UnchainedAcolyte said:
Just to toss in another idea, what about dungeons with scalable content, random mob placement, and various quests available within due to levels/previous accomplishments/flagging supported by a well-written storyline.
I personally liked the concept behind the Splitpaw Saga adventure pack (not so much the implementation on some levels) and what I"ve heard of the LDoN.
LDoN was good for what it was and the time it came out. Had good gear for "casuals" and like a token system you could earn your way to the gear, it wasn"t hit or miss like a boss loot drop. It also came a time when people were starving for good xp groups that eliminated competition etc. It played its role perfectly at that time in the game in my opinion.
However it was not truely random. There were 3-4 variations of each dungeon and you got one of those at random, along with a random task(either kill, rescue, escort, or collect). It did scale to either the highest level player in the group or the average level, I forget so it was kinda nice in that regard. It also had a "heroic" level of difficulty though they just called it "Hard".
Back on topic though, I do like the idea of random placement and "AI" in games. It"s been said before but it would be so nice if the game changed, even a little, based on player actions. Like killing all the gnolls in a nearby cave allowed the outpost miners to go in there and mine, thus selling some new stuff or whatever in town. But with enough inactivity the mine is taken back by gnolls. EQ tried this in a zone called Hallowshade Moore(or something close) and it was pretty cool. Sadly low level and constantly buggy so it never got praise, but I"m down with the idea.
It would also be nice if dungeons ditched the idea of static mob spawns and all that crap. If I am breaking into the King"s castle people should be about their business....kinda like that inn inside BRD in WoW. It would at least add some variety and limit the "standard strategy" thing a bit, which is really needed at this point.
And even though it was mentioned a few pages ago, PLEASE PLEASE PLEASE do not include durability or item degredation(sp?). All that is does is drain money(which there are better ways) and artificially limit the number of attempts or deaths or time you can spend on in a place or on an encounter before you have to quit. Why should anything other than my own motivations and perseverance control how many times I lung into fire?
As a money sink....look back to Gemstone III which had a boat show up in town from time to time with TONS of stuff. Games, items, riddles etc...much like the darkmoon faire only....cool and worthwhile. Awesome idea, expand on it and make it a real part of the game, perhaps random. Sell stuff that doesnt affect the combat mechanics. Different looking mounts, clothing, gifts. People buy that stuff...as would I.