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  1. #141
    Player
    TankHunter678's Avatar
    Join Date
    May 2016
    Posts
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Teraluna View Post
    -snip-
    A new player coming in learns from basic OW mobs while questing not to stand in the aoe on the ground. Which constitutes the entirety of the first boss. The 2nd boss introduces Adds. The 3rd boss is the one that introduces that some aoes are not given a warning marker and need to be figured out, they can look to people who have run the dungeon before on what to do. Though the AoE in question in general has not proven to be bad enough to cause wipes (from what I have seen). The 4th boss shows its a combination of the 2nd and 3rd boss. The last boss introduces LoS attacks, but is otherwise a combination of the previous bosses before it.

    Then you got people like me who are willing to toss information at those new if they got questions about a boss. It also helps that guides are popping up on wikis and youtube explaining the boss mechanics that new players can be directed to. The entire japanese playerbase has built itself around helping each other out to learn these kinds of things. Maybe we ought to try emulating that?

    Now the problem is you want to remove all RNG. This would mean no traps, no chests, no special mobs, no different floor layouts, no different compositions besides 1 tank 1 healer 2 DPS, because all of those are decided by RNG. In other words it would be a standard dungeon that everyone complains is boring and wanted a change from. Which is in fact one of the most complained about things if you have been paying attention to pre 3.35 threads.

    That is what it means to remove RNG from Palace of the Dead. And it quite literally means exactly what I said earlier: the content dies once everyone has finished getting the rewards from it.

    You also want to make it uniformly easier, for both parties and solo. More saving more time so that you can farm levels up and be able to ignore a boss's mechanics more easily and if that fails try again.

    People only complain about specific instances of RNG related to silver chests, and those instances of RNG are going to be tuned. SE also already said they are putting in a guaranteed upgrade at the floor 50 boss which should help with the intentional wiping/unannounced quitting/people asking to be kicked problem.

    We as a community need to also help curb this problem by spreading "Only the exit portal after the boss saves progress! Use the leave command to avoid saving if you did not get an upgrade!" Among the populace. This will also help curb the problem as it spreads farther. Since people apparently do not read the god damn exit portal text.

    The Map UI and Character UI are both something aimed at nostalgia given what palace of the dead is based off of, games like Final Fantasy Tactics, Tactics Ogre, the early 16 bit final fantasy games. Its aimed at long time fans of the series like the rest of the game is. Needs some modifications (like the scaling) but does not need a rework.
    (4)
    Last edited by TankHunter678; 07-25-2016 at 07:38 AM.

  2. #142
    Player
    Xelanar's Avatar
    Join Date
    Dec 2015
    Posts
    298
    Character
    Xelanar Fhey
    World
    Shiva
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Teraluna View Post
    If it was only me complaining about rng then fair enough. However it's not.
    The result of rng in this dungeon is filling multiple posts with intentional wiping, unannounced quitting, people asking to be kicked as they've not got anything.
    RNG needs removing, and not only from PotD.
    Correct. However, people are complaining about the way RNG was implemented in the palace. Randomness is not a bad thing in games, if you can do it right. The number of games without any random factors, be it digital or on boards/cards, is relatively small, yet we play them and still have lots of fun!

    Quote Originally Posted by AsteriaStarfall View Post
    You can make it where RNG is a bonus, but not the cause of failure.

    I'll give an example with relic weapons. Atmas (or crystals, or whatever the next random drop thing is) RNG should be a bonus, such as you are 100% guaranteed to get the resulting item after lets say 20 fate kills, however RNG might bless you by giving it to you sooner. There should always be a safety net because if you get bad RNG, you get to suffer even though you are putting more time and effort in.
    And THIS is the reason for it. If done correctly - or should I rather say, if done with the idea of keeping frustration levels low? - RNG does not ruin but rather complement a game. Those silver chests we see on our maps? They should make us feel excited, because they are what we ultimately are looking for. Instead I'm seeing myself casting Aspected Benefic on whoever dares to aproach them, because I EXPECT them to explode. I'm actually surprised if an upgrade pops out, even though it should be the other way around, right? Explosions occuring too often and being unpreventable turn out to be unfun, because they destroy the very reason we run the dungeon in the first place.

    There are tons of ways to keep randomness on those chests, without making it FEEL frustrating.

    1. A triggered trap does not prevent an upgrade. Instead the triggering player is debuffed with something annoying(and by that I mean undispellably annoying ^_^). Make it carry the same impact a lost upgrade has on us. Something that really needs our attention.
    2. Increase upgrades required from 30 to... whatever makes sense for your formulas, and make every chest hand out TWO upgrade points by default. Traps reduce the amount received by 1. On average it would be the same as it is now - but since our minds are pretty easy to trick, getting one upgrade on a trap and requiring 60 is OF COURSE better than receiving none on a trap and requiring 30. Yes, we're THAT easily influenced >.<.
    3. Trap removing pomanders also remove those pesky trapped silver chests. NO, they won't make those chests accessible, but instead remove them entirely. Also the revealing pomander could mark exploding chests with an effect(and show them on the map too!).
    4. Add a really short minigame to the chest's traps. When the trap triggers you get 10 seconds to disarm it. Of course your group will hate you for failing, and complaints about it will definitely rise, so make the minigame pop up for everyone, as soon as they get out of combat.

    Anything that makes silver chests feel less aggravating ^_^.
    (2)
    Last edited by Xelanar; 07-25-2016 at 08:32 AM.

  3. #143
    Player
    Xelanar's Avatar
    Join Date
    Dec 2015
    Posts
    298
    Character
    Xelanar Fhey
    World
    Shiva
    Main Class
    Dancer Lv 90
    Quote Originally Posted by TankHunter678 View Post
    We as a community need to also help curb this problem by spreading "Only the exit portal after the boss saves progress! Use the leave command to avoid saving if you did not get an upgrade!" Among the populace. This will also help curb the problem as it spreads farther. Since people apparently do not read the god damn exit portal text.
    I tried that one out. It DID however save my progress when I used the leave button =/. Forcing a disconect after a boss fight and restarting the game after 4-5 minutes is supposed to work though, because the game just teleports you ouf of the dungeon and skips the saving portion. I have not tested that though. But I will, as soon as my upgrades decide to blow up again all the time ^_^.
    (1)

  4. #144
    Player
    Trishy's Avatar
    Join Date
    Jul 2016
    Posts
    5
    Character
    Trish Un'lie
    World
    Ragnarok
    Main Class
    Scholar Lv 60
    Sorry I can't read all the pages, 15 is really a lot, read the 3 first and lot of interesting ideas, especially with floor themes, job mechanics, like if you have that job in the pty you can open hidden room etc.
    But also, what would be cool, is mini-quests stories through certain floors, that would add to global lore, helping us understand the past of Eorzea Like having to find notes and read the story to understand what happened and then answer a question to go next floor, or stuff like this
    (0)

  5. #145
    Player
    cantusemycharacternamelol's Avatar
    Join Date
    Jul 2016
    Posts
    1
    Character
    Cloudaria Angelbow
    World
    Jenova
    Main Class
    Bard Lv 60

    POTD is making me lose my faith in the FF community :( and i been here since 2.2

    I had 10hrs of gameplay ruined by people leaving on level 49 cuz they didnt get a point and lost my 30/30 weapon multiple times because of this. if you cant do anything about them PUNISH THEM 2-3hrs no DF. its only fair cuz they wasted 1hr of 3 peoples time by not being there to complete the final boss without a 4th. ESPECIALLY WHEN HES YOUR HEALER
    (2)

  6. #146
    Player
    TankHunter678's Avatar
    Join Date
    May 2016
    Posts
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Xelanar View Post
    -snip-
    here are my suggestions:

    1) Chests do not explode, but give you a pomander that summons a Gelmorran Spirit that if you do what it asks grants a guaranteed upgrade, if you do not do what he asks he either takes a random pomander from you, summons a Mimic King Mini-boss (that gives a guaranteed upgrade on death), or curses a random chest to be a mimic.
    2) Chests ignore arm/armor at the upgrade cap.
    (0)

  7. #147
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100


    This is what happens when your party just finish a fight and then the coffer explodes.
    (4)

  8. #148
    Player
    Trishy's Avatar
    Join Date
    Jul 2016
    Posts
    5
    Character
    Trish Un'lie
    World
    Ragnarok
    Main Class
    Scholar Lv 60
    Stairs rather than TP ! So you feel you're going deeper and deeper...
    And the feeling you're in a really old underground part of Eorzea.
    And not just rush through corridors which doesn't seem to be related to each other, without any meaning at all, any lore.
    Guys, you're doing a MMORPG, it would be so much more fun to have real lore hidden stuffs and more immersion...
    (3)

  9. #149
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by MilesSaintboroguh View Post


    This is what happens when your party just finish a fight and then the coffer explodes.
    And this is why it's best to follow the exact path of a single lead player at AoE distance, and only one person at a time opens up chests. Life or death for 4 DPS parties, especially...
    (1)

  10. #150
    Player
    Cakekizyy's Avatar
    Join Date
    Jun 2016
    Posts
    1,057
    Character
    Cakellene St
    World
    Gungnir
    Main Class
    Samurai Lv 70
    Quote Originally Posted by Shurrikhan View Post
    And this is why it's best to follow the exact path of a single lead player at AoE distance, and only one person at a time opens up chests. Life or death for 4 DPS parties, especially...
    And heal before chest.
    (0)

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