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  1. #26
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,166
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    So from my understanding of this thread:

    We don’t want dungeons to have decision making, or difficult enemies, or enemies that require specific strategies to defeat, or enemy abilities that have an effect beyond ‘deals direct damage’, and we don’t want access to any sort of skill that might impede the enemy in some way?

    I mean, I’m not claiming these are ‘good’ or ‘bad’ wants; if that’s what people want then it’s not my place to try and suggest otherwise. Personally I would like to see generic dungeons be more engaging in general though. That doesn’t mean they have to have super difficult enemies or tons of branching paths, but I’d like to see them be a bit less simplistic in terms of going through them. I feel like dungeons currently are tuned to the absolute bottom limit of effort, which is fine, but I’d like to at least have to put in a modicum of effort when playing a video game (otherwise it’s like, ‘this game may as well be playing itself automatically’).

    I mean, logically isn’t player input redundant anyway? It would be faster and more efficient if it was entirely automated, since all it technically does is give an illusion of choice anyway. So the question ends up being ‘where is the limit?’ with how ‘efficient’ we want the game to be. At what point do things go from being ‘simplistic’ to just being ‘boring’? And at what point do we continue/stop removing ‘pointless’ mechanics like crowd control, healing, non-DPS party buffs, enemy abilities, etc etc?
    (3)
    Last edited by Connor; 10-31-2019 at 11:17 PM.