I love it. I enjoy running dungeons and raids. I am working on leveling up my alt jobs and do nothing but dungeon runs.
Not everyone gets bored with them after 2 runs.
I love it. I enjoy running dungeons and raids. I am working on leveling up my alt jobs and do nothing but dungeon runs.
Not everyone gets bored with them after 2 runs.

To be quite honest with the new lvl 60 dungeons, I got bored after 2 runs, because I know that once I run the dungeons one time, nothing will change the second. I usually run with familiar tank and dps for most time-effective runs, and quite literally nothing changes. It gets to the point where I have pretty much set rotation of when and where to use skills in the entire dungeon. That is repetitive and boring and adds absolutely no play value.
One could argue doing it with different people. My answer is... why would I gimp my effective runs since I'm there only for daily tomes? The loot it gives is bad even for alts.
¨Solution? Yes, there are many solutions but SE is ignorant to them.
- Make dungeons change with random parameters or add different paths a party could follow. These paths should have different rewards and a bit of story to them, ending in different bosses. These bosses don't have to have super-unique mechanics to lessen the workload, but alter them from each other slightly.
- Add NPC's in dungeons for optional content for optional further rewards. Randomize the NPC locations and what they are asking each time. This could only be available when you have roulette bonus available, or all the time!
- Add optional (hidden?) difficult bosses in each dungeon that challenge players for further reward. With difficult I am thinking like quick encounters with difficult mechanics.
- Make use of more innovative methods than plain fighting. Jumping puzzles (but maybe it's only enough for one to clear to activate teleport node for the rest of the party to make it less brutal for those not very good at it), Real dodging mechanics like jumping over stuff and dodging left and right. We already have sprint, why not add dodge roll?
Those are a few suggestions. I talk a lot about rewards, but this could be in form of gil or useful, rare crafting materials or unique gear (such as Diadem), or different vanity stuff.
I also like the word 'randomize' a lot, but honestly you can do all these without randomizing them and I would still be content.
I have no idea, surely not what is currently in heavensward, in any case (and I m not the only one in the same boat).So, you were just complaining for its own sake? You have no idea of what it would take to satisfy your ideal? How is a game company supposed to respond to that?
What I know for sure is that it isn't what SE is currently providing.
Generally, the game which have good replay value are the top played games. Chess is a quite old game, and is still played today, due to its replay value.As an example, "Decent replay value", from my perspective, is fairly subjective.
Also, if you look closely at wich game are currently watched on twitch :
http://www.twitch.tv/directory
You ll notice that the most popular games are those with the best replay value (FFXIV being at the bottom of the list, it should be telling you something).
I was talking about LoL because it is the most popular PC game ever developed. It should tell you something that it is not a MMO (maybe that MMO developpers aren't focusing on the right things ?).I'll leave the quote as is, although you have edited your reply since. I do want to point out, however, that League of Legends is not an MMO. Do you want FFXIV to turn into a story-based MOBA rather than an MMO? That might be an intriguing game.
Last edited by Stanelis; 12-19-2015 at 03:29 AM.
There are a wide variety of games out there, for sure. The most popular games are definitely not MMORPGs. I don't expect them to be so.
The problem, however, is the perception that an MMORPG has to incorporate <insert the favorite feature of your favorite non-MMORPG> in order to be successful.
I looked at the Twitch directory. I don't see how relevant "Hearthstone" and "Counterstrike" are to the MMO genre. The number of viewers may not reflect the actual popularity of the game -- it does reflect what games are being viewed via Twitch.
For the MMORPG genre, I would suspect this list to be a bit more accurate, even though it is a self-rated community.
http://www.mmorpg.com/gamelist.cfm/s...pe/sOrder/desc
A nice list, but what makes you think SE hasn't considered them?
I'm also unsure about whether you expect these sorts of things to apply the first time you go to a dungeon instance, or only afterward? How much randomization do you want? Should there be a separate queue set up for "daily randomized"? What would that mean to new player completion of leveling instances?
And, more importantly, have you experienced any of the items in your list in other MMOs? I had some experience with jumping puzzles -- WoW has all sorts of those in its latest expansion, but not in dungeon instances. I suspect people would get frustrated with new players who couldn't 'get it' right away, so that 'teleport' fix is good.

I was pretty clear where randomization could be applied, but also that it isn't necessary for enjoying the content. First time clears would be enough for new players just to complete one of the paths, and of course everything optional is available there. I don't understand the problem there.A nice list, but what makes you think SE hasn't considered them?
I'm also unsure about whether you expect these sorts of things to apply the first time you go to a dungeon instance, or only afterward? How much randomization do you want? Should there be a separate queue set up for "daily randomized"? What would that mean to new player completion of leveling instances?
And, more importantly, have you experienced any of the items in your list in other MMOs? I had some experience with jumping puzzles -- WoW has all sorts of those in its latest expansion, but not in dungeon instances. I suspect people would get frustrated with new players who couldn't 'get it' right away, so that 'teleport' fix is good.
Not everyone might want to do optional content, but that brings us to the PF, which could be used to set up quick runs or runs that focuses on optional stuff. As for solo roulette... hope for the best you don't get an annoying party. You could add little fancy boxes to tick for your roulette preferences (quick run or run with more rewards). I wish SE would encourage people to socialize more. It's not hard to find 3 players for dungeons.
Leveling instances can stay the same for all that I care. They're there for quick exp and leveling gear, no one cares about those.
As for have I experienced those in any other game? yes. Guild Wars 2 offers dodge mechanics and jumping puzzles in dungeons, as well as possibility for multiple story routes (each one offering tomes). I just added more to them. But the GW2 team thinks dungeons are dead content (as in modern MMO gaming), so they don't add any more. :/
This. Quite a lot of the dungeons are fun, though I admit some get boring and annoying fast, though that may be because of either lack of mechanics (see all dungeons before Haukke Manor) or because they showed up too much in the roulette way back when so you're still tired of them (see AK HM and the HW endgame dungeons).
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