Quote Originally Posted by Ungood View Post
This really does not work in the DDo setting, or in most MMO settings, but especially not in an instance based setting to say the least.

This would be more suited for single player games, that can be paused, saved, etc, to allow for the player to play though the vastness at their own pace. Which was exactly like PnP worked. You "paused" for the night, and came back, again next week or whatever, and continued on with your static group of friends, and a dungeon like this would take a group of friends years to finish, if they ever finished.

However, in DDO since you can't pause, save, or return to it later, smaller, more streamline dungeons, smaller, quicker modules are the key to playing here, fast paced and moving from one to the next, are needed to retain entertainment value.



Having a map designed to stall or loose a player for extended periods of time, especially a dungeon type of set up, would not work in DDO or pretty much the player base in general.

As others have said, perhaps, one of the maps listed here, could be used for a slayer area as that would allow reentry at leisure.
I'm sure it would require a lot of new engine technology, but - what if it was progress save-able?

A party of 6 crawl through sections 1, 2, and 3 of the dungeon. Each section is progress hampered or sealed with some kind of a persisting key or quest reward. Perhaps something along the lines of the Necro 4 Sigil that has to be assembled. Each player could collect these on the completion on separate sections, and add it to their "sigil bag."

Then, a new party forms. 3 from the first, and 3 new puggers. The puggers have completed sections 1 and 4. So, sections 2, 3, and 4 must be replayed.

Just spitballing here, really. I think there might be a way to successfully incorporate a dungeon crawl into DDO. It isn't something we'll see revealed tomorrow, though.