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  1. #11
    Player
    TenshiYami1142's Avatar
    Join Date
    Nov 2017
    Posts
    24
    Character
    Tenshi Yami
    World
    Cactuar
    Main Class
    Red Mage Lv 70
    one thing i would like to see about PotD changed that's just a minor thing but becomes increasingly annoying. id like for the time to "discover" what loot you have in the sacs was instant rather then a cast time. that or that it would do them all at once if you select it. because that gets really annoying waiting for no reason just to find out its fireworks.
    (1)

  2. #12
    Player
    Blanchimont's Avatar
    Join Date
    Jun 2015
    Posts
    302
    Character
    Viese Blanchimont
    World
    Ultros
    Main Class
    Pugilist Lv 80
    To be honest, I'd rather they just do something cosmetic. Instead of trying to constantly push numbers as the only form of progression, I'd like to see these dungeons offer cosmetic rewards based on how far you can get with a class.
    (2)

  3. #13
    Player
    Shouko's Avatar
    Join Date
    Sep 2013
    Posts
    490
    Character
    Aliiza Duskryn
    World
    Jenova
    Main Class
    Weaver Lv 52
    1. More intuitive traps, instead of just getting morphed into a frog, landmine or something, make a teleport trap that transports you back to a higher/lower floor, ex. floor 51 would transport you back to floor 51. Also perhaps physical traps hidden, darts, gas, pit traps, spikes, etc.

    2. Better uses of pomades, instead of just strength or defense add to regen, haste, status remover like pox, blind, etc that are not removable by a pot of spell.

    3. Better looking style weapons, not have every weapon look identical, the red Kinna weapons currently don't look that great. Allow us to choose a style of what we want color and template.

    4. Allow pugs to continue to the next set of floors if they want to, like a premade.

    5. Better rewards possibly, nothing like high end savage raid but perhaps a lower ilvl from a normal dungeon (skalla gear for example)
    (2)

  4. #14
    Player
    TenshiYami1142's Avatar
    Join Date
    Nov 2017
    Posts
    24
    Character
    Tenshi Yami
    World
    Cactuar
    Main Class
    Red Mage Lv 70
    Shouko
    i like your ideas. but if we know square they like to follow things they know worked. as for items id be fine with some glam items but i prefer practical items more. also if they follow the same ilvl scheme as they did with PotD itll be the same ilvl as what they intend the next expansion to start at. which was basically the equivalant of alex's 9-12 gear. i would love more greative traps but maybe not a teleport to another floor. but a teleport to a random room.(hopefully not swarmed though like some rooms in POTD are.and i agree on the pom's haste, regen, debuff wiping. so on.
    (0)
    Last edited by TenshiYami1142; 11-23-2017 at 05:43 AM.

  5. #15
    Player
    TenshiYami1142's Avatar
    Join Date
    Nov 2017
    Posts
    24
    Character
    Tenshi Yami
    World
    Cactuar
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Blanchimont View Post
    To be honest, I'd rather they just do something cosmetic. Instead of trying to constantly push numbers as the only form of progression, I'd like to see these dungeons offer cosmetic rewards based on how far you can get with a class.
    i dont mind glam but would also like practical items. potd was a good way to get a weapon that was useable in raids for new lvl 60's and you could continue to use it for a long time. i never replaced my weapon till SB
    (0)

  6. #16
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,339
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    i want the exp gain removed or directly tied to the amount of monsters you have killed. right now the exp speedrunners and the searching for silver chest people baked together in the same content doesn't work well and leads to toxic sitations. everyone should follow the same goal, when random people are brought together in the same content. and since i think exp should not be the main purpose of such unique content like deep dungeon, the exp is the thing wich have to go. but however, the queue will die out when that happens, so the more monsters you slay and the more areas you explore, the more exp you will get seems like a good compromise.

    also bigger areas, more time (60 mins for 10 floors is bit short and you often have to skip rooms and the exploration comes too short) and a more interesting layout in general. make it more like a maze instead of a hallway with some rooms at the side. and some loops and stuff.
    and random bosses instead of everytime the same ones. make a pool of 100 bosses and we will see 10 of them for 100 floors, at every 10th floor like now. and give us a 100 bosses mode where we have to fight all of them in succession.
    (1)
    Last edited by Tint; 11-24-2017 at 12:22 AM.

  7. #17
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Assuming the core of design is still like PotD in that you face descending or ascending levels of randomly generated tiles.
    • No more "rooms" — let the tiles and tilesets merge into each other in a more openly random seeded design that makes each floor seem more unique and cohesive.
    • Let certain seeded elements carry over between floors. If there was a stream in the NE corner going off a cliff on a given floor, the floor below it might include a waterfall and continue its path. Some floors may use this to preview deeper floors in some cases.
    • Visible, but far from obvious traps, if any at all. Ideally, I'd rather only have environmental mechanics, such as geysers, crushers, tornadoes, or new mechanical additions like mirrors, beams, currents, windways, etc..
    • Some areas that allow for inherently satisfying mob grinding through dynamic mechanics around them, with worthwhile rewards (though not necessarily of optimal efficiency for the most parties).
    • Maybe some verticality even within a single "floor", hopefully traversible with some new mechanics such as wall-, ladder-, rope-, or vine-climbing if able to be made in a satisfying manner, in addition to the typical stairways, vineways, ramps, or lifts we typically use.
    (0)

  8. #18
    Player
    TenshiYami1142's Avatar
    Join Date
    Nov 2017
    Posts
    24
    Character
    Tenshi Yami
    World
    Cactuar
    Main Class
    Red Mage Lv 70
    Tint- so i understand where your coming from. exp runners trying to level alts and people farming chests are kinda contradictory. but not as much as you might think. speedrunning youll end up with more chests overall usually. unless your refering to the hoarde chests then yes its a problem. in which case id say solo. but i wouldnt mind the latter idea you had. exp based off what you do in the dungeon. maybe even have chests that give you something you already have turn into EXP instead. or if it worked similar to how the score for a fixed party worked adn you get exp based off your score that would be interesting. making people want to run in groups for exp farms specifically.
    (0)

  9. #19
    Player
    TenshiYami1142's Avatar
    Join Date
    Nov 2017
    Posts
    24
    Character
    Tenshi Yami
    World
    Cactuar
    Main Class
    Red Mage Lv 70
    as for the timer. i disagree. 60 minutes is plenty of time to clear 10 floors. hell if a single person can solo to floors 180 with that timer a group has no excuse. thats my opinion mind you. as for the 100 boss gauntlet i thought about that but thats alot of work for the dev team and unrealistic. the pool of bosses i kinda like since people would be forced to learn the different bosses not the different floors though.
    (0)

  10. #20
    Player
    TenshiYami1142's Avatar
    Join Date
    Nov 2017
    Posts
    24
    Character
    Tenshi Yami
    World
    Cactuar
    Main Class
    Red Mage Lv 70
    shurrikhan-so as id like to agree with you on some of these points theres a developer point of view i dont think your thinking of. so the reason POTD has the ability to be random in its floor sets is using an algorithm to make the tiles different. basically it states that select random tile. ensure its connected to another tile. and so on. its very difficult to do a random floor generator. diablo 2 was one of the first games to do one. and it very difficult. but maybe something they could do is an open floor design. where the game selects a random floor tile set. so again as far as floor design you probably need to be a bit more realistic in that area. and keep in mind whats possible. i would refer to elements and floors you've already seen in game so far. that said the only vertical play in game that i can think of is jumpers. geysers that shoot you up or bouncing circles. or teleporters.
    (0)

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