What gets me is when I go into a matched party I always get that 1 person who rushes to the chest while we are fighting the mobs inside either tripping a floor trap or spawning a mimic/blowing it up.
What gets me is when I go into a matched party I always get that 1 person who rushes to the chest while we are fighting the mobs inside either tripping a floor trap or spawning a mimic/blowing it up.
I'd love it if they implemented a puzzle system akin to how some of other Square Enix franchises have. The Crystal Chronicle series and to some extent, the Default series had very basic puzzles that made it somewhat more interesting. My favourites though are the original Crystal Chronicle puzzles and ones from Echoes of Time with the box-pushing-into-buttons, specific actions/spells/items used on items... I think that would be funAt least to me anyways.
Example: https://www.youtube.com/watch?v=xtNHwlJoYh4
Provide a means to or at the least attempt to disarm a booby trapped Silver chest.
I don't know if this has been said or not but I think this should be at the top of the priority list, let us bring in our chocobos dammit!
All these " but if people..." and "rng is ok if people......."
This is the reality of variable rewards:
http://forum.square-enix.com/ffxiv/t...f-deep-dungeon
- and these are only the people who bothered posting when it happened.
People who have got lucky in the run meet people who haven't - that is the bottom line of rng - it will dissatisfy people.
That dissatisfaction results in actions detrimental to the group, as this format means the unlucky ones have wasted their time, and furthermore will be faced with more wasted time getting back to the lvl they where at.
I've experienced this, people simply not moving out of the aoe on the final boss, so a +3 run is lost.
You can blame the people - heck there's enough people blaming on here that a few more won't make any difference.
But without a change to the format, this will still continue. That is obvious.
Adding a +1 to the boss will do very little if someone in the group sees others picking up +3 on the way. They'll carry on with their past behavior looking for that kind of luck in their next run.
Report people - If they're smart these people will 'try' to move out of the aoe - oh, and just fail - a few times.
If their not smart and get reported - and? They'll just get cleverer about wrecking the run.
As long as there is random luck in PotD people will take individual action to ensure it doesn't work against them. This is the outcome of RNG in there.
Remove RNG with uniform rewards - still needing several runs to complete - and all this goes away.
Last edited by Teraluna; 07-25-2016 at 03:46 PM.
Wow, it's like they want it to last more than a day so people don't get things instantly and quit. What a concept!
And what? Make it easier than it already is? It's already too easy for the rewards involved.
Crazy, right?
No, instead people will get frustrated and quit. You can give something longevity in other ways than by RNG. Like making it fun and not just people button mashing mobs.
The dungeon is just poorly implemented in its current form.
The one thing I would like to see changed is no random spawns (not talking about the traps) in rooms which I am currently in.
Traps are fine, but it's kind of annoying when I'm fighting one or two mobs and then a third one just randomly appears next to me.
(And not talking about the mobs which roam either.)
Sooo.. why are you not talking about the people who had it easy, because RNG gave them upgrades and staying group members?
They are the ones (if only caring for weapon) who are 'done' with this content and quit it.
Why should it be better to have one ammount of players 'quit' soon (those lucky ones) and another ammount of players quit extremly late or are never done....
...instead of having every goup to do roughly the same work.
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