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  1. #1
    Player
    ZanzhizExaverion's Avatar
    Join Date
    Oct 2013
    Posts
    330
    Character
    Zanzhiz Exaverion
    World
    Sargatanas
    Main Class
    Gladiator Lv 90
    While the loot is a problem in my opinion; I'd rather them change the dungeon layout.

    If you haven't noticed; Since Brayflox, Every single dungeon has NOT had a path that you can stray off and get a chest for fighting an extra pack of monsters. Every new dungeon is linear, straight line, no extra chests.

    That's what makes these dungeons boring. There's no choice, and the extra chests don't even have a chance to drop gear or crafting materials.

    For real, who uses the damned Hi-Potions that the chests drop throughout the dungeons? Make THOSE drop the crafting items, and make the bosses drop loot.

    It's pathetic and lazy if you ask me.
    (4)

  2. #2
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    Quote Originally Posted by ZanzhizExaverion View Post
    While the loot is a problem in my opinion; I'd rather them change the dungeon layout.

    If you haven't noticed; Since Brayflox, Every single dungeon has NOT had a path that you can stray off and get a chest for fighting an extra pack of monsters. Every new dungeon is linear, straight line, no extra chests.

    That's what makes these dungeons boring. There's no choice, and the extra chests don't even have a chance to drop gear or crafting materials.
    the trouble lie in the player, let me explain what i means, the player will often use the most efficient way to max him gain of exp, gils or token. then why add more road if player will anyway always use the same? that why the dungeon did become linear. don't get me wrong, i don't like this idea of road we must follow.

    but the only way to change this is to make radical change in the way the modern mmoprg definite the dungeon... and i dunno if yoshida and it team want to risk this for now.
    (0)

  3. #3
    Player
    ZanzhizExaverion's Avatar
    Join Date
    Oct 2013
    Posts
    330
    Character
    Zanzhiz Exaverion
    World
    Sargatanas
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by silentwindfr View Post
    the trouble lie in the player, let me explain what i means, the player will often use the most efficient way to max him gain of exp, gils or token. then why add more road if player will anyway always use the same?
    I completely disagree with this. People will do anything and everything for glamour gear in this game, good or bad. Efficiency is a thing, but only to those who play to advance rather than indulge. The issue with new age gamers is that they don't indulge in content, they just play it to try and be the best, and that's what WoW did to the MMO industry. They took it from indulging to a grindfest with one clear road and nowhere else to turn.

    Hopefully the dev team takes a stand with 3.0 and tears the game apart in terms of progression.
    (2)

  4. #4
    Player
    Einheri's Avatar
    Join Date
    Oct 2013
    Posts
    143
    Character
    Einheri Sigurd
    World
    Malboro
    Main Class
    Marauder Lv 60
    Quote Originally Posted by ZanzhizExaverion View Post
    I completely disagree with this. People will do anything and everything for glamour gear in this game, good or bad. Efficiency is a thing, but only to those who play to advance rather than indulge. The issue with new age gamers is that they don't indulge in content, they just play it to try and be the best, and that's what WoW did to the MMO industry. They took it from indulging to a grindfest with one clear road and nowhere else to turn.

    Hopefully the dev team takes a stand with 3.0 and tears the game apart in terms of progression.
    Yeah unfortunately mmos are all about instant gratification. I dont know if there are enough people that want "adventure" over path of least resistance any more. in the least it would have to be optional.

    I put this together for another thread but it seems relevent here as the topic of concern is the lack of meaningful progression dungeons seem to provide:


    Just wanted to add my thoughts on the matter. First off I don't see the current system changing before the xpac if at all.

    Looking back at content progression in 2.0, I think with fewer levels to go through in the xpac a more defined content progression will ensue. As we look back to ARR launch there was a break down in the content progression because Coil was released before CT, and dungeons were almost never used for the gear they dropped but merely as the quickest way to a currency cap.

    A few changes I would like in the for future with regards to content progression;
    1. Dungeons with useful loot and a max Ilvl sync so they never become completely arbitrary. This would be the entry level for content progression.
    2. 3.0 Version of the CT to be the entry point of raiders.
    3. For CT add random bonus parameters to trigger extra loot chests a with separate weekly loot lock, i.e. Kill X boss with out killing their minions, don't allow players to be hit by y spell. This would add incentives to get FC/Alliance groups and more teamwork between the parties.
    4. Add a CT Hard mode- This (possibly a 8 man version) would allow those who want a more adventure-ish type of raid, with trash (CC) and exploration, varying bosses and mechanics, and non combat encounters. This would have a weekly lock like coil on access instead of weekly allowance on loot like normal CT.
    5. 3.0 Coil would continue to have highest Ilvl rewards and relevant content difficulty. Maintains the weekly locks. Increase number of turns to 7-9 bosses per Coil.
    6. After completing coil an additional weekly quest would become available, completing the coil with this quest would grant a currency to spend on coil loot that RNG deems you unworthy of. I.E.- 4-6 weekly completions for Accessories, 6-8 for minor armor, 8-10 for major armor, 12-15 for weapon.
    7.Savage coil being available in place of regular coil locks, once regular coil is completed. Same amount of rewards and ilvl but the gear should be visually distinct. Dye-able armor, more pointy bits, visual effects on chest and glowing weapons.
    8.Sync Max Ilvl for Savage version with that turns max. So having those items/weapons are always an achievement but not gated by time.

    Examples of Ilvl progression.
    Dungeons= 200 (Max ilvl sync to 210)
    Lesser tomes= 205
    3.0 CT= 210 Armor
    3.0 H-Primals= 210 Accessories and weapons (mixed table)
    Crafted gear= 205-215 depending on melds
    3.0 CT Hard= 215 Armor
    3.0 X-Primals= 215 Accessories and quest for weapons.
    Major Tomes= 215
    3.0 Coil= 220 with 225 weapons (ilvl's 200 to enter, 210 to be expected)

    ILvl Inflation 1;
    HM Dungeon= 210 (max ilvl sync to 220)
    Lesser Tome= 215
    Secont CT= 220 armor
    Crafted Gear= 215-225 depending on melds
    Second H-CT= 225 armor
    X-Primals= 225 accessories. Extra chest with weapon triggered by random extra fight parameter.
    Major Tome= 230
    Second coil= 240 with 245 Wep (ilvl 220 expected)

    Ilvl Inflation 2;
    Expert Dungeons=220 (Max ilvl sync to 230)
    Lesser Tomes=230
    Third CT= 235 Armor
    Crafted-235-240 Depending on Melds
    Third CT Hard-240 Armor
    X-Primals= 240 accessories. Extra chest with weapon triggered by random extra fight parameter.
    Major Tomes= 250
    Third Coil= 260 with 265 Wep (ilvl 240 expected
    (0)