Due to in real life issues my time in the playing and creation aspect has been sorely limited. Thankfully with the new foundry features I can get a lot more work done much more quickly, where even an hour will be utilized well. As such, I have always wanted to make a 5 Player Dungeon.
So, I am looking to find out what people like to see in a nice dungeon crawl. Any feedback would be wonderful and I will love you long time if you would take just a few mins to answer the below...
With kindness and the usual inappropriate touching and hugging,
Tsu
1) how long should a Dungeon be for a 5 man group?
2) How heavy should combat be?
3) Do you prefer a straight Delve, or one that is story driven?
4) how many bosses do you prefer and how do you like your bosses?
5) Is theme important, or just a backdrop for the butchering?
6) Are puzzles (be they keys, or jumping) a plus or a minus?
7) Secret Locations, secret bosses? Or just an A to B to C approach?
8) Anything additional you would like to add?
Thanking you.
Post edited by tsumoro on
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saerraelMember, Neverwinter Beta UsersPosts: 0Arc User
edited August 2013
These are all opinions, obviously.
1) how long should a Dungeon be for a 5 man group?
At least half an hour, but no more than two hours. I'd go so far as to say 1.5 hours would be ideal.
2) How heavy should combat be?
That depends on what you mean by 'heavy'. I'd be more interested in well synergised groups than waves and waves of stacked encounters. Synergised groups will need teamplay to beat, where 'a lot of trash mobs washing over you' is more or less just annoying.
3) Do you prefer a straight Delve, or one that is story driven?
Story driven.
4) how many bosses do you prefer and how do you like your bosses?
One major boss and a certain amount of mini bosses. Mini bosses to break up the dungeon and an end boss to make it feel like you accomplished an epic adventure/ task.
5) Is theme important, or just a backdrop for the butchering?
Theme, backdrop or not, is important, yes. Otherwise the dungeon will feel slapped together/ disjointed.
6) Are puzzles (be they keys, or jumping) a plus or a minus?
With how Foundry works, I would say deeply going puzzles would be a minus due to only one person being able to solve a puzzle (item based). Though jumping puzzles and puzzles that change environment may be interesting for group-play.
7) Secret Locations, secret bosses? Or just an A to B to C approach?
Secrets would be fun, optional bosses, as well. I'm not much for linear play, though I can understand people who like to follow a line to an objective, too.
For the most part, i'm a wuss. But, maybe there are others that like dungeons the same way i do, so i'll share.
1) how long should a Dungeon be for a 5 man group?
About an hour or so is good.
2) How heavy should combat be?
Challenging mobs are great! 1400 adds are not. Bosses and mini bosses are fun, but too many adds are just aggravating. And that's not just because i'm a healer, because even when i'm not healing, they are still aggravating.
3) Do you prefer a straight Delve, or one that is story driven?
I like to know why i'm there, and i like it to be for a good cause, saving someone or protecting a city or such.
4) how many bosses do you prefer and how do you like your bosses?
Mini bosses are fun, and two main bosses can be fun. Again... don't like adds.
5) Is theme important, or just a backdrop for the butchering?
Themes are great!
6) Are puzzles (be they keys, or jumping) a plus or a minus?
A little bit of puzzle is good, as long as it's done well. Too much of it, and if it's buggy or too complex, can be frustrating.
7) Secret Locations, secret bosses? Or just an A to B to C approach?
Secret stuff is great as long as it has a purpose for being there.
8) Anything additional you would like to add?
No adds!
Comments
1) how long should a Dungeon be for a 5 man group?
At least half an hour, but no more than two hours. I'd go so far as to say 1.5 hours would be ideal.
2) How heavy should combat be?
That depends on what you mean by 'heavy'. I'd be more interested in well synergised groups than waves and waves of stacked encounters. Synergised groups will need teamplay to beat, where 'a lot of trash mobs washing over you' is more or less just annoying.
3) Do you prefer a straight Delve, or one that is story driven?
Story driven.
4) how many bosses do you prefer and how do you like your bosses?
One major boss and a certain amount of mini bosses. Mini bosses to break up the dungeon and an end boss to make it feel like you accomplished an epic adventure/ task.
5) Is theme important, or just a backdrop for the butchering?
Theme, backdrop or not, is important, yes. Otherwise the dungeon will feel slapped together/ disjointed.
6) Are puzzles (be they keys, or jumping) a plus or a minus?
With how Foundry works, I would say deeply going puzzles would be a minus due to only one person being able to solve a puzzle (item based). Though jumping puzzles and puzzles that change environment may be interesting for group-play.
7) Secret Locations, secret bosses? Or just an A to B to C approach?
Secrets would be fun, optional bosses, as well. I'm not much for linear play, though I can understand people who like to follow a line to an objective, too.
8) Anything additional you would like to add?
Not that I can think of at the moment.
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1) how long should a Dungeon be for a 5 man group?
About an hour or so is good.
2) How heavy should combat be?
Challenging mobs are great! 1400 adds are not. Bosses and mini bosses are fun, but too many adds are just aggravating. And that's not just because i'm a healer, because even when i'm not healing, they are still aggravating.
3) Do you prefer a straight Delve, or one that is story driven?
I like to know why i'm there, and i like it to be for a good cause, saving someone or protecting a city or such.
4) how many bosses do you prefer and how do you like your bosses?
Mini bosses are fun, and two main bosses can be fun. Again... don't like adds.
5) Is theme important, or just a backdrop for the butchering?
Themes are great!
6) Are puzzles (be they keys, or jumping) a plus or a minus?
A little bit of puzzle is good, as long as it's done well. Too much of it, and if it's buggy or too complex, can be frustrating.
7) Secret Locations, secret bosses? Or just an A to B to C approach?
Secret stuff is great as long as it has a purpose for being there.
8) Anything additional you would like to add?
No adds!
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