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https://forums.elderscrollsonline.com/en/discussion/668861

If you were to design a dungeon what would it be like?

Tasear
Tasear
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How are the fights? What would make it thrilling? How would each role be important? Would it be puggable? What kind of rewards would it have?
  • redspecter23
    redspecter23
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    I know for sure what I wouldn't do it put a door every 30 seconds forcing you to stop and clear out the mobs as an obvious way to force players to kill everything and I certainly wouldn't have each boss monologue for 10 seconds before you are allowed to fight them.

    I personally prefer a simple setup. 2 mini bosses, one main boss at the end. Average groups should spend about 30 minutes in the dungeon while advanced players can clear it in under 10. That's the pacing I consider fun for farming gear. Much longer than that and I get bored with it. At least one of the boss fights should require a tank for even advanced groups. I'd steer clear of one shot mechanics as I'm personally not a fan. Yes, by all means smoke a dps or healer in one shot if the tank messes up, but targeting random players with one shots would be avoided.

    Not all the drops have to be extremely useful, but at least one set should be viable and the helm/shoulder set should be at least unique with a 2 piece bonus that is more interesting than a damage proc or a buff proc.

    Apologies if I didn't get into too much detail, but that's the sort of framework I look for in a fun dungeon I can run over and over.
  • Tasear
    Tasear
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    I know for sure what I wouldn't do it put a door every 30 seconds forcing you to stop and clear out the mobs as an obvious way to force players to kill everything and I certainly wouldn't have each boss monologue for 10 seconds before you are allowed to fight them.

    I personally prefer a simple setup. 2 mini bosses, one main boss at the end. Average groups should spend about 30 minutes in the dungeon while advanced players can clear it in under 10. That's the pacing I consider fun for farming gear. Much longer than that and I get bored with it. At least one of the boss fights should require a tank for even advanced groups. I'd steer clear of one shot mechanics as I'm personally not a fan. Yes, by all means smoke a dps or healer in one shot if the tank messes up, but targeting random players with one shots would be avoided.

    Not all the drops have to be extremely useful, but at least one set should be viable and the helm/shoulder set should be at least unique with a 2 piece bonus that is more interesting than a damage proc or a buff proc.

    Apologies if I didn't get into too much detail, but that's the sort of framework I look for in a fun dungeon I can run over and over.

    Thanks for the insight. I agree there's got be balance in fun and complexity. I often gear people complain about vAS as being to drawn out of a fight doing the same thing over and over.
  • profundidob16_ESO
    profundidob16_ESO
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    I would first of all make sure all 3 roles need to be present and cannot be skipped due to the nature of mechanics. No healer => endless wipes. No tank => endless wipes. No dps => endless wipes (enrage timer)

    Second I would design the fights to scale all the way from being cleareable by the weakes of all 3 roles (perfectly possible but just slow) until the best possible of all 3 roles in which case they just continue running pulling the whole dungeon and kill all together with boss.

    The better the combo ? The more trash encounters you can clear in 1 pull before moving to the next.

    Everything would agro with no options of skipping. No need to build closed doors in to force advanced players into killing pack by pack and waiting. People that can handle more should be encouraged by the mechanics to do so where the results are the same but they just clear things alot faster
  • Morgul667
    Morgul667
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    A dungeon keeper kind of thing where you defend the dungeon against opponents :D
  • Jim_Pipp
    Jim_Pipp
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    Here are my ideas on how to make dungeons have replay value by making the dungeon different every time you run it.

    Destructable envionments (like castle walls in Cyrodil).

    Not just groups of mobs casually waiting for your group to engage them. I'd like mobile groups (e.g. IC bosses) and dynamic enemy spawns (e.g. the random portals in the planar inhibitor fight in WgT)

    Multiple ways to adjust the difficulty (e.g a hard mode challenge at every boss).

    Multiple paths through the dungeon. Not just cheesy ways to sneak past certain points, but multiple possible routes, maybe even have doorways that may teleport you to semi-random location so every time you do the dungeon you will need to check your map and plan your route.
    #1 tip (Re)check your graphics settings periodically - especially resolution.
  • Asardes
    Asardes
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    The bosses will be based on game developers, and main attacks will be executed with the nerf hammer, applying class based debuffs on players :)
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
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  • PouletRico
    PouletRico
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    Ever heard of The Gate Keeper in The Secret World ? That's my stuff !

    OhItsOnGatekeeper.png

    It's not really a dungeon, more of a challenge, but it needs the player to know the mechanism of a MMO to be beaten. Would love to have this in ESO !
    Edited by PouletRico on May 14, 2018 2:10PM
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  • Dapper Dinosaur
    Dapper Dinosaur
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    I'd probably build a water-themed dungeon. Things that I would consider building in:

    One-shots if someone fails a mechanic

    Targetted disables an ally has to break

    A segment of a fight that splits up the party so everyone has to stand on their own two feet doing some kind of complex mechanic or die. No space cadets that can't use their brain trying to be carried as healers should survive.

    A parkour speed-racing segment in the middle of a fight that allows mounting, and with water in it so Argonians could have a significant advantage.

    A segment where a group member has to get to a pool of water and catch a "fish" to stop a mechanic mid-fight

    A layout similar to Asylum Sanctorium where you can take on the bosses in any order you want, with the door to the good loot being locked until all bosses are dead. This would allow groups to come in and practice any boss they want without having to deal with a whole dungeons' worth of trash pulls and other bosses.

    Things I would make sure to exclude:

    RNG-based mechanics (No thank you, Fang Lair and Scalecaller Peak Hardmode bosses)
    Trash adds (The whole dungeon would be only bosses)
    Excessive number of AoEs that can stack on top of eachother
  • DamenAJ
    DamenAJ
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    I'd like to make a dungeon that is both insanely easy, and insanely annoying at the same time.

    All of the mobs would have tons of health, and only hit for 1 damage. And the longer you were in combat, the less damage you would deal, until you're only dealing 1 damage(Mobs would not regen health, just gain increased percentage shields). Great DPS could probably finish it in 30 minutes, low dps would take like 2 hours maybe. But there's no way to fail other than people just bailing.

  • dtsharples
    dtsharples
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    Basically just a series of those Yokudan puzzles you find in Alikir.
    Where you have to actually use a little brain power to make things open, close, move etc

    Would be cool to have to fight off waves of mobs while trying to figure out some ancient Yokudan boobie-trap :)

    Obv said Boobie-trap would have to change randomly so you couldn't just memorise it from a previous run.
    Get the trap wrong and damaging spikes start popping up out of the floor, water floods in from an opening, snakes falling from the sky......think Indiana Jones ;)
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