The problem is that some people can't do even the simplest of boss mechanics. They can't follow the first rule of MMORPGs "Don't stand in fire."I think the nature of dungeons being a collection of short encounters with relatively few mechanics allows them to both be challenging and able to be completed in random groups. Coordination via voice chat isn't as necessary if the difficulty comes primarily from playing your role optimally and not from moving to positions in perfect harmony.
I feel those individuals would show up destroying runs, or you'd eventually get the devs catering to them...
I would like more challenging dungeon content that is more rewarding.
sure, why not? anything that gets us closer to wow's M+ system is a win in my books
Okay. Admittedly I'm basing this solely off of four different MMOs and 7 variations of the concept across them of which I found 6 highly enjoyable and only 1 mediocre, but I disagree. /shrug
Ahh, the fated caps to dismiss any other concept that someone else might find interesting or worthwhile whilst assuring the world that your idea, with not a single word of description, would meet those parameters.
The first being of course largely subjective, let's move on to "worthwhile". Aren't those rewards your scoffing exactly what BA and Eureka, for instance, provided? Despite taking up some quarter of Stormblood's development time? You got very briefly competitive (thereafter useless to Savage raids) gear choices with more slots, complete with glamour. ...But that's somehow not "whoop-te-do" and worth expanding on at the exclusion of more development-time-efficient means of increase content longevity through difficulty and rewards?
Literally every reward in XIV is going to boil down to throughput advantage and the longevity thereof, or vanity. You may as well dismiss any content form as being "Just more content. Whoop-te-do."
Give me even a brief description of the "new, interesting, and worthwhile" content in your head that would be made impossible by adding a brief reward system to existing contents due to exhaustive shared resource costs and I may well agree with you. But for now, I've seen difficulty-increasing reiterative systems work well in various MMOs and have yet to be able to say the same for XIV's "new and interesting" side-contents, so I'm going to favor the reiterative one if one should every exclude the other -- which I highly doubt they would.
This sounds like it could be some fun, so sign me up![]()
I forgot about that whole mechanic of sleeping them, man that was fun as frick yo, tedious after to many runs but fun. I also remember you would lb mobs. Those where the days.Sync'd to the minimum ilv plus having dmg taken increased by 30% leads me to think it'll turn into ilv 49 Wanderer Palace runs from 2.0. Sleep mobs, burst down one to reduce incoming dmg to a reasonable pace.
While I like the idea the daily challenge dungeon I don't think it needs more incentive than the usual expert rewards.
Now, if we're going to setup specific challenging rosters or savage level 4-man dungeons I'd be all for that.
To start, I'd remove all aoe indicators from all mobs in the dungeon but leave them highly telegraphed like that of the in-game cyclops or Giruveganaus. With every mob like this rather than your occasional enemy I feel it'd up the dungeon difficulty on just awareness factor alone. Have environmental hazards, give every mob type a jarring ability (push, pulls, blinds, heavies) and remove set intervals for boss abilities (such as abilities used only at 75% and 50% health).
This keeps you aware of what's happening as it happens rather than planning for hp markers. To add to it, if you want, you could add roaming mini bosses, or primals, or wanted targets that if killed drops treasure chests, gives tokens or improves completion rewards.
"Sometimes I wonder I heal for fun. or if I heal because I'm a glutton for punishment."
It'd be nice if forms of crowd control actually mattered. It might need adding a few more to classes that don't normally have them and maybe change a few existing around(?).. but it'd make for a good mechanic for harder content like this.
Maybe if they're always running into issues where the problem is not enough staff to go around.. perhaps there's a fix for that. In fact, i'm sure there's a fix for that... multi-million dollar companies are quite good at solving this particular problem; especially if it's in support of their flagship product.
The whole thing doesn't come down to "SQE can't do this, and here's the reasonable explanation" it comes down to "SQE doesn't want to do this, and here's the excuse" (and it's not just for this kind of thing. They've been rolling out the not enough manpower thing for a lot of stuff now. It's the new ps3 limitations)
Last edited by frostmagemari; 06-24-2019 at 12:31 PM.
Okay. Admittedly I'm basing this solely off of four different MMOs and 7 variations of the concept across them of which I found 6 highly enjoyable and only 1 mediocre, but I disagree. /shrug
Ahh, the fated caps to dismiss any other concept that someone else might find interesting or worthwhile whilst assuring the world that your idea, with not a single word of description, would meet those parameters.
The first being of course largely subjective, let's move on to "worthwhile". Aren't those rewards your scoffing exactly what BA and Eureka, for instance, provided? Despite taking up some quarter of Stormblood's development time? You got very briefly competitive (thereafter useless to Savage raids) gear choices with more slots, complete with glamour. ...But that's somehow not "whoop-te-do" and worth expanding on at the exclusion of more development-time-efficient means of increase content longevity through difficulty and rewards?
Literally every reward in XIV is going to boil down to throughput advantage and the longevity thereof, or vanity. You may as well dismiss any content form as being "Just more content. Whoop-te-do."
Give me even a brief description of the "new, interesting, and worthwhile" content in your head that would be made impossible by adding a brief reward system to existing contents due to exhaustive shared resource costs and I may well agree with you. But for now, I've seen difficulty-increasing reiterative systems work well in various MMOs and have yet to be able to say the same for XIV's "new and interesting" side-contents, so I'm going to favor the reiterative one if one should every exclude the other -- which I highly doubt they would.
why should this game become like everything else? i applaud the devs for wanting to do more than just what every other game you mention does.
at this point i don't want them to do it just to disappoint you. /s
they've said in the past before you can't just throw money at a problem to make it go away. that's not how it works. lack of available talent is a bottleneck. lack of sufficient time is a bottleneck. you can only outsource so much and even then it has to be sure to match up to internal standards. there is just no way that it is possible to satiate the ravenous rapacity of gamers consuming content.It'd be nice if forms of crowd control actually mattered. It might need adding a few more to classes that don't normally have them and maybe change a few existing around(?).. but it'd make for a good mechanic for harder content like this.
Maybe if they're always running into issues where the problem is not enough staff to go around.. perhaps there's a fix for that. In fact, i'm sure there's a fix for that... multi-million dollar companies are quite good at solving this particular problem; especially if it's in support of their flagship product.
The whole thing doesn't come down to "SQE can't do this, and here's the reasonable explanation" it comes down to "SQE doesn't want to do this, and here's the excuse" (and it's not just for this kind of thing. They've been rolling out the not enough manpower thing for a lot of stuff now. It's the new ps3 limitations)
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