What changes/improvements would you make?
Any suggestions you would make to the Dev team.
If we are lucky, maybe they will implement some of them in later tiers of DD.
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What changes/improvements would you make?
Any suggestions you would make to the Dev team.
If we are lucky, maybe they will implement some of them in later tiers of DD.
Get rid of timer for solo.
Less exploding silver chests please. A good 70-80% of them just exploded on us across all 50 floors.
It really needs objectives on floors that are not just combat. They pulled all the inspiration from Nyzul, but then they reduced it to what all content in XIV ends up being: straight up combat. That's what Diadem was: a zone full of possibilities from the devs, but it ended up just being an affair of killing mobs over and over for DoW/DoM classes. They've taken Nyzul Isle and turned it strictly into a combat affair. I'd just like the dev team to know that it's okay for DoW/DoM roles to have content where the objective isn't always strictly killing things. You can still have combat in the form of obstacles that get in the way of completing those objectives.
-Enviromental Interaction - Set up traps, activate doors, secret passages, shortcuts, use enviroment as a weapon.
-Job exclusive mechanics - Diferent jobs to have diferent ways to approach certain floors (A big fissure only a DRG can jump so he can pull down a lever and lower a bridge. Locked doors only NINs can open. Weaponry only MCH/BRD can use... All for extras/shortcuts).
-Less trash, more mechanics - Instead of endless pulls of trash enemies, add more mechanical intensive enemies, modify this depending on the number of players on the save file so it doesn`t become impossible for solo players.
-Diferent floors:
Laberynth Floor (what we have).
Passage Floor (straight line like steps of faith with enemies along it and enviromental mechanics to fullfil).
Dark Floor (No map, all black, only enemies are colored).
Time Attack Floor (Any of the above but with a timer, finish the floor within the time for extra rewards or a particular buff for the next level).
Mining/Harvesting Floors (extremely rare floors where players are allowed to gather rare resources, make it so no need for job changing, just add heavily defended one click nodes).
Hunting Floor (Timer and kill goal, fulfill it to get extra rewards at the end of the floor of a particular buff for the next level).
I'm glad they didn't bring lamps or use any puzzles.
I think additional objectives would help immensely. Maybe add in some puzzles, find a specific monster, maybe look for secret passages/rooms. Make pomanders more useful and in some cases, necessary (could tie into puzzles). As of now you can clear without them, as they really only act as stat boosts, or come in handy when traps are triggered. Overall, shift the focus away from sheer combat, and give us some additional options!
No one's going to mention the addition of more save slots?
More save slots please.
• An extra save slot or two. I'm the kinda guy that doesn't like to stick with one class for very long and I'm sure I'm not the only one like that. The problem with that is in order for me to experiment, I'd have to eliminate all my progress on one slot in order to do so, especially if it was on my premade (I'd feel like a douchebag if I just up and erased all that work we did, even if they'd be cool with it, or ran with their own premades on the side). I wouldn't want 20 slots or anything, but just enough for some room to work with.
• More time, like from 60 minutes to 90 minutes. In nearly all my floor 11-20 runs we had about 30 minutes left and my 21-30 run we just barely beat out the timer. I can only imagine how long the harder ones would take, especially in a matched group. I can't even see me doing them solo in that amount of time.
• The ability to craft items useful for Deep Dungeon, or abilities that are modified while in deep dungeon. Something like untradeable reusable pomanders that have _5__ minute cooldowns that can be used in there. Or maybe alter an ability like Foresight to allow you to detect traps for its duration, but its cooldown is increased to 5 minutes, stuff like that.
For starters, don't design it for level 17s who have never played the game. Don't design for four DPS. Design it for a standard group comp. If four DPS can get by with pomanders - good for them! It shouldn't be the standard though since it absolutely makes for boring content like FATEs. It is 100% ridiculous that at this point in the game's life we're STILL getting content for people who haven't played in months. The leveling dungeons in this game try to teach you mechanics and good party play, but at max level you throw that all away in favor of monsters that do nothing but throw out telegraphed, easily dodged attacks. See: original incarnation of The Vault vs any """"Expert"""" dungeon.
Add more unavoidable attacks to monsters. I'd basically remove all telegraph zones and cast times, barring a few like Self Destruct and minotaur/cyclops 1k tonze swings. The big orange circles you can easily step out of are part of what makes this place so stupidly easy. I'm not asking for Savage difficulty, I just want the dev team to stop treating us like idiots who don't know how to work a mouse and keyboard.
Second, add events on floors. Not every floor needs a special event/goal, but at least one per instance would be nice. I'm cross posting this from another thread, but basically steal ideas from good games. Here are some I thought of in five minutes:
Oh no, a Tonberry is chasing you (this one is from your good game, ARR around 2.0) so you have to move quickly through this floor.
A mysterious merchant has appeared who will let you trade 2 pomanders (stop it loc team) for one.
Certain monsters on a floor have had their stats turned way up. They have a black aura.
Cultists are summoning a boss on this floor. Get to them and kill them before they succeed.
You found a magic lamp with a genie inside who will grant you a wish. Choose wisely (+weapon, +armor, +exp, +gil, or a massive buff for the next floor)
This floor has no map and is shrouded in darkness. Stick together and make your way to the exit.
This floor's exit is behind a caved in wall. You need to lure bombs to the wall to destroy it.
A treasure goblin appeared. Where have I seen this one before?
There are 4 switches that you need to stand on at the same time. Split up and go do it.
A miniboss appeared. Kill it.
Your whole party is transformed into monsters and you have to fight "adventurer" NPCs this floor.
This floor is a tower defense mini game.
On this floor you're fighting Ifrit.
Your party has been split up and you need to get back to each other to advance.
Every room has a door that you need to answer a riddle to get through. If you fail a riddle you fight a hard monster.
Add "champion" type monsters at random with affixes like in Diablo. "Screeching Icy Puk Champion" that casts AOE silence (screeching) and leaves a trail of ice behind when moving (icy). "Super-Heavyweight Exploding Gargoyle Champion" who moves very slowly but hits super hard (Super-Heavyweight) and explodes when he dies.
These guys could drop bonus stuff maybe, which leads me to...
Use this place to experiment with new stats and effects. Balance does not matter here at all and it's high time for some new stats. Speed/Det/Crit are played out. Add some interesting stuff to Aetherpool gear at random. Oh snap, while going through the dungeon this time I got an Aetherpool enchantment that restores HP when I attack! Oh yeah well I got one that reduces my cooldown timers, etc.
Really, just take some risks and do something creative. Not every piece of content has to be beatable by a newbie on their first run.
They need to add puzzles such as keys for different rooms, riddles, or using other classes such as gathering (for example a level 35 BTN requirement to chop down a tree blocking a room.) Of course those rooms would be optional and wouldn't affect progress. It just gives some excitement instead of the mindless grind it currently is.
I wouldn't mind seeing some of the elements of Aquapolis come over to deep dungeon. Treasure Goblins, Mini Bosses, even the door mechanic would be a cool thing to have. (You have two doors leading from the room you are in, but you can only open one door.) I also think that more diversity in the floors would be nice. As it is now, you go in, find as many chests as you can, clear however much to get to the next floor, farm xp just before the boss. Finally, I think some jobs are favored too much. Doing this on my AST is leagues easier than doing it on BLM.
I'm sure these first 50 floors were just introductory and things will probably get more varied/difficult in the next 50... hopefully.. or should do. We pretty much reach the current lvl 60 cap well before floor 50, so I'd expect a difficulty spike going forward, since we can't go over 60.
I do like some of the ideas above. I wouldn't mind seeing more dead characters from the past, preferably show up as boss's; imagine having to fight a zombie Haurchefant.. And there definitely needs to be environment mechanics of some kind that go beyond 'Sprinting disabled'. And giant slimes.
Some way to key bind the poms. Trying to use them while fighting mobs is like playing twister. i.e using a clutch witching when you get jumped by 3 roaming mobs or when you trigger a luring trap.
These could all be toggle options:
Pom of sight should leave rooms you haven't been to a different color (maybe gray) instead of the discovered color.
Chime/sound effect for when the passage/portal to the next floor opens.
When you come across a chest with a pom that you already have the max amount of, it should ask you whether you want to use it. If yes, it will use one of them then open the box to refill it.
I'd like the XP rewards to be increased, maybe the runs will speed up as people get more used to it, but right now it seems inefficient vs just doing leveling roulette or the highest available dungeon (especially with rested XP, heat of the battle, food and XP boosting items pre-30). Also there is the risk that you wipe and get nothing. Maybe add some daily random objectives that will grant an XP (or gil if level capped) bonus.. kill 5 slimes, open 10 chests, etc.
I also agree that having "event" floors would be fun.
As of right now, there's one mob (slime) in the 11-20 floor set that will instakill the entire party at random with no warning. Give that ability a cast time or some sort of tell, so that it can be stunned or run away from (if you're solo on a class with no stun). My solution for them so far has been to kill it fast, but killing it fast only works if you only have 1 of them, and might be unreliable even then. Pomanders of witching should not be an absolute requirement to survive these, given that you can't guarantee having one when it's needed, and just avoiding the slimes isn't that great of an option either, since you might need to kill some for your kill count, or you may want XP.
Also, the timer is extremely tight for soloing, especially given that you can't repeat a floor set without starting over. I say increasing the timer to 90M would be a good thing.
I may post more once I've gotten farther. :)
--Erim Nelhah
Diadem HAD non combat objectives & look how that turned out -_-
The fifth post from the top sounds pretty nice though.
From a solo perspective:
-Progress saves every 5 levels instead of ten.
-No more silver chests that blow up. It's bad enough that the upgrades can (and most likely will) fail, this is adding injury to insult.
-Easing up on the traps. For a group they are nothing more than a minor annoyance, for a solo player they can be an instant failure.
In General:
-More floor goals than just "kill mobs til the next floor opens up."
-"Traps" that provide unexpected beneficial effects. Or traps that don't discriminate between mobs and players.
I would love to be able to switch to non-combat classes to help with things, but I can see how that would affect people who DIDNT have them leveled. i.e. Turn into a miner to bust a hole through a wall..but if you don't have miner leveled (even level 1), you need to lure bombs to it. A little more risky but worth it.
I loved transforming into monsters. Being a 1-shot Manticore was awesome, but not all potions have to have that kind of functionality. I'd like to see us transform into some of our beast tribe familiars. Just imagine:
- A sahagin that can breathe underwater - transform, dive, flip a switch or something, room area drains and we can progress.
- An amaljaa that can light magical torches to help light the way in a dark room.
- A sylph that can do whatever sylphs do because I hate the little buggers and never leveled their quests. :)
- A kobold that can fix a broken switch or otherwise use some mechanical ingenuity to disarm a trap or something.
Quests that aren't so hard that you can't pass them but still fun in how you can use the features.
The Diadem didn't really have any objectives at all though. It was more efficient to just farm monsters than actually pay any attention to the objectives, combat or non-combat. The Diadem's failure was entirely due to poor implementation with no real content structure. From what I understand 3.4 is reworking the Diadem and refocusing it on shorter sessions that are much more objective and exploration driven. Poor implementation isn't really proof that a feature doesn't work.
The PotD is great IMO, but yes, it needs more variety in terms of how you clear each floor. The objective shouldn't always be to just kill everything to open the portal.
I like these suggestions:
Just a lot more unique terrain components, tilesets, verticality, doodads, etc. More map reveal, environmental mechanic activation, mob swaps (lit/unlit = mob types A/mob types B), chase functions (boulder, tonberry, rising lava forcing you to cover the lowest elevation rooms first) etc. functions that can give a sense of a new strategy for clearing the whole floor. Possibly some interesting interact-able critters or NPCs.
Get rid of the square grid map idea. Use a fog of war to paint in the map as you go, mostly angle by angle and push by push, rather than a section at a time as is done in the open world. Allow for sub-stories/floors, bypasses, cliffs, etc. More interesting map shapes generate-able. Some floors might not expose the minimap at all.
Unique or non-telegraphed abilities with charge times (whereas Tri-clip and Nail in the Coffic, etc., are instant) other than just good ole' Ten-tonne Swing. Some packs must be pulled as a whole, with greater ability or aura-based synergy between the mobs, necessitating CCs and kill-order.
Generally greater difficulty, but with some added lenience for wipes, be it a heft time penalty on mass-rez in addition to restarting the floor, or whatever else. Add a bit more time for more casual parties. (Even my most talkative, kill-every-mob parties got through with 8+ minutes to spare, but I imagine it can get tough in no-Cleric groups, etc.)
More frequent bosses (2 per tier) or mini-bosses. Preferably spawnable mini-bosses. Include lore tid-bits over one or more floors giving ideas as to how to spawn the mini-boss for bonus whatever.
TLDR: What Brannigan said.
The ability to replay specific level ranges without having to go to the preceding levels.
Again, this is from a solo perspective. I can beat floor 1-10 in about 20 minutes, solo. But every silver chest is pretty much going to fail to upgrade at this point. I have beaten 11-20, but only once out of 4 tries, and I finished with 5 minutes remaining. In that time I got 2 (TWO) silver chest upgrades.
It seems like the meta for soloing is going to be spam mixed until you have +30 arms/armor, then try to solo from 1-50. Or else you are just going to hate everything when you get to 21-30.
Please change the text that appears when Pomanders are collected.
"Each member of your party received a Pomander of X"
This makes it sound like you are receiving one Pomander per party member, when you're actually receiving one Pomander total. Please adjust the text to more clearly reflect that single Pomanders are received from chests and placed in a shared party inventory.
A couple of the Pomanders have unclear text when you use them. For example, the Pomander of Affluence says something like, "You sense more treasure coffers nearby." Please adjust this text to more clearly indicate that more coffers have appeared on the next floor, not the current floor.
http://i.imgur.com/AhoBx1N.png
Please adjust the icons on the map so that they do not cover passages. A passage on the south side of a room with a Cairn of Return can be difficult to see.
Puzzles and jumping mechanics to make it more interesting are all that come to mind for me. Also seeing as we have seen some NPCs, I wouldn't argue with seeing fellow adventurers who died as a mob like the NPCs. Kind of a "Dark souls" feel to it that if anyone dies (revived or not) gets like a mini copy of them pasted somewhere inside as a random mob.
Puzzle rooms.
Specific objectives.
Ease up on the timer for solo play, but don't make it easier to get through. Just need the time for strategical play.
allow to change players while progress. I just can't run 50 levels in one go while others want to do just that. Why not allow the group to recruit some other guy for my lot?Quote:
If you could make impovements to Deep dungeon...
Or at least more slots...
I actually like the map, although it doesn't have to connect like it does though. They could do this by adding in warps or hit trap u been moved to room X filled with mobs etc. I agree with everything else though.Quote:
Get rid of the square grid map idea. Use a fog of war to paint in the map as you go, mostly angle by angle and push by push, rather than a section at a time as is done in the open world. Allow for sub-stories/floors, bypasses, cliffs, etc. More interesting map shapes generate-able. Some floors might not expose the minimap at all.
Punish people severely for leaving before the last boss. It's not fun to slog through the final nine floors only for players to suddenly leave right before the final boss - especially when most classes cannot viably solo it unless they get super lucky with pomanders.
since going solo is an option, include modification to make going solo possible. im hearing some things are imposible to do.(though im gonna try it myself.)
PS4 player here and when I tried to go into the HUD layout menu to move the Aetherpool/Pomander and Map Displays, it would not let me do so. Once the dungeon was cleared, I was able to plug in a mouse and move them but they were not an option to be toggled in the HUD Layout itself.
Please fix that.
I'd like to see puzzles as others have mentioned. I'd also like to see some of the traps work against the mobs as well. What I would really love the most though is if soloing and I get disconnected, don't auto-kick me from the dungeon. I accept if I get eaten while I'm trying to log back in, but please don't automatically remove me from the dungeon leaving me with nothing gained and floors to go through all over again.
Groups of two should be able to carry four of each items, and soloers should get to carry five.
And let people call their chocos! Would give new value to a battle system that is largely useless at this point.
I'd also like to see random, unbeatable monsters on random floors similar to the tonberry in the first Wanderer's Palace.
Duty Finder should stop making partys with 4x the same roll
Floors 41-50 was so damn frustrating with a party of full tanks >_>
Not to meantion it: WE didnt had a chance to beat final boss due low DPS and no heals!!!
Some suggestions for floors 51-200.
Floor modifications items:
Tome of the Void: The next floor is filled with a deadly mist and a moggle has come to aid you by holding an aether lamp to create a small aoe where you and your party is safe. The moggle follows the leader and if they die follows the next player on the list. A slight nod to the Crystal Chronicles game on the Gamecube.
Tome of Trials: The next floor has no enemies but the gate is locked until all floors have the corresponding matching color. Entering rooms in specific orders changes the colour. A slight nod to Cave of Trials from Star Ocean 2.
Edda's Lock of Hair: The next floor is filled with double the amount of chests however an ominous presences stalks the floor. Increased chances of silver chests and potshed items but Edda slowly wanders around and is lvl 99.
White Finger Glove: The next floor will be empty except for one strange witch. A shop floor where you can buy exclusive items and/or upgrades for your aether armor from Welch.
Demon Void Brick: The next floor will be a hallway with a Demon Wall. Defeat the Demon Wall to obtain treasures hidden behind it.
Heavy Feather: The next floor will contain heavy hatchlings. The players must gather and round up all the heavy hatchlings before the Fat chocobo will move from the gate.
Black Stone: Next floor is completely dark except for a small light aoe radiating from the player. Other players cannot be seen if they are in a different room. Map is N/A.
Wood Wailer Whistle: Next room creates a save point.
Player Modification Items:
Large Aether Crystal: Makes player size larger and deal more damage. Duration 1 min.
Broken crystal: Changes actions and traits to that of another job. Can only change between jobs of the same category, ex tank, melee dps, ranged dps, healer. Duration 1 min.
Smoking Void Crystal: Makes you invisible to enemies. Duration 1 min.
Allow us to save before bosses.
Some suggestions really intended to kill what they are supposed to is the idea of Palace.
Most ideas must be brought gradually to feel real progress in difficulty
-Add More complex maps(with secret roms)
-Darkness Areas (poor vision)
-More variety of traps
-Merchants who sell items
-New requirements to complete rooms
-Randoms Events
-Search ideas within the genre of Dungeon Crawler