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  1. #41
    Player
    Dotsusama's Avatar
    Join Date
    Jun 2013
    Posts
    507
    Character
    Cidriel Tausendklingen
    World
    Excalibur
    Main Class
    Warrior Lv 60
    (1)

  2. #42
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    Might be nostalgia blindness? I can only speak for myself of course, but I've found nearly every game from the PS2 on with dungeons to be incredibly linear, barring maybe the .hack franchise.
    (0)

  3. #43
    Player
    Iromi's Avatar
    Join Date
    Sep 2012
    Location
    Gridania
    Posts
    2,059
    Character
    Tilla Eversong
    World
    Siren
    Main Class
    Marauder Lv 50
    I hate..and I mean HATE running dungeons in this game. They feel very linear...I like your suggestion OP, is a really good idea.
    (5)

  4. #44
    Player
    File2ish's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    839
    Character
    Olwen Mercier
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    They're trying to cater to the largest audience. And the majority wants things to be relatively fast, regardless of linearity or complexity (the majority of them would prefer the former). When they added certain mechanics, like a puzzle or a boss mechanic that made it comparatively more difficult (thus lengthening the time they had to be in the dungeon) people complained-- a lot. What more if we get larger dungeons or multiple paths? Party finder specific groups aside, duty finder runs will immediately look for the most convenient/quickest path through the dungeon for the roulette tome bonus.

    That said, I'd prefer it if they made the dungeons have, at the very least, a branching path or two. I'm actually surprised there haven't been more complaints about the linearity after FFXIII's release (because everyone and their dogs were bashing it for how linear the maps were, and that you could see how linear it was on the minimap).
    (0)

  5. #45
    Player
    Jim_Berry's Avatar
    Join Date
    Sep 2013
    Location
    Bloomington, Indiana
    Posts
    1,595
    Character
    Jim Berry
    World
    Malboro
    Main Class
    Ninja Lv 90
    Here's one from FFXI:




    (8)
    --------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Quote Originally Posted by Nektulos-Tuor View Post
    My post reduces more damage then parry does.
    {http://na.finalfantasyxiv.com/lodestone/character/3089119/}

  6. #46
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Thunda_Cat_SMASH View Post
    Might be nostalgia blindness? I can only speak for myself of course, but I've found nearly every game from the PS2 on with dungeons to be incredibly linear, barring maybe the .hack franchise.
    Final Fantasy XII Lhusu Mines

    (5)

  7. #47
    Player
    Culfinrandir's Avatar
    Join Date
    Aug 2014
    Posts
    2,322
    Character
    Culfinrandir Caladel
    World
    Leviathan
    Main Class
    Fisher Lv 70
    Quote Originally Posted by Colorful View Post
    U'Ghamaro Mines is everything but exciting..
    The layout is, imagine if it was a real dungeon, compared to those linear ones we get. I'm not saying that it's exciting as it is now, just the design.
    (0)

  8. #48
    Player
    Culfinrandir's Avatar
    Join Date
    Aug 2014
    Posts
    2,322
    Character
    Culfinrandir Caladel
    World
    Leviathan
    Main Class
    Fisher Lv 70
    Quote Originally Posted by basketofseals View Post
    I think you're a little backwards here. The casuals are the ones who would like this the most. They wouldn't mind stopping to smell the flowers and appreciate possibly labyrinthine design. It's the "hardcore" crowd that would hate it and demand people take the fastest route.
    Precisely, I enjoy runs in levelling roulette where I get an enthusiastic newbie who wants to see everything. If my time is too tight to do a FULL dungeon run taking as long as it takes then I shouldn't be running it outside of a premade. Sorry about it, but it's true. It's a game, not a punishment to be over and done with ASAP.
    (3)

  9. #49
    Player
    Culfinrandir's Avatar
    Join Date
    Aug 2014
    Posts
    2,322
    Character
    Culfinrandir Caladel
    World
    Leviathan
    Main Class
    Fisher Lv 70
    Quote Originally Posted by Eimian_Eda View Post
    Thing is if they just removed their "Invisible walls", despite how much SE loves them, dungeons (and the world) would become so much more open instantly. No resource cost there.
    Until you figure in that it's highly unlikely that areas behind the invisible walls have been checked for collision & trap problems, out of bounds entrances, crash-causing texture errors, etc. I remember how long it took to debug simple Quake levels to ensure things like the above didn't creep in and that was far, far more simple a setup.
    (1)

  10. #50
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by DragonSlayer45 View Post
    While this is true, I have to ask: When did MMOs go from being time sinks to instant gratification speedrun zerg fests?
    My guess, the time WoW launched
    (8)

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