have both but have comparable drops in both. I really don't miss spamming a dia/provoke macro in a crowded room full of people doing the exact same thing.
have both but have comparable drops in both. I really don't miss spamming a dia/provoke macro in a crowded room full of people doing the exact same thing.
Server: Sargatanas || Main Job: Scholar || Chocobo: Bonchon
Every time this thread is brought up and people fail to understand what makes an open dungeon different from what currently exists in the overworld.
Scarcity, rewards, and competition. If something is rare or scarce, there will be competition. If there's competition, there will frustration, scaled based on how rare the reward is. If it's exceedingly rare, it will encourage players to bot and grief others.
If it's not rare or scarce, then what makes it different from the currently available overworld areas?
We can't have an open dungeon that's both rewarding and fun. It will either be worthless, or a headache to compete in.
You fail to realize not everyone is afraid of competition, and that all the frustration is worth it to a lot of people, when they finally do get a drop. To many, this is fun.Every time this thread is brought up and people fail to understand what makes an open dungeon different from what currently exists in the overworld.
Scarcity, rewards, and competition. If something is rare or scarce, there will be competition. If there's competition, there will frustration, scaled based on how rare the reward is. If it's exceedingly rare, it will encourage players to bot and grief others.
If it's not rare or scarce, then what makes it different from the currently available overworld areas?
We can't have an open dungeon that's both rewarding and fun. It will either be worthless, or a headache to compete in.
seconding this! competition to me is fun and there is nothing more satisfying then winning and getting the drop![]()
And you fail to realize that SE specifically designed this game to be friendly, casual, and cooperative. An open dungeon with even a modicum of competition and frustration would be the antithesis of their design and development policy and philosophy, as well as Yoshi-P's vision for the game.
There's lots of existing dungeons with shut-off areas... higher level stuff will open up behind those. Hopefully bosses.
Dungeons in ARR are made in a fashion where it is more like a mission you have to complete than a real dungeon to explore. (Duty Finder is the perfect name for it.) You have a set of objectives to complete which involves various mechanics and enemies to kill. It's actually a fun system, we should keep it.
But it is NOT even comparable to an open world dungeon. A place like The Boyahda Tree let you explore it on your own and had MORE than juste monsters. Quests were involved in it. (And I mean, something more than juste "complete the dungeon".), there was dangerous mobs, coffer keys, etc. The deeper you'd go, the more dangerous it was.
I think we need a blend of the two. Sadly, it seems the open world content does not apply to a 2013 MMO, where the core of the game involves instant material (way of talking, since they're pixels) gratification so that you can actually feel like you "achieve" something when you log on 30 minutes.
I don't fail to realize anything, his vision or not, its broken.And you fail to realize that SE specifically designed this game to be friendly, casual, and cooperative. An open dungeon with even a modicum of competition and frustration would be the antithesis of their design and development policy and philosophy, as well as Yoshi-P's vision for the game.
I don't think it's that he doesn't realize it. He just wishes it would change.And you fail to realize that SE specifically designed this game to be friendly, casual, and cooperative. An open dungeon with even a modicum of competition and frustration would be the antithesis of their design and development policy and philosophy, as well as Yoshi-P's vision for the game.
And yet, Yoshida plans to add Free Company Primal Summoning, odd... I suppose there only being one of each Primal per-server, and the first Free Company to claim and kill getting sole right to summon it during a certain time frame isn't going to cause competition and frustration?And you fail to realize that SE specifically designed this game to be friendly, casual, and cooperative. An open dungeon with even a modicum of competition and frustration would be the antithesis of their design and development policy and philosophy, as well as Yoshi-P's vision for the game.
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