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  1. #41
    Player
    Makeda's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    976
    Character
    Makeda Fyah
    World
    Ultros
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Kaethra View Post
    The way it used to work in Everquest and early World of Warcraft (prior to Lich King) is you would have static groups of mobs tactically placed in a way that meant pulling them was part of the challenge. In addition like you mentioned there were patrols that had to be accounted for as well so that you did not double pull.
    Old content also had non-linear maps. Sometimes there were multiple paths you could take and the dungeons didn't always have a 'kill this boss and the completion thingy pops' concept. So you just went in and went after some stuff, then left.

    Multiple hour runs of places like Mauradon in WoW - was a very different era back then...

    I miss it, but I also get why they dropped it. Many of the people playing back then are still playing - meaning they're 14 years older and have a lot more 'real life' to deal with...
    (1)
    Striving for perfection is the path to one's downfall. 'Tis the paradox of the immaculate carrot. | Jah Bless. One God, One Aim, and One Destiny - Marcus Garvey.
    Until the philosophy which holds one race superior and another inferior is finally and permanently discredited and abandoned, everywhere is war - Ras Tafari.

  2. #42
    Player
    gumas's Avatar
    Join Date
    Jun 2016
    Posts
    1,314
    Character
    Rawon Special
    World
    Tonberry
    Main Class
    Bard Lv 100
    Quote Originally Posted by Hitori View Post
    While the aesthetics of the dungeons is wonderful, every single one boils down to the exact same formula.

    Long hallway, aoe pull / open area, long hall way, aoe pull / open area, boss. Repeat 3 - 4x.

    That's it. There's no variation, no patrols, no choices. I get SO bored doing dungeons after the first few times.

    I made a thread last month about the lack of challenge in this game, and dungeons are another example of that. If my only challenge is Savage raids, that's just piss poor design. I want to get behind my character and feel the impact of their level growth, but getting new dungeon gear and levels is almost meaningless now.

    Why can't we have leveling content that has SOME level of challenge?
    personally, it doesnt have to be a challenge. iam fine with more variety of dungeon. instead of the usual long hallway, they should be more creative with dungeon.

    - stand your ground wave defense type of dungeon, make it like you are defending a fortress from sin eater attack or something.
    - the 2nd boss from bardam's mettle is good, need something like that more.
    - 2nd boss from stone vigil hard is also not bad, just a bit annoying.
    - that one instance where you just need to defeat this extra large dragon in HW era.

    they could do more but the dev just keep playing it safe, nothing wrong with that but things will get bored fast in the future.
    (6)

  3. #43
    Player
    HWalsh's Avatar
    Join Date
    Jul 2019
    Posts
    131
    Character
    Ameliana Desalian
    World
    Hyperion
    Main Class
    Paladin Lv 74
    Quote Originally Posted by gumas View Post
    personally, it doesnt have to be a challenge. iam fine with more variety of dungeon. instead of the usual long hallway, they should be more creative with dungeon.

    - stand your ground wave defense type of dungeon, make it like you are defending a fortress from sin eater attack or something.
    - the 2nd boss from bardam's mettle is good, need something like that more.
    - 2nd boss from stone vigil hard is also not bad, just a bit annoying.
    - that one instance where you just need to defeat this extra large dragon in HW era.

    they could do more but the dev just keep playing it safe, nothing wrong with that but things will get bored fast in the future.
    I would be down with a "Last Stand" kind of dungeon.

    The game keeps hurling more and more powerful enemies as you defend a gate, or an artifact, or something. You need to hold them off for 20 minutes. The enemies spawn at fixed intervals so if your DPS isn't up to snuff you get overwhelmed when a wave spawns while still fighting a wave.

    That could be fun.
    (9)

  4. #44
    Player
    Ardeth's Avatar
    Join Date
    Apr 2016
    Location
    Ul Dah
    Posts
    1,044
    Character
    Peter Redhill
    World
    Hyperion
    Main Class
    Dragoon Lv 100
    Yeah Dungeon design is kinda shit. Hell most class design is the same way.
    (4)

  5. #45
    Player
    Kaliesto's Avatar
    Join Date
    Dec 2017
    Posts
    1,034
    Character
    Adrian Gungnir
    World
    Brynhildr
    Main Class
    Dragoon Lv 100
    The things I could suggest to the developers if it would make the dungeons better would be this:

    Monster Randomization - Different monsters will appear in certain parts of the dungeons within each run except for scripted encounters (Holminster Switch is a good example of scripted encounters such as that big bear at the beginning), it will keep things fresh and you'll never encounter the same groups every time (just like classic final fantasy!) Imagine running into three Red Dragons instead of just one, that would be challenging.

    Optional Boss - Surprisingly I'm kind of shocked the developers haven't done this yet for their dungeons, it would be neat if there was a path to take to fight a optional and very tough boss (for whatever reward like tomestones maybe).

    Rare Monster Encounter - How about on the rare chance on your dungeon run that you encounter a seldom seen monster with a very nice item drop?

    Job Requirement Route
    - Special Routes that only a certain job can unlock, say for example only a Machinist can shoot something down to unlock a special path through a dungeon.

    Gumas ideas sound really fun too!
    (8)

  6. #46
    Player
    Rosa_Frandlia's Avatar
    Join Date
    Feb 2018
    Posts
    249
    Character
    Rosa Frandlia
    World
    Diabolos
    Main Class
    White Mage Lv 80
    Quote Originally Posted by HWalsh View Post
    There is a solution to this -

    Add in a new dungeon type (you just need one) that is needed only once in the MSQ.

    Dynamic Dungeons -

    You create a stone fortress - You create 25 generic rooms - then 25 types of hallways - With 10 or so boss chambers.

    Populate these with special bosses (or even Primals)

    Give the rooms different mechanics as part of their design.

    Each boss room terminates in a zone as you go deeper into the dungeon.

    Each floor is procedurally generated.

    You don't know the right path, or what rooms you'll encounter, you can have patrols and such here. Adjust the enemies to the group level for challenge.

    Go nuts.

    It would only need to be created once and could provide a bunch of replay value. As each expansion or update comes out tack on a new room or new boss or new couple of hallways.

    Not complicated, well within the technological limitations of the current engine, and provides a varied game play element.

    Remember:
    Procedural generation of dungeons like this was first created by Richard Garriot in the PC game Akalabeth back in 1979. So if we could do it in '79 I'm sure we could do it in 2019 without too much fuss.
    Isn't that Palace of the Dead and Heaven on High?
    (4)

  7. #47
    Player
    Hawklaser's Avatar
    Join Date
    Jul 2011
    Posts
    373
    Character
    Kyterra Lianleaf
    World
    Excalibur
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Rosa_Frandlia View Post
    Isn't that Palace of the Dead and Heaven on High?
    Sort of. The problem with PoD and HoH, is they are not quite balanced the same as a normal dungeon. PoD and HoH are balanced around the possibilty of the group being all tanks, or all healers, or all DPS. So they kinda end up meh after a bit, now if they actually took an actual well put together party? That could be a totally different story. As I thought I would be for PoD/HoH, until I played them a few times and found how devoid of challenge they were in a group once you started getting a few upgrades to your PoD/HoH gear, as they were pretty much just run about and kill things until the next floor opened up, rinse an repeat until the boss.
    (1)

  8. #48
    Player
    Zfz's Avatar
    Join Date
    Aug 2013
    Posts
    2,371
    Character
    Celenir Istarkh
    World
    Atomos
    Main Class
    Red Mage Lv 90
    I'm not necessarily looking for a challenge, but having every single dungeon just varying numbers of AOE pull is getting old. I understand that people just want to get it over and done with when it's the 100th time, but it doesn't change the fact that dungeon content is bland, monotonous, and boring. And it had fed back into the job designs, making every job the same AOE machines.

    However, I also understand the need to make dungeons something that's easily completed by everyone, so harder challenges are generally out of the question. But at least some variation would be welcome. Maybe have 4-5 different sets of mob layout and randomly assign each party to one of them. They're all still easy AOE pulls, but at least you get to pull different stuff some of the times.

    Or put in a rare pop mini-boss instead of one of the packs that drops some minion or glamour pieces, as a bonus reward. Like sometimes we have a bonus target in combat leves.

    Or design dungeons that have toggling paths with equal number of enemies but a change of scenery. This way people naturally get a different view even if they're doing the same pulls. Such as a weather effect that blocks a certain path when it's raining, shows the path when it's sunny. Or a door that is open when it's at night, and closed during the day.

    Really just anything to break up the monotony would help towards bettering the dungeon experience.
    (2)
    “There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
    ― Ernest Hemingway

  9. #49
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    The problem with optional content in dungeons is that players will inevitably find the path of least resistance, which will become 'meta' and you'll always be forced into that route.
    So optional bosses, branching paths, etc. are all just unnecessary dev time.

    There're some good ideas though, like randomised mobs.
    And there are some pseudo non linear methods that work, such as Haukke Manor that has that loop on the first floor that replaces a shortcut, or Swallows Compass that has you loop around and cross your path as well. Just more novel ways to mask the linearity of a dungeon, and new ways of having 'shortcuts' in them.
    (1)
    Last edited by Seraphor; 07-29-2019 at 05:22 PM.

  10. #50
    Player
    NekoNova's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lominsa
    Posts
    470
    Character
    Olivar Starblaze
    World
    Ragnarok
    Main Class
    Summoner Lv 80
    unpopular opinion : I think our dungeons are fine, and have no qualms with them.


    Just delete sastasha please.
    (8)
    Olivar Starblaze
    Onion Knight - Lalafell Carbuncle Retainer
    <TASTY>
    Ragnarok Server

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