As the title say, would you prefer they keep the current format of 1 dungeon per patch (2 dungeons in expert). Revert to 2 dungeons per patch (3 dungeons in expert) or would you like something different.
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As the title say, would you prefer they keep the current format of 1 dungeon per patch (2 dungeons in expert). Revert to 2 dungeons per patch (3 dungeons in expert) or would you like something different.
Everybody would always prefer more content. It aint gonna happen.
There wasn't a mass protest when it dropped. The game made more money then ever.
This is the new normal.
I think the current 1 dungeon per patch is good enough, because old dungeons are being forgotten some time after release, so I'd rather see SE put resources somewhere else.
Seriously who does dungeons? Many people cap outside of them like A trains. 1 dungeon per patch is fine. I like the format for the xpac dungeons but for the most part once you clear them how many go back and do them again.
Like someone said more content will always be better but heavily depends on dev resources really.
True but I wouldnt think those two are related, i am assuming it made more money than ever because it is one of the best casual friendly mmorpgs out there with a lot of content and with a reputation of a friendly positive community so it makes sense it is only growing according to data from places like mmo population.
And since the main competitor isnt doing very well even more reason people are jumping on this game.
For a long time we just had 1 main scenario dungeon and 1 "hard mode" dungeon. The reason for the "hard mode" dungeon was to fill the game with a variety of dungeons to do. We have plenty of dungeons in the game now, so we only need the 1 dungeon that adds to the main scenario now.
The experiment actually began almost 4 years ago in Stormblood where we only got 2 "hard mode" dungeons in the entire expansion, so all that happened recently was not producing the rest of them.
The resources are being put into other things like the relic areas, MM Extreme, DR and DR Savage.
I like that every dungeon that we get now is linked to MSQ. In stormblood, only 3 patches had a dungeon linked to the MSQ, while on shadowbringers we will get 5, one for each patch... It makes the MSQ more engaging in my opinion, since you have dungeons a lot more frequently to spice up the gameplay. I don't see the need to have 3 dungeons on expert roulette instead of 2, all dungeons are linear corridors with 3 bosses, I don't know how having more of them would be useful, the only thing that changes are the visuals, the mechanics are always easy.
I prefer 1 dungeon per patch, but I was expecting more battle content elsewhere with it. In SHB we did not get that. Instead we got more crafting and gathering content, which was fine, but at the same time was crazy overkill. We basically received enough gathering and crafting content for 3 expansions worth in SHB.
2 dungeons and hard ones. People say resources go to other content, but I don't see where it is.
1 per patch is ok because all Dungeons are the same. Less dungeons means more time to do other things.
I would say 2 dungeons per patch if the shadowbringer's dungeons were more varied than hallways with 2 mob packs before wall hits, as it is now it won't really make a difference for me. Though maybe 2 dungeons per patch may make doing experts less broing for a bit.
Exactly why I made this thread. Just to point out, Thea Hero's Gauntlet was released August 11th. I don't recall if 5.3 or 5.4 was the patch that got really affected by the pandemic but regardless with 1 dungeon per patch we will always end up with 1 dungeon being there for a long time.
We already had 1 large area (Diadem) and 1 promotional trial (Proto Ultima which replaced a boss in Dun Scaith) in Heavensward, so every odd-numbered patch had a Hard Mode dungeon removed in Stormblood in exchange for 1 extra trial (Rathalos) and 3 Eureka areas that are far better than any dungeon could hope to be.
In Shadowbringers, we could argue our 2 relic areas and (assuming 2) CE raids and DR are what the 4 Eureka areas would have been and that MM Extreme would be like Rathalos, but that doesn't account for DR Savage, firmament fates and ocean fishing which involve boss or area design work like dungeons do.
That is true but I use that as a comparison to Eureka where we got 4 zones. Those 4 zones development time just got broken down into 2 zones with 3 raids. There are some very unique CE in Bozja.
I just dont like all eggs in one basket, but perhaps that will change in EW with Hildibrand and other side content.
Bozja might as well not exist to a whole, whole lot of people; so heck yes, more dungeons.
I think this is the problem with the argument that there is less content in Shadowbringers. It's not that there is less content but rather that those people didn't do it or have an interest in it because they aren't into relic weapons, fishing, crafting or gathering.
I wasn't into these things but I participated in the content anyway and it was fun.
Personally I would rather have two dungeons. One for the MSQ and one that is savage or extreme tier in difficulty.
I'm fine with one dungeon but putting more depth into the dungeons.
Things like 1-2 junctures that change randomly to make your route through the dungeon different. Or stuff like switches and/or boss mechanics that change a part of the route you'll take. Not puzzles (who wants puzzles in a daily grind anyways) but just something to offer some kind of variation, more or less on the level of weather changes, you know, something that doesn't affect the rewards nor the time required to do the dungeon, but still give you a different feel.
1 dungeon per patch, I've liked the overall quality of the dungeons this expansion comparative to that of the previous ones. So I'd rather them not sacrifice that quality just for the sake of another dungeon, or alternatively I'd like those resources that'd otherwise be spent on that second dungeon to be spent elsewhere in the game, including looking at more innovative approaches to the dungeons themselves, or other innovative content.
It is a contentious thing to say the least. On the one hand, it would make the roulettes a bit varied in terms of choices. On the other hand, dungeons are usually just wall to wall pulls even on the day that they drop. There have been times where they've tried to dissuade people from doing it, usually to no avail. That being said, dungeons being tied to the story has made this set a bit more enjoyable than the last.
Honestly, I'd rather they use their resources to refine and innovate than just another dungeon for the sake of it.
Dungeons are cool, but unless they do something to better differentiate the dungeons having 2 per patch never felt much different than 1 per patch.
They don't really need to add more than one, so I'm fine with the change.
I'd be fine with the current formula if it actually felt like we were getting more bang for our buck. Shadowbringers seemed to have been on a very, very tight budget despite setting records and receiving praise from just about every gaming news outlet. From a business perspective I get it. Less money spent for a bigger payout is smart. It just sucks for the consumer sometimes. I'm also aware that Covid impacted development across the entire industry, but there has been chances to address some pressing issues and those continue to be ignored.
As for dungeons, I've had some ideas that could shake up the formula.
Change the dungeon layout and give players 2 paths that diverge. Only one path is available in each run.
Introduce surprise mechanics. Enemies that randomly appear, or a boss that stalks the party through certain segments.
Give players an incentive to play well. By pulling more mobs or killing them faster, you get better rewards or drops.
You could introduce new glamour items that are only obtainable by succession of a challenge or various goals.
Additionally, players will receive points. Indicating their efficency at the dungeon. Those can be traded for items of all kinds.
Enemy positioning should change to acommodate strategies.
Players need to devise a quick strategy to successfully survive in certain segments. This could make runs more unique and interesting based on the party composition.
Bosses are more dynamic and will change over time.
A boss might transform and do more damage, use different attacks or will require tanks to interrupt more often.
At least 2 dungeons per patch and can expert roulette have at least 3 dungeons in it.
Im more than fine with 1 dungeon a patch, dungeons get pretty boring and mundane after the 1st couple of runs. If anything id rather like see them mix things up than the usual, trash, boss, trash, boss deal. Dungeon puzzles, dungeon challenges, maybe last boss changes on how fast or slow you get through dungeon like its charging up its strength or clearing fast enough unlocks a harder version of boss, maybe could have different routes, could split the party, or how about no routes and its just an arena gauntlet with random monster waves and random bosses, maybe get buffs if clear waves fast enough or something. But yeah if they're going keep doing the same old same old 1 dungeon is enough...
Dungeon is dungeon. As long as it's part of the story or the roulette, I'll do it no matter how many of it is in a patch. The number does not matter to me, so I have no preference, and the same with trials.
On the other hand, if there are more normal and alliance raids per patch or in more patches, that'd be nice, but I don't expect to have more and can be satisfied as is.
I actually think that this makes the problem of only getting 1 dungeon per patch even worse. Because those dungeons are so incredibly boring after just 1 run the lack of variety makes it feel even more like a chore.
You're either going through a new differently colored hallway or going through a differently colored hallway that you've already been going through for 4 months.
That said, it really only affects Expert roulette.
Even if you only do Expert for tomestone, that only takes 5 runs in a week at most to cap where you have one of two choices per run with one of the choices rotating every major patch.
If you do more (or other) than Expert, then you would require even less runs per week (even 0 if you cap via other means). Meanwhile, by having only two dungeons, it makes it more likely to get the dungeon you want in case you're slowly farming for gear/minion from that dungeon.
So, like I said, I'm happy either way, but it's certainly not all that bad to have less dungeon per Expert.
Of course, I've also voiced my opinion in the past that I wouldn't mind if they consider combining Expert and max level dungeon roulettes, but that could mean less chance of getting the new dungeon.
What does an extra dungeon per patch give you? Nothing. A different scenery for aesthetic purposes basically. It's the same content with easy mechanics that you do without thinking too much about.
An extra dungeon is not worth more than ocean fishing, ishgard restoration, diadem, revamping ARR quests, flying in ARR, bozja, and delubrum reginae.
This expansion did have less exploration zones and no deep dungeon, but it had way more crafter and gatherer content than the other expansions. It might not be a type of content that you are interested in, but it's more content for a portion of the playerbase.
I'm kind of ambivalent on it since this is the first expansion that I've been playing since it's release. There are a ton of dungeons in the game already, so I think I prefer how they're doing it now where they feel better about moving resources around and trying different content. When people say they don't see where the money was going, it's worth remembering that they revamped the whole ARR quest, updated ARR zones to include flying, overhauled a lot of crafting/gathering, added the Ishguard Restoration and all it's areas, added open sea fishing, added the Trust system, and have been developing new game play experiments like the upcoming secluded islands. So a lot of things that may not be immediately apparent if you're not into certain kinds of game play or don't go back on an alt to see how things have changed there.
Would I like more dungeons? Yes, but if they keep experimenting with new things to offer a wider variety of things to try I'm down for that too.
Personally, I am fine with 1 dungeon per patch, however, what does bother me is the lack of variety in Expert. I would be fine having just the 1 max level roulette and putting all the max level dungeons in it without taking any out. Obviously, the downside is losing out on a roulette, however, tomes are easy to cap each week anyway so I don't see this being an issue.
This will stop Expert feeling like, oh god, not this dungeon again and more, oo, I haven't done this dungeon in a while. Yes, they are all long corridors, however, the atmosphere helps to keep each run fresh, especially if the dungeon pool is higher, so you are more likely to get different dungeons each time.
I want 2 dungeons per patch, im tired of them cutting battle content and giving nothing in return especially how oversimplified dungeons and battle content in general are right now. I'll rather have 3 dungeons on the expert roulette and have some visual variety than have weeks of repeating the same dungeon bcs you only can have 1 or the other so i get sick of them way more that i want to.
but in resume the answer would be increase the budget and have a more devs to properly desing and deliver content for all and not what they are doing right now and get the same amount of content per patch we used to have in the past.
Gameplay-wise I'm fine with 1 dungeon. After a while you just autopilot them anyway and rush them to get your tomes and get out, and having double the dungeons won't fix that. That said, I do miss the dungeons being delivery systems for extra lore that might not necessarily fit into the mainline story, such as the Ixals in Fractal Continuum.
Dungeons are absolutely pointless. I'd much rather them spend that time on other aspects of the game or create a new experience. We all know they won't do anything new because they're scared of the word change, but I can dream can't I?
It would be fine with 1 dungeon per patch to be honest...
But I'd love some kind of system beyond the expert roulette to make dungeon runs more interesting both difficult and reward wise.
The lack of battle content post 5.0 has hurt my desire to play. I really did not like the loss of two dungeons, I even remember when we got three.
What I would like for them to do is update the expert to NOT remove a dungeon when they add a new one. Switch the loot to tokens to turn in for what ever current loot that is available. That would have 6.0 start with two and then add one to the roulette from there giving us a total of seven at the end of the 6.x cycle.
Doing the same two expert dungeons over and over is a super fast way to burnout. Having a large number in the pool would significantly reduce burnout. It’s an easy way to fix the problem but alas...
Ocean fishing is just like regular fishing with an extra RNG layer on it. It doesn't really change much, in the grand scheme. And don't say it's an instance and that's new, because Diadem did that in HW, where we got 3.
Speaking of Diadem, restoration straight used Diadem, so part of that was already in the game, on top of quite literally being able to see all its content in literally 5 minutes. I doubt it really took that many resources.
Also, arr's revamp and flying? Really? They didn't add any quests, they only deleted quests and adjusted exp for it. And flying is easily just a switch on. The only real part of that addition that could'a required work was the distanced eye-candy, which wouldn't take that many resources.
Bozja is just Eureka with a different coat of paint, half of its stuff is literally copy pasted. Even the duty stuff is compatible to Ozma, just maybe a bit more pug friendly.
The question I guess was that worth the loss of a good few dungeons that could'a made Expert less numbing by at least having a third option sometimes, on top of Ultimate losing an entire tier, on top of no deep dungeon? Could say that, but considering most examples of what came instead seem to be copy paste's of already existing stuff, it barely feels like it.
Oh, and for the record, I did everything you listed there, even redid ARR. Outside of ARR's quests for obvious reasons, they all were either done super fast, or their copy pastes were clear super fast. It's actually how funny how quick I disliked Bozja just because it felt like Eureka 2.0