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10.2.7
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Non-Linear 5-mans
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Post by
367590
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Post by
Interest
So I'm leveling a new toon for the first time since LFG came out and I'm actually getting to experience BRD for the first time (level appropriate) and I gota say it is really a blast. It's like a raid for 5-mans. They added a drill so that you can easily skip around if you've finished a section. They removed all the locked doors that were such a chore to get around, and the new dungeon maps in the UI make navigation easy.
I really feel that non-linear 5 mans could have a place in WoW again with these sorts of improvements.
So what is your take on non-linear dungeons? Do you like them or not? What changes would you make to them to make them more acceptable to the majority of the player base that seems to hate them?
I like them. Sometimes they can be rather time-consuming though.
God...I remember when some of the old stuff took hours.
Post by
83344
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Post by
367590
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Post by
Adamsm
The only real reason to kill all the bosses in some instances, such as OK or HoS, was to get the extra justice points towards the end of the expansion; before then, it was just a blitz through the required bosses then out. Even in places like BRD where you can still skip bosses; the Arena, the Bar area, Shadowforge city, most people go for speed over kills that I've seen.....had to actually que as tank the one time to make sure I got the mobs I need for the quests heh.
Post by
281850
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Post by
Interest
like they did with Old Kingdom. Lol, I forgot about OK. That place was barely non-linear and we still skipped as many as we could.
However forcing people to kill every boss makes the place take ages though. Now that I think about it, non-linears would require some changes to lfg. Here's how I would do it:
Instead of completing a dungeon to get your reward you could quit after any boss and still get your reward. However your reward would increase exponentially based on how many bosses you have downed.
1 boss = 0.1 x Reward
2 boss = 0.2 x Reward
3 boss = 0.4 x Reward
4 boss = 0.8 x Reward
5 boss = 1.6 x Reward
and so on. Each boss doubles your reward giving players incentive to down as many bosses as they can in one sitting.
Holy crap. Agreed!
Getting sick of boss skippers.
Also makes it less likely someone gets screwed out of stuff if they say, disconnect or something.
The question is programming it in.
Post by
292411
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Post by
367590
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Post by
Interest
But taking that attitude to a leveling dungeon is pretty retarded as everyone needs loot and xp, so why not get the most out of the run rather than requeuing?
That's what I'm saying. I'm getting to actually see the dungeon while leveling because people
do
want to hit every boss which is great. However at end game (currently) non-linear dungeons don't work b/c people always want to take the shortest route. So some better system would have to be put in place or we will always be "on rails"
Well that and I don't think there's really any non-linear dungeons. >_< (for Cata)
Post by
pezz
AFAIK, only 2 of 7 bosses in HoO are mandatory, after that you can just take the elevator straight to the final boss (Fire boss?).
Three I believe. First guy, Earthrager, guy who kills the troggs before you kill him. Then you can go straight to Rajh.
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