I would love to, but sadly all the money I make on these forums have been 'allocated' to other forums.
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Why do people like PotD? Not only does it let people shoot through classes without having any idea how to play them, it's boring and repetitive as hell. While Dungeons get boring, they have flair. PotD is literally the same thing over and over again. Floors look only marginally different. It's lame. If PotD was more like each floor had a chance to look beautiful and was one giant room where I fought a random assortment of waves or bosses or if they made every floor be procedure generated with dungeon assets from different dungeons, I would like it more. Instead we get a stupid ugly dungeon/ugly cave every floor. There is nothing interesting about PotD. It's probably more of a let down to me than Diadem.
IMO I'm a bit sad about this, I personally like their dungeons, even the bad ones. I am really hoping they rework PotD because quite honestly thats one of the most boring things theyve ever done.....
If I don't recall they had mentioned doing 2 raids, so perhaps that one dungeon has something to do with them working on the raids more?
Guess we will find out soon enough!
You only get tomes as a reward when level capped.
Why people use it to level? Que times
I personally only do the content that gives me gear. So after I've level capped again, i will be doing those 3-5 places that produce what i need.
Roulette and going back into places that won't boost my ilvl is not the best use of my time.
I'm in the group where I would much rather see more dungeons than less. This is disturbing to me personally. I enjoy dungeon content.
Glad that increased budget meant they have to cut content to develop new content.
This is a good thing. There's enough to do in the game that I rarely do the dungeon roulette anyway. If this means we get better non-dungeon content, then I'm with Yoshi!
meanwhile they do not screw it up by making more boring/broken content, good, but i fear what that won't be the case
On the other hand, PoTD is awesome! Can't be afraid of new things. Scared money don't make no money.Quote:
Originally Posted by Anzaman
Well another dungeon is cut..I would have less problems with that if they at the same time posted some of the ideas they have. You know like showing us what they have as concepts for the new content. And if they say and write that those are just ideas and can change its fine too. But we only know that we will get one dungeon less in uneven patches but not what we will get for that as a exchange.
And I am sorry but SE`s new content is really hit or miss..its okay if not everything is a success but sometimes I really wonder how they can find things like Diadem fun? Heck even PotD gets boring after some time and I do kinda wonder how many people would still run it if it was not so good for leveling.
If we as a trade off would get different levels per dungeon (normal, hard, savage) and maybe a third tier for savage too..well than this might have been a good trade off. But after all that SE did in the last few months..well I will stay skeptic if this is truly a good thing..If they do not live up to this and create some truly awesome, fun and long living content, then this might kick them in the back really fast. People are already complaining a lot about HW endgame content and having only two dungeons to run for was already bad enough..and lets not forget that we already get a lot less in comparison to HW (race, jobs and so on). If they do not deliver in 4.x then this might be the final straw for quite some people.
now we have 2 dungeons each even numbered patch and the devs want to add an extra dungeon each odd numbered patch.
Do i understand it right?
So instead of "2 (max ilevel increase) - 0 - 2 (max ilevel increase)- 0" we will have "2 (max ilevel increase) - 1 - 2 (max ilevel increase)- 1"
I don't see a problem with it
There was never 3 dungeons per patch, only 3 dungeons every 2nd patch
And now it seem the 3rd dungeon is coming back, but delayed by 1 patch and not together with the other 2 dungeons
for real? i hope that new dungeon per patch is more longer and challenging to compensate, i really love do dungeons is the best middle ground to practice a full rotation.
I think the OP should also bold the text after the bolded text
Unless I am missing something the change we are looking at is...
Patch 3.1 = 2 dungeons
Patch 3.2 = 2 dungeons
Patch 3.3 = 2 dungeons
Patch 3.4 = 0 dungeons
Patch 3.5 = 2 dungeons
8 dungeons total
to
Patch 4.1 = 1 dungeon + new content
Patch 4.2 = 2 dungeons
Patch 4.3 = 1 dungeon + new content
Patch 4.4 = 2 dungeons
Patch 4.5 = 1 dungeon + new content
7 dungeons total + 3 iterations of new content.
I don't really think that is less content.
Dungeons need to exist so players have a means to catchup. However if they were feeling courageous and maybe just start it off with premade parties only. They should try to incorporate "Random Encounters" into dungeons.
A Random Encounter can either be RNG based, quest based, or fulfilling certain requirements within the dungeon to unlock. Maybe go back to old maps and add in 2-3 rooms that are hidden and need special requirements to unlock, the rare chance a "Rare Boss" spawns to replace 1/3 bosses and other Secret bosses you can find in the dungeon that have no ties to the dungeon themselves but work like old FF with Secret bosses that were there to be difficult.
Let's say one restriction would be they can only occur in 50/60/70 dungeons, and as such you have the option to do them at Minimum IL(Increased Reward Rate and maybe only certain secrets can be discovered by doing it at Min IL) or you just go in with a premade group synced.
So for a level 50 dungeon, Let's say Stone Vigil HM. Pick up a quest called "Omega's children". Now you go through that dungeon while the quest is active in a premade group and when you reach the 2nd boss, rather than fighting with cannons or even the boss itself, a little Omega Appears, squashes the creature and then Cid appears with Nero dropping down 4 Magitek Armors to take out the Boss. Upon defeating the boss you have a chance for certain unique loot to drop and then you continue on the rest of the dungeon as normal.
Another Secret could be keeping a named NPC alive for a certain amount of time until they reach a point in the dungeon to unveil a new area. When you see them they will have a quest marker on them within the dungeon and you'll have the opportunity to escort them to their destination. As you do this more mobs than normal will appear and there would be a restriction on Raising allies so you would have to be extra careful about keeping players alive.
Lastly they could add "Random encounters" which has a chance to spawn different bosses or even normal mobs spawning in place of normal mobs that drop an item you use in secret locations to unlock another path to fight another boss.
Basically SE could potentially cut down on their production cost while breathing life back into older content if they are willing to make/alter dungeons to be more modular in design. Of course these modular dungeon would be consider "End Game" content so those going through them for the first time will never experience those situations since they are designed for premade groups who have done the dungeon before to give the RNG side of the dungeon a try. Honestly, would anyone hate it if SE just went back and added in additional secrets to each 50/60/70 dungeon being released to give a purpose for smaller FCs to take their group to, it could even be the so called "Savage" version of those dungeons but rather than having to create 1 single instance of Savage 4 man content, you spread it out across the 50/60/70 dungeons that are already in the game and offer players a huge variety of content to play through.
This is awfully subjective. PoTD was very well-received and is a great alternative to grinding dungeons. I can imagine it would get boring if you ran it into the ground, but that's not really the way FFXIV is designed to be played.Quote:
PotD is far from awesome and in fact made the game overall slightly worse.
Keep in mind this came out of Mister Happy's mouth.
I'm perfectly fine waiting for some official trusted source to tell us this, Happy has a tendency to say things that get him views that turn out to be dubious or bogus later. Or worse, he posts a video full of speculation and his viewers treat it as gospel.
I'm fine with that too, but I'm referring to replayability. I believe if done right PotD will have more playability because itlll be different each run if objectives are randomized, along win monster trap map randomization.
Dungeon the way ffxiv does it can only be linear in design even with random boss encounter. It would just feel the same as Proto-ultima did to people "oh ok" "repeat how you beat it last time.
Xelphatol and GGLHM stopped existing?
They could stick a 1000 percent EXP bonus on level 5 fates and I'm sure that'd be well received too. Just because the carrot is big enough to make people ignore what they're doing doesn't make it enjoyable something the awful relic system has been proof of for years.
Unless you completely redo how dungeons will work from ground up. Trying to reach floor 200 was way more fun than any dungeon has ever done for me
2.0
3 dungeons -> 3 months -> 0 dungeon -> 3 months -> 3 dungeons -> 3 months -> 0 dungeon = 3 dungeons every 6 months
4.0
2 dungeons -> 3 months -> 1 dungeon -> 3 months -> 2 dungeons -> 3 months -> 1 dungeon = 3 dungeons every 6 months
Quote:
The current plan for what these patches will contain is odd numbered patches will have one dungeon and some other new content while even numbered patches will have two new dungeons and QOL improvements.
Don't try counting your chocobos before they hatch. I don't think anyone pre-HW would have guessed patch 3.4 would have been a 0 instead of a 2 either.
(Edit: Apparently we did get 2 dungeons in 3.4)
That is really adorable if you're trying to suggest that SE is taking resources away from a piece of content designed for 90+ percent of the playerbase, in order to produce a single encounter that is 90% flipped assets that 4% of players will attempt, and 1% will clear during the time it's relevant.
(all numbers stated are arbitrary, obviously)
Anything we gain by losing 3 dungeons over the course of SB, will be content designed for the same demographic of player.
http://na.finalfantasyxiv.com/lodest...83f2cf7a7e3119Quote:
Patch 3.4 is nearly here, and in today's preview we offer you a peek at two new dungeons, Xelphatol and the Great Gubal Library (Hard).
the 3.x dungeon list fom Aramina is not 100% correct
We're going to do this.
2.0
2.1: 3 new dungeons + Crystal Tower + 3 primals > 3 months > 2.2: 3 new dungeons + Second Coil + 1 primal > 3 months~ > 2.3: 3 dungeons + 1 primal + Crystal Tower > 3 months > 2.4: 3 dungeons + Last Coil + 1 Primal > 3+1+1 months > 3 dungeons, Crystal Tower, Gold Saucer, Primal, Trial.
3.0
3.1: 2 Dungeons + Diadem + Void Ark + 1 Primal > 3 months > 3.2: 2 new dungeons + 1 primal + Midas > 3 months~ > 3.3: 2 new dungeons + Aqua + PotD + 1 trial + Weeping > 3 months~ >3.4: 2 new dungeons + Creator + Primal > almost 4 months > 3.5: 2 new dungeons + 1 primal + Dun Scaith.
4.0
4.1: 1 Dungeon + Stuff > 3 months > 4.2: 2 Dungeons + Stuff > 3 months > 4.3: 1 Dungeon + Stuff > 3 months > 4.4: 2 Dungeons + Stuff > 3 months > 4.5: 1 Dungeon + Stuff.
We didn't have any patches without dungeons in ARR.
2.0: The Wanderer's Palace, Amdapor Keep. Castrum Meridianum and Praetorium if you want to count them.
2.1: Pharos Sirius, Copperbell Mines HM, Haukke Manor HM.
2.2: The Lost City of Amdapor, Halatali HM, Brayflox HM.
2.3: Hullbreaker Isle, Stone Vigil HM, Tam Tara HM.
2.4: Snowcloak, Qarn HM, Sastasha HM.
2.5: Keeper of the Lake, Wanderer's Palace HM, Amdapor Keep HM.