Skip to Content
2-04-2010 @ 3:13PM
Some instances were also poorly designed "way back in the day," which makes it hard to complete them. Places like Wailing Caverns just take a ridiculously long time to get to the point where you can kill the boss that gives you the spoils for completing the dungeon. They should work on stream-lining instances so that we're not spending a long time (and having to search for dungeon maps/guides online) trying to figure out how to complete the dungeon objectives.
2-04-2010 @ 5:16PM
The worst was when I was queued up into the Stockades on a Horde alt. We wiped due to an overeager tank. The corpse run takes 10 minutes from the Eastvale logging camp. One of the players was exclusively Horde and had no idea where she was supposed to go to get back to the instance. She was hopelessly lost and none of us could run out to help her, so after about 15 minutes she gave up and dropped group.
2-04-2010 @ 6:24PM
What? If your definition of poor design is a non-linear, awesome, dungeon that you actually have to learn your way around to get through, then yes. That's what makes the old dungeons great. You can run them numerous times without them becoming boring. Think of ramps or UK verses BRD. After you've done UK or Ramps once you've seen it all. All the BC and Wrath dungeons are a straight line from boss to boss that a blind monkey could get through. They are totally boring after the first run through. The new dungeon design is pretty much for people that can get lost walking a straight line. "Meee go straight line to next loot.....me like new dungeonzzzz." On another note. The worm in Mara orange is still broke, last time I was there. Also, the crystal in Mech needs to be a blue item, if that hasn't been done yet.
2-04-2010 @ 6:13PM
Wailing Cavers is really takes a long time. I just completed it on a new Horde alt. At the end we have to 4 man it, because a hunter went AFK, and all of as used up our vote kick attempts by then (lots of players went offline/AFK/etc).
2-04-2010 @ 6:26PM
Shaman, it's not that players, old and new alike, don't enjoy bigger instances, it's just that many of them don't offer the reward vs. effort ratio we'd prefer. When trash has time to respawn in the time it takes you to finish a dungeon, that's a recipe for disaster, especially in the new environment of the LFG tool. Epic feel is fine, wonderful in fact. You can have that without a dungeon requiring three hours of play and being almost impossible to navigate the first time you visit it.
2-04-2010 @ 6:59PM
I don't want dungeons that are easy to navigate the first time I visit. I want to get lost, to have a few wipes, and have to revisit them in order to learn them. I want to stumble across new paths and hidden areas after my 100th time running a place. Ramps and every dungeon after it are easy, predictable, and boring as far as layout. Yeah, you can work on your rotations, and some of the pulls may be a challenge, but part of the PVE thing is player vs. ENVIRONMENT. And lets face it, there isn't another challenging dungeon environment once you step into outlands.
2-04-2010 @ 8:51PM
@ Shamman To each their own, I suppose. While I agree that having a large, sprawling, dungeon can be loads of fun (BRD is one of my personal favorites) it can also be frustrating. With dungeons that large it's almost impossible to get all your quests done or kill the all bosses you want unless your group is pre-made. In a PuG with people who don't know the layout, you can probably just forget it. It's also dull waiting for people to run back because they blundered into a wandering pack of mobs, since they got lost. For MY player vs environment, I generally prefer experiences outside instances. Such as when I first blundered into the elite dragons behind Forest Song in Ashenvale, or challenged my prot warrior friend to see which of us could solo King Mosh in Un'goro. Or the time when my main was in her 20s and, due to a bug, I found myself rezzing at the base of Thunderbluff as an Alliance. (I was lost in the Barrens for hours thanks to my newbiness!) And let's not forget how many times I sat to drink, only to come back from a brief AFK to see a Fel Reaver stomping away from my fresh corpse.There's plenty of PvE potential, it just doesn't need to be ROFLPWNing new players in instances.
2-04-2010 @ 10:31PM
I think big is great! However, I've been a bit spoiled having a dungeon map to go by. Is it asking a whole lot for a dungeon map similar to what they put in wrath dungeons? Which seems somewhat ironic, given wrath dungeons are a bit linear. :/
2-05-2010 @ 3:51AM
@Draelan...How about a compromise? How about a selector that allows you to choose random easy dungeons or random difficult dungeons. If you like 3 hr dungeons that take numerous attempts to learn, pick the difficult option. If you like easy mode dungeons that can be finished by anyone in one shot, then pick that option. I don't think all dungeons should be made to accommodate the "quick and easy" crowd. For many, the best part of a new dungeon is the feeling of exploration, which is something you don't really get from a place like ramps or UK. And for those that level a few characters it's nice to go through an instance on a new character and actually stumble across new areas or quests.
2-05-2010 @ 5:26AM
Another issue that needs to be dealt with is that if you are running a dungeon for he first time on a character and others share quests with you, once the dungeon is completed you have no way of turning those quests in to the quest giver who is just outside the door (thinking UK and Auchindon instances here) and are then left trying to find where the quest came from to begin with and how you are supposed to get there. Perhapse a messenger service in capital cities could fix that (i.e. a mob who would happily deliver completed quests for a small price)
First time? A confirmation email will be sent to you after submitting.
Members enter your username and password.
Enter your AOL or AIM screenname and password.
Please keep your comments relevant to this blog entry. Email addresses are never displayed, but they are required to confirm your comments.
When you enter your name and email address, you'll be sent a link to confirm your comment, and a password. To leave another comment, just use that password.
To create a live link, simply type the URL (including http://) or email address and we will make it a live link for you. You can put up to 3 URLs in your comments. Line breaks and paragraphs are automatically converted — no need to use <p> or <br /> tags.