How about not making dungeons forced to progress main quest line?
How about not making dungeons forced to progress main quest line?
FATES are a blast with a group of people. As others mentioned, FATE participants talk with one another and form friendships. FATES are also an open-world event, providing a more immersive experience as you interact with the surroundings, not to mention that you can gather and craft in between. You are never locked into a formal party where, if you leave, your action affects other people. FATES allow people to be spontaneous or group up for a strategic approach to leveling. They are fun!
Dungeons are boring after 2-3 runs. Not a challenge at all. You get paired with several strangers, most of whom don't even say "Hello". Dungeons are depressing, offer less experience, and pull you out of the actual game world into a linear tunnel.
In my opinion, SE really needs to remove the forced group road blocks from the story progression. What will happen when the game matures and there aren't as many low level players to run the 1-shot story dungeons? Having said that, I enjoy Dungeons a lot more than I do fates but I prefer to do them when I feel like it. Guildhests and Dungeons both need to be brought up to the at least same XP:Time ratio as Fates.
I think most of the people who aren't lvl 50 don't realize really why the duty finder takes so long. It's because too many people are running dungeons. I have an already made full party and still have to wait 20 minutes in a queue because there aren't enough instances for everyone to run at once (of course for AK).


If you level 40-something to 50 in dungeons you can hit 50 and put on a few pieces of darklight. Just a thought.

Some dungeons are just inefficient for running than others due to the lower XP values provided by them, mostly due to the lower number of smaller monsters to provide those chunks of XP. Halatali is an example of one of these, whilst those dungeons that come after (Toto-Rak, Brayflox) are far more efficient and great to level up in. FATEs are just far, far faster and have less punishment for failing involved in them.
Edit:
I should clarify that I enjoy dungeon running, whilst feel that FATE grinding is soul-sucking. This is why I opted while doing the latter to not just rush one FATE to the next, but slowwalk around handling the one's I felt were more fun, or useful for farming Choco-XP. Otherwise, I'd rather love dungeon running. The problem with THAT beyond XP yield is that you also get a really close, and sometimes ugly look at bad, bad players. The average run I've gotten just jumping into the DF without my FC, or with just one other of us, has been POOR, as some DPS throws hissy fits about drops, or the tank doesn't listen, plays badly, etc. When I tank, it's the DPS who complain, or the healer. When I DPS, it's the tank or the other DPS. Right as rain someone is going to make the party uncomfortable. This is not to say all groups do this, but it sucks the FUN out of Dungeons as much as FATEs suck the soul.
Last edited by Balaur; 09-16-2013 at 11:28 PM.
With PLD as my main class I run dungeons until I have a majority of the gear. Unfortunately the gear drops are not so random as they would like use believe. Therefore I end up running it 14-20 times. I get plenty of money back in gear that drops for other classes that will be useful later. Plus I get the satisfaction of helping out some poor sap who has yet to clear the dungeon because of incompetent groups. I also get a lot of experience. This is why I chose to be a tank. Aside from the fact that almost every tank I encountered before hand couldn't grasp that there was a enmity chain and a mp regeneration chain.
FATE DO give far too much exp for very little involvement. I run up, I dps 3 or 4 targets (mind you not all the way down) I switch from target to target to compete with the massive amount of aoe going on. I get 7k exp hands down. No problem. Also, a healthy chunk of GC seals. Therein lies another problem. GC gear is too good for what you do for it. I can craft my ass off and make all my hq gear for crafting and gathering OR I can farm GC seals in FATE and acquire gear that is equally as good (or better) as anything I can create and not have to worry about putting materia in it to make it the best.
For most people the least amount of time/effort spent is the clear path to victory. Although it rarely results in dungeon victories. Especially when you get to the more intricate dungeons.

Of course you would; why go to the minimal effort it takes to run a dungeon when you can run around semi-naked spamming flash and get xp for doing practically nothing!
Dungeons should give SIGNIFICANTLY more xp than fates - they are harder, require teamwork, require blocks of time investment, give no gil reward, give no seals, and give substantially less xp. What was SE thinking?
No, they need to incentivize low-level content for higher level players. Not nearly to the same degree as high level content is, but enough that when asked for help, it isn't an entirely selfless affair. If, for example, a run of Halatali took about equal time as a run of AK, and gave ~1/3rd of the tomestones of philosophy for characters at level 50, people may be slightly more inclined to help.In my opinion, SE really needs to remove the forced group road blocks from the story progression. What will happen when the game matures and there aren't as many low level players to run the 1-shot story dungeons? Having said that, I enjoy Dungeons a lot more than I do fates but I prefer to do them when I feel like it. Guildhests and Dungeons both need to be brought up to the at least same XP:Time ratio as Fates.
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