Dungeonborne

Dungeonborne

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Spooky Feb 4, 2024 @ 11:16am
Do people like the fixed-map aspect of these games?
I'm of two minds on this, so I'm curious what other people think.
Are fixed enemy spawns and a single static map (3v3) the most enjoyable design choice for this subgenre?

I like a lot about Dungeonborne, but I feel that without more game-to-game variation, I find myself in the same rooms, fighting the same PvE encounters. Too quickly learning the ins-and-outs of the map. Balance changes will likely improve what we have currently, but a larger map pool would drastically improve my enjoyment of this game.

To take this further, within each map I think spawns for enemies should be heavily varied game-to-game. Map modifiers, shortcut/area variation, rearranging sections, etc. would be ways to further expand on this idea. But at a minimum the enemy variations would contribute heavily to improving the PvE feel.

I'm sure additional PvE enemies will come with time, whether exclusive to certain maps or not. But in general this lack of variation is what I think is the biggest hurdle for the devs to overcome.
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Grimmsch Feb 4, 2024 @ 11:30am 
I am torn on this.

You can design fixed maps much more beautifully. Learning and mastering them is part of the fun.

But than I think in an ideal world the dungeon is procedurally generated and you don't know what to expect and where traps are placed. Would play into the real dungeon exlorer vibe.

Maybe that is something for the future of this genre.
ScienceFiction97 Feb 4, 2024 @ 3:26pm 
Fixed maps end up getting learned and it can cause metas and lessen the fun, but randomized maps always end up super buggy and take a lot more work and tuning. It would be neat if they added a hard mode map that is randomized and called it something like labyrinth, but it's still in beta.
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Date Posted: Feb 4, 2024 @ 11:16am
Posts: 2