This site makes extensive use of JavaScript.
Please enable JavaScript in your browser.
Live
PTR
10.2.7
PTR
10.2.6
Beta
A great instance needs to be...
Post Reply
Return to board index
Post by
96540
This post was from a user who has deleted their account.
Post by
Korgaul
Not in the middle of nowhere, close to flightpaths for each faction.
Not take an entire afternoon to pull off.
Post by
hezec
Rewarding for everyone. Be it quests or drops, everyone must be able to get a useful item or two out of it, otherwise there's no real incentive to do it.
Post by
shizreborn
Well raids are designed to make a raid as a whole better. If every got an epic from each boss it would make the game too easy and then it would be boring to play. Since I am a tank and have pretty much everything I want in Kara, I do it to progress the raid for higher content.
They did make the 10 mans so everyone gets something out of it; namely the badges.
Post by
blademeld
challenging, no tank and spank from 8 pm to 11 pm ;)
fun game mechanics and boss abilities
unique experience, but not too out of the genre
Post by
101770
This post was from a user who has deleted their account.
Post by
89388
This post was from a user who has deleted their account.
Post by
17654
This post was from a user who has deleted their account.
Post by
Reidra
Naxxramas.
It has it all..
This. ;_;
It should be fun to look at and explore, immersive. I know the first times I ran Naxxramas, Scholomance, Stratholme (for old-game), and Hellfire Citadel, Auchindoun and Karazhan it was like "God! This place is awesome!", whereas places like Sunken Temple, Molten Core and Coilfang Reservoir I hate going back to because they're so BORING. Repetitive through and through -- maybe not in technique or anything, but they're just not engaging to look at. Ambiance is hugely underrated in making an awesome instance.
Post by
hezec
Well raids are designed to make a raid as a whole better. If every got an epic from each boss it would make the game too easy and then it would be boring to play. Since I am a tank and have pretty much everything I want in Kara, I do it to progress the raid for higher content.
They did make the 10 mans so everyone gets something out of it; namely the badges.
Obviously not all at once, but so that the loot table includes a few good items for everyone. It'd for example be not very fun to run an instance as a holy priest knowing that the only healer item there is a pair of mail bracers.
Post by
Jeremypwnz
a great instance need to be challenging. that need lots of CC. u wipe alot because they are too strong. even a awsome group with tier 6 and lots of nice weps and chants will have trouble in it.
has anyone tried to 5 man naxx? i never went there but wanna know if anyone ever tried
Post by
Soramoth
A great instance needs to be intimidating (Archaedas, last boss of Uldaman). It needs to be beautiful (Blood Furnace) and make every character want to play it. Not have instances that only warriors want to loot, or only mages. (SFK...*sigh* 4 clothies and a tank)
Post by
Arideni
I disagree that the instance needs to be linear.
I believe if you present too many options to a single person they will have trouble making a decision - multiply this by 5 in a pickup group. So to a degree the dungeon should be linear, but differing pathes that culminate to somewhat known ending. It is my opinion that this philosophy was the driving force behind Maraudon.
Other techniques like the pit and the 4 corners technique introduced with Dire Maul really helped to shed light on an otherwise solitary zone. Horde have a lot of easy leveling here, alliance not so much...then there's a group escort quest thrown in the midst for Alliance players, usually left incomplete (due to the solo mindstate this zone was inherently given for the Alliance). I digress, too much influence by zone design now.
The concepts behind Maraudon and Dire Maul eventually led to such mature standards as the winged dungeon
(with areas specifically cordoned off ala Stratholme in reference to Caverns of Time). This can best be exhibited by Naxxramas: a product of global change, maturing the raid dungeon at the same level. The same concepts now power all of our leveling dungeons, such as Hellfire Citadel and will continue to do so (on a matured level) in the expansion.
Now that the format is basically set, they are forced to innovate and that means new & exciting content ahead.
This can be exemplified best by the wrap-around design of almost all TBC dungeons. This was a change in level design used to make dungeons less tedious.
Ex.: after killing Emperor in BRD you are left at the deepest point in the entire dungeon with no way out. You are forced to rely on a hearthstone and this kind of "left to the player" attitude is being abandoned in favor of "end on a high note". How many times have you went through a dungeon with lots of ground to backtrack thinking, "Well, we did it...we got the boss, now how to get out of this Hell hole...".
The aim of dungeons such as Underbog, where players are posed with a drop from which they cannot return, is to give the player a concious decision: "Did we finish everything up to this point?"
After defeating the final boss, the player is left with impact, usually a high note (killing & looting), with an immediate exit back to their game world. This generally entails a longer sense of accomplishment (or a shorter period of disappointment) because the player is not forced to backtrack (either alone or with others) for another 5 to 10 minutes
Also, it's just as fast to leave the dungeon this way compared to entering.
uh.../end
Post by
76764
This post was from a user who has deleted their account.
Post Reply
You are not logged in. Please
log in
to post a reply or
register
if you don't already have an account.