Asking nicely cuz I like dungeons but man
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Asking nicely cuz I like dungeons but man
They can't add anything fun in the game.
Patches contain so little content that any fun is quickly replaced with tedium and monotony..
New Patch drops. Here's a new dungeon "Oh hey this is fun"...
2-3 days later. Sarcastic "Woooo it's this one again"....
New Patch drops. New Alliance Raid.. "Oh hey this is fun and cool"..
6 runs later still no weekly drop "Awwww!! man this is so tedious..."
Even "different" things like POTD / HoH. Fun to be had exploring rooms for loot. But ultimately loot was sooo plentiful it flooded the markets, killed the economy and ultimately turned the contents into yet another just get done as quick as possible grind fest. Not worth exploring those 3 rooms for a chance at yet another 300gil reward. Just activate portal and go go go.
But because there's so little content and nothing else to do players grind the crap out of the 1 thing there is to do and get sick of it very very quickly.
Absolute lack of content. And it's also why no-one wants to go back and do last patches content again.
Ffxiv has so much content but t the same time it has none. Which is why players grind the hell out-of the same thing over and over and nothing is fun.
The problem with dungeons is they're all formated the exact same.
Linear hallways, 2x pulls boss (x3) with no variation at all.
Honestly even calling them dungeons is kinda a joke. There is no exploration element to them at all.
Dungeons are as rewarding as they can be. Any other rewards they add would be worthless in weeks as they get farmed out.
Trust me, if dungeons were completely unrewarding then they'd be dead content that you needed trusts for all the way through MSQ, but they're not because we still have people queueing into dungeons to level up, to farm for tomes or to get roulette rewards. That's... something. It's more than regular trials have(hence why there's excessive queue times for them at times).
Can you be more specific? What additional rewards are you looking for from dungeons?
Currently dungeons exist as another vehicle for the story and nothing else.
What’s worse is that they bother to create models for what would be alternate or hidden paths in any other RPG. Could make three or four instances of each dungeon and have them combine in whichever run people get. Maybe different bosses-oh wait, they tried that with Criterion, the content they never wanted to make as proven by the trash rewards and refusing to tie it to relics because no player left behind including the ones who afk all day.
I feel they severly limit themselves with dungeon design due to the frequency of having to run them multiple times in roulettes.
There was but the community avoided those interesting dungeons like the plague. Anything that slows down wall to wall pulling in roulettes is anathema and must be shunned. So the developers listened.
I was hoping Variant would be a more enriching solo experience not because I don't play with others, but because I could sink my teeth into puzzles or alternate routes without others tugging me only in the direction it was "decided' by the community that everyone should go. Another reason I like doing dungeons first with Trusts. Can take my time and read all the little lore pieces.
Fun is subjective so asking for that alone means nothing. They use to make more branching dungeons back in the day but folks complained so SE pivoted. Funny as those same folks now are complaining and wanting the dungeons of old.
Not like like any of this matters. Most players will gravitate towards whatever is quicker anyway. Let a tank pull one mob group at a time n see how many folks respond to that. They won't like it and site a waste of their time.
This is the reason, right here. The game's foundation is the duty finder, from story progression to weekly goals.
Ironically, as the game is much more established and has a much greater variety of content and even no longer requiring other human players to continue the story at-level, the dungeons have not been given the freedom to vary despite there being more efficient ways to cap weekly tomes, and have in fact gotten more homogenized from a battle design and level design perspective, which are... Like 2/3rds of what makes a dungeon. There's also fewer of them.
It'd be tough to argue aesthetics are lacking, but when you hamper your existing dungeon enemy behaviour because you can't make AI companions deal with certain mechanics, then you're probably far away from designing future dungeons with variety or novelty in mind.
It's a shame because we're promised interesting battle content in raids or trials but some of the older hardmode dungeons asked for more attention and coordination to adapt d succeed than like... Euphrosyne. There's just less and less of it to go round as time goes on.
At this point they have a playbook and they won't stray off that playbook. I kinda wish they did some sort of vote on what we like to change. I feel we are a group who want something...but a small group compared to all those NOT on the forums. Perhaps what we won't is dwarfed but what the masses want...and they want it nice and simple...and frankly dull.