It's a psychological thing, people don't like mazes. Too much choice and confusion creates a lot of playing fatigue and people will be likely to quit even if they aren't stuck or it isn't hard.
To be honest there hasn't been enough time to really make anything that good in the foundry. Quests that are really worth people's time are few and far between because it does take a lot time to create them. I have a multi map quest being made now and it goes through a lot of phases, 1) map building, 2) polish any…
The developers didn't use the foundry to create the game, they used a combination of a foundry-like map/quest builder along with scripting. What you suggest is entirely possible and probably already exists in some form. The thing is this game is technically still a beta and they want to slowly introduce the community to…
I have a similar question (and can't post threads yet). I am trying to make a sort of hub map that links 4 other maps together. I would like the player to be able to go to any of these in any order they choose. They also have to go back to the hub to get to the next area each time. I don't see a way to just put a zone to…
You could also put invisible walls around your dungeon edges, that way they can't fall off, but they still have the illusion that they're high up. Since those classes have skills to live a long fall, I don't know. Possibly put random invisible walls below in varying spots that way they never know when to trigger their…