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  1. #21
    Player
    Rutelor's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    472
    Character
    Rutelor Mhaurani
    World
    Balmung
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Kaiser-Ace View Post
    [...] most people that are looking for higher difficulty aren't going to run old dungeons anyway.
    That is, unless the developers make the enriched "old" dungeons worth running further down the line. However, having said that, I (for one) think that more randomness (in the trash distribution, possible links, and location of chests--to mention just three elements) should be a fundamental aspect of every dungeon from the onset. We all, casual or not, have to run and re-run dungeons for our dailies, so why not add a limited amount of unexpected challenge?

    And before someone mentions the developer's (and the marketing department) bend towards casual content, allow me to say two things: a) that such randomness could be graded in sync with the level of reward, and b) that nothing stops them from building the structures that generate it as a basic element of the design, and simply offer an option to remove it, making it revert to the very lowest level of rewards, when such option is applied.

    Ah, and on re-reading my reply to Zhexos, I realize that Kaiser-ace's comment is well placed. I did make it sound as though I was chastising Zhexos for doing his job, which is to convey the payer base's opinions to the developers. It wasn't my intention, and for that I apologize to him.
    (0)

  2. #22
    Player
    Aoxaviar's Avatar
    Join Date
    Apr 2014
    Location
    Erozea
    Posts
    260
    Character
    Aoxaviar Issacs
    World
    Exodus
    Main Class
    Pugilist Lv 80

    Tough Breaks

    I like the basic idea behind the thread, however I also see problems for the Dev Team doing this:

    Simply - Do they spend time on creating horizontal progression dungeon content which would then increase the time between patches, or continue with the current trend.

    I would love to see this simply due to the fact that there are quite a bit of potentially unexplored areas in dungeons.

    Tam Tara (NM) had quite a bit of areas that could be explored if Miner and Carpenter were given in dungeon skills of clearing rubble and building woodworks to open up passages that were blocked. Many dungeons have this. This would be a way to add lvl 60 playability to older dungeons.

    Also, give the Rogue or Ninja an in dungeon skill for picking locks for doors that were locked the first time to open up to lvl 60 content in an older dungeons.

    The above are some simple ideas that were on the fly thoughts while typing. If you have no love for the above jobs/classes, I wasn't trying to offend.

    The above sounds easy in theory but it still requires time.

    My hope is that the Dev Team is able to expand the team overall so that way when we get to 4.0, Yoshi-P and the Dev Team will be able to to say something along the lines of:

    "During the 3.x game progression we spent some time adding people to the Dev Team who are responsible for the upgrading of 2.x and 3.x areas of gameplay. During the 4.x game progression, you will see their hard work added to the game."

    Like all things - Time always tells the real truth.
    (0)

  3. #23
    Player
    l---------------l's Avatar
    Join Date
    Jun 2015
    Posts
    219
    Character
    I'''''l I'''''l
    World
    Ragnarok
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Aniforani View Post
    Snip.
    Just came to show you some support. This is a thread full of awesome ideas and you took your time to think about all that! Some surprised me, some others were like "Well, it's obvious, a dungeon... SHOULD HAVE THAT!"

    I'm glad you got dev attention, deserved.
    (0)
    OLD signature is OLD... Meh, too nostalgic to change anyways.


    Alexander Savage Floor 1 clear, server first: https://youtu.be/v2zuShHSb3o
    Adlo spam saves the day!. "How not to do digititis" My unique and last memory of my own made static in Zodiark: https://www.youtube.com/watch?v=7o-sAA8c_qc

  4. #24
    Player Kaiser-Ace's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    1,966
    Character
    Kai Magnus
    World
    Leviathan
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Aoxaviar View Post
    potential
    Tam Tara (NM) had quite a bit of areas that could be explored if Miner and Carpenter were given in dungeon skills of clearing rubble and building woodworks to open up passages that were blocked. Many dungeons have this. This would be a way to add lvl 60 playability to older dungeons.

    Also, give the Rogue or Ninja an in dungeon skill for picking locks for doors that were locked the first time to open up to lvl 60 content in an older dungeons.
    I actually like these ideas, especially the Ninja one. These could be restricted to parties consisting only of high level player (30+) and it could be scaled based on the player leves in tiers of 10. Would make things like when I ran satasha nm yesterday with a team full of 40+ players alot more tolerable.
    (0)

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