great number of gem/earth elementals, why not have them drop a few rare ores on occasion or items for unique jewelcrafting recipies (nothing to replace mining or JC in general, but an added unique incentive).
- For that matter – the rust is full of machines – it should be a tinkering hotspot!
- I also like the idea of perhaps events that can be tied to tradeskills – say a few no-rent items may randomly drop in the zone that can be combined in a forge or brew barrel (also located in the zone) by someone of sufficient skill. These items could then be used to spawn an event – (some bubbling goop in MieD or some crazy fire spirit in First Ruins or Fire Grotto).
Updating Existing Factions and Quest Themes
- Since we have an existing faction and many goblins living about the area, why not add some new quests to Red Sun Mines, Fire Grotto, and Emberflow that incorporate the goblin faction? Spruce up RSM. Add a bind spot and a couple of merchants (it’s a great spot in the 50s, but out of the way).
- For this matter, why are there not more quests involving the various factions of the north in their respective zones. The giants, dragons, and shadow dwarves should have a wealth of things to do in zones around their homes, and it would be great to see a little more depth added (EG: Heritage in Doubt was a favorite back in the day)
- The Dungeon Delvers quest line – and Grand Library Quests in general - should absolutely be expanded to cover new zones. They should be modernized to allow players more choice in the rewards and have existing items improved.
Loot
- Loot Balanced around Tomes. Ikisith dungeons were formerly balanced around tomes being a large portion of cash loot. Old world zones later had them added in a lot of areas. See the old tomes article. Things really need to be adjusted here. Kaesora and Citadel having a reduced platinum incentive compared to past years has already been mentioned, and BQ is even worse. There is very little reason to ever go to BQ at the moment.
- “Bag Intensive Looting” Zones like Emberflow and Sunken Cathedral require a lot of bag space and a dedicated looters. I don’t think zones like that are bad per-se, but not everyone has a Coyote or a ton of bag space. Some of these zones could potentially have a midway merchant added to them to ease the pain of looting.
- BoEs and the player economy. This is going to be a controversial opinion, but I think vendor prices on a lot of BoE items are too high. The server does not have a great player economy, but the amount of raw plat that can be farmed from high cash BoEs with T14 toons is really too much. Certain zones in particular (FR, LOIO) are really egregious here. In response to lowering the vendor value of BOEs, I think most named mobs could have their raw plat drops increased proportional to difficulty.
- No Drop Items at the low end: I think we really just need a pass at smoothing out progression curve for no-drop items in the dungeon game the same way we had for the raid game. Older dungeons have no drops that are totally outclassed by items from newer areas that are similar difficulty. For the lower-end items in places like CMal and Cata, I’d make some tradeable.
- Dungeon Quest Items While I don’t think every zone has to be like Emberflow and have a million quest items drop in it, adding a few more (say just updates to dungeon delvers to start with) brings a lot more incentive to go to places. There is great potential for this in places like cmal or any meilech zone.
- Charm Credits These filled a gap for a lot of people who did not want to specifically farm cash. Great idea… Big QOL difference for people. However, they should stack though. And while I don’t think they should be able to be sold, perhaps we could allow them to be exchanged for experience or faction in lieu of store credit.
Monster Diversity
Like a few of the previous posters have mentioned, Citadel of the Claw is probably the gold standard for monster diversity. Every monster has a theme, and especially on tier, the zone will punish players for not paying attention. But nothing feels cheap in the zone. Most of this zone is also low density, which I really prefer. Fewer monsters, but harder monsters with some stake. What I really hate is seeing, as Grinkles put it, “a dog pile of PCs on top of 30 mobs that all look the same and clip into each other like a glitch in the matrix”. Monsters should be spaced appropriately, look and feel unique, and be challenging!
Experience
Some people like relatively flat exp per hour, and I think many zones should have that as an option, but for my part, I think there should be a clear bonus at the end of wings or dungeon crawls to incentivize a playstyle that is a little more goal-oriented. Maybe a large exp boost to boss mobs or a scripted event? Other options for both experience and potentially cash could simply come from repeatable quests for kills or item collections within a zone of the day (or week).