Overall Game Suggestions/Possible Improvements Discussion
Hello Everyone! Hope everyone is having a good New Year thus far!
I wanted to start this post as an idea thread for both us as the community and for the devs to look at as well. Got a few suggestions that might help improve the game for the future and I want to hear your ideas as well. Let's get started :3
Dungeon Design Changes
As it stands right now we see more boss mechanic design changes in the game than the actual structure of the dungeon itself.
It's been pretty much like this for a long time: 2x to 4x Mob Groups, Boss, Repeat as we pretty much go straight down a path.
EX
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MOB GROUP
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MOB GROUP
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REPEAT
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BOSS
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REPEAT X2
Now inherently, that isn't too bad of a formula as we grind them out for tomes and whatnot, but with it not changing since the early days it just becomes somewhat monotonous as time drags on. But what we need at this stage is different layouts, updating the dungeon design itself that both allows a little bit of depth and us interacting with the environment more, WHILE MAINTAINING OUR FORWARD MOMENTUM.
That is the most important thing is keeping a forward momentum in the dungeons. I don't think we need something like old Toto-Rak, but heres a couple ideas for new formulae.
E
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BOSS
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MOBS
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BOSS
|-------|----------|
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MOBS MOBS
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|--PARTY SPLIT--|
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BOSS
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MOBS
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S
Pretty much with this one, that that the dungeon starts off as normal and we have our 2 to 4 sets of mobs leading into the boss. After the boss, the dungeon splits and we have to divide the party w/ The Tank/Healer or DPS to Go one way and the DPS/DPS or Healer go the other way and each deal with their own sets of mobs. Afterwards the party reunites through various methods and then deal with the boss. Then the dungeon wraps up as per usual.
We could have something like this as well:
BOSS
/ \
/ \
MOB MOB
| |
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----BOSS----
| |
MOB MOB
| |
| |
----BOSS----
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MOB
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S
Dungeon Starts off as normal, dealing with the standard mob groups before the boss. After 1st boss defeat the party splits, needing to work together to clear the path for each group so that way you can reach the boss. Each party would have to fight the 2nd boss limited to the area on their path with different mechs depending on what path you're on. After the 2nd boss defeat, then the party would continue on as before until they reach the last boss where they reunite to deal with it.
Those are kindof some thoughts I've had when running dungeons nowadays.
More below
Part 5 (Thanks Character Limit lol)
Uncategorized Thoughts
1. Keeping Tank Stance On During Level Sync/Entering Duties: We just need this at this stage as most duties don't go below the level requirement for them. Stance should only be turned off if the level sync goes below the level requirement for the action (Which would only be fates tbh)
2. Keeping Jog through Area Transitions: This one kindof is self-explanatory. Keep Jog on unless you get aggroed or enter combat/duties. Kind of annoying when you go from one end of a city to another part and the loading screen takes it away every time.
3. Remerging of the City State Zones: Combining the two separate zones of each City State (ex: New Gridania & Old Gridania) into one zone. I don't know how possible that is systemwise, but we do have large areas like Kugane, Old Sharylan, Solution Nine. Couldn't the same be done with the Old cities?
4. New Poetics Style Currency For Dawntrail and Beyond: Pretty much a new generalized currency for things after Endwalker. Keep Poetics around for duties from ARR-Endwalker, but introduce a new one that we can get from Dawntrail and afterward. It could help keep older content in circulation as the game continues on.
But those are pretty much all of my thoughts on what changes could be made to the game. Would love to hear your thoughts on the ideas and what ideas would you all have? Would love to hear them.