The game neex it badly. If some people to lazy to do more that a to b dungeons then so what.
Not so much do pvp so lets delet it?
Not so much do seveg so lots delet it?
Why people sp unti for more things for the game?
The game neex it badly. If some people to lazy to do more that a to b dungeons then so what.
Not so much do pvp so lets delet it?
Not so much do seveg so lots delet it?
Why people sp unti for more things for the game?
What i would like to see is a random element within dungeons. Like random “Mini-bosses” that appear throughout the dungeon at random times, like the Treasure Goblin and Ogre in Aquapolis. These mini bosses can drop items like Gil, Random Materia or “Coins/Tokens” (which can be traded for Specific Materia, Items or gear).
Next to that, i would like to see a form of branching where there are multiple ways to reach the end boss of the dungeon. These Multiple ways can be things like 3 doors for which you will need a specific key to open or a switch/button needs to be pressed somewhere in the dungeon. However, which key you receive or which switch/button is active will be randomly determined when entering the dungeon. They could even include timed gates, which remain opened for about 60 seconds at a time and will rotate between 3 (or more) gates (perhaps even random gates). So, you can look at the timer and see that a certain gate will close soon and you could best look for the next gate that will open up.
By doing that, you will have more variations of the same dungeon and none of the runs should feel the “same” as the one before.
When talking about “Advanced Dungeons”, i would like to see elements like an obstacle course where you will have to jump on several platforms in succession in order to reach a special treasure chest or go through a shortcut. If you fall down, or don’t reach the other side in time, you will have to go a different route in order to get to your destination.
The emphasis should be placed on “fun”, rather than “stressful/annoying”. However, this will be difficult to achieve, since everyone has a different opinion about what is “fun” and what is “stressful/annoying”.
So, an additional difficulty level for dungeons would be great for people who want to have a challenge. In that retrospect, i wouldn’t mind to have a “Regular” (the difficulty level we currently have in the game), “Extreme” and “Savage” difficulty for dungeons. The additional difficulty levels could be added to a “Level 70 Roulette (Extreme)” and “Level 70 Roulette (Savage)” option within the Duty Finder.
Great ideas and i would love dungeons were we could explore more and more objectives but reality of it is people are lazy, lol
They just want it done asap and gtfo
Precisely this. WildStar had a problem with speedrunning dungeons as well. This was in part due to the medal system for its dungeons placing too great an emphasis on the timer bonus. To fix it, they reworked and improved rewards, reduced the bonus points for the timer, and tied more medal points to completing side tasks. They also reworked how deaths affect the medal system, so players didn't feel cheated out of gold if one person died.instead of 100 lore for 10 mins or 24 light (or whatever it is) in 3, why not have a dungeon meant to run 30-40 mins that give 400 lore (or the lesser tombstone equivalent) 200 script (or w/e current tome is) with 320 light. These dungeons would be meant to take longer with more exploring.
Oh hell yes. I would actually run dungeons if that were the case. As it is, they're so boring that it's agonizing.
just have your good ol buddy Arges drop in from time to time in dungeons like he does in Aquapolis with a goodie bag after.
So, there seems to be a few common misunderstandings here and there:
First off, people keep bringing up that folks will speedrun it anyway and... that's fine? I don't hate speedrunners. Being able to speedrun a dungeon is a mark of good play in my opinion. The point is to add variety in the things players do, not necessarily slow them down (albeit that's likely to happen as a side effect, hence the increased rewards). Granted, any puzzle elements should likely be randomized so players actually have to think for a second rather than always know "Oh yeah it's the 2nd door from the right", so more like Diabolos' doors rather than Quarn's tombs.
Secondly, people are bringing up how increased rewards aren't likely to be enough incentive because people skip chests as it is, but when I said increased rewards I meant things that the player goes into the dungeon for in the first place. Ideally, clearing optional objectives would reward gear, tomestones, and light, such that players who are able to swiftly adapt to the variety of tasks they are asked to perform can farm them more effectively than they can in typical faceroll dungeons.
It would be fun, but I'd hate to get stuck in a longer more "difficult" dungeon with some of the people DF sticks me with.
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