Keep in mind that I haven't played this yet. I was waiting for a more complete version. Now that I've come around to try it, my FfH is overly updated for it. Arg!
Went looking to see if I could nab 'y' still to give it a whirl, but no luck in finding it. Probably had it sitting around before, but a hard drive failure means I only have new stuff now.
That said, I
do have a lot of experience with sending players into dungeons to die. Been running D&D games for a while. It's pretty applicable to the topic.
Based on feedback received so far, DA - 133rd KRAG will likely morph back into the original DA concept of a dedicated dungeon crawl.
Most of the positive comments focus on the dungeon portion of the scenario, which seems to confirm my suspicion of pent up demand for a "good ol' dungeon crawl."
I'm not exactly sure what you mean by a 'dedicated dungeon crawl'. Something without a plot? Without a central town? I don't think the loss of either of those is really an improvement. A plot gives the player something to work toward, and a sense of accomplishment when they complete the goals of it.
Say what you want about World of Warcraft, but it was a lesson to the whole industry on how quests are more interesting than endless grinding. If it's Kael's comments about some of the RPG concepts not working so well here that's bothering you, I wouldn't be so concerned. At least what I took from that is not to cut out the 'RPG' stuff, but to make sure you choose the right ones. Don't make quests with a lot of back-and-forth to town. Or ones where you have to spend ages searching for that last goblin out of ten that you need to kill, that's wandering somewhere on this level. Use them to encourage exploration and to break up the standard 'crawling a little.
Going back to town with sacks of loot, so you can buy shinier toys is pretty common in dungeon crawlers. It's pretty necessary, since it gives you something to work toward, other than killing the King of UberEvil on floor 99.
Of course, maybe I'm wrong about what you meant by turning it back into a more dedicated state?
Do people like the overmap/world map function, though? Or is there a preference for a sole dungeon focus?
I hope that you don't nix the overworld and all that Lutefisk. It definately seems to be one of the most novel things. And I like the idea of searching through the wilderness to find new dungeons to explore. It gives you a feeling of a broader world.
The 'endless dungeon dive' idea always felt a little 'meh' to me. Being able to 'finish' a dungeon and move onto a different one is way more satisfying. Not sure how the dungeon levels are handled now. Could be interesting for each to have a set number of floors, then at the last one, generate a named 'boss' mob that gives some equipment or a gold reward, and an exit to the overworld.
To sum up both parts of what I said: You're probably not better off removing short-term goals. More RPGish elements, and the overworld/town give a lot of options to provide them. Without things to accomplish, things tend to get very dull. There are personal goals. 'I'll get to floor 10!', and such. But it's kind of empty if there's no point in doing it. If on the tenth floor you kill the nasty demon that was holding the town's healer hostage, and get a cool item in the process, it's suddenly much more interesting and meaningful.
Back on the D&Dish angle. What you want to give your players to provide a fun experience is motivation, progress, and choice.
Motivation: Why do I want to do this? That's the plot. The 'fluff'.
Progress: What to I get for it? That's the loot, and the accolades for completing goals or quests.
Choice:How do I get there? I didn't really touch on it. Though having that town available to cash in your earnings is certainly one part of it. It lets you choose what to buy. Enthralled spoke on the topic, with his talk of traps. The more choices (within a reasonable limit) that you give to a player, the happier they are. The more choices you take away, the more irritated they get.
Of course, I'm just a newb lurker. Maybe the regulars will weigh in on things.
And hopefully someone will materialize with a download location for patch 'y', or you'll get a new merged version out. So I can try it before any drastic surgery.
I am also taking Kael's comments to heart: DA really does have more potential as a stand alone modmod of the FfH2 platform.
Can definately support this.

Having it as a modmod removes a lot of those artificial constraints that have been in place. It'll let you go a bit crazy. And judging by what I've seen of you work here, that's a good thing.