Just to piggy back off this. I wonder how well it would go over if a dungeon was your introduction to the next area of the game. Have some fantastical, structured journey through an area before being let loose to explore it as an open field.That's what saddens me about the dungeons we have. some have really well made environments that you don't get to explore. I did like what they did with the copied factory where you can enter the map after the raid to look for stuff inside. They could carry on and extend this idea to allow us to further explore the dungeon after we complete the duty and make different paths etc. The dungeon duty itself could be restricted to the linear path so that no one complains about having something like Toto-Rak maps. But once you're done, you can go back and do more stuff inside.
*tries to level all classes*
*hears of more dungeons*
*thousand yard stare*
Would've liked revisit one of the Othard dungeons like Bardam's Mettle, but I guess that isn't happening for the time being.
Speaking of EXP these 50/60/70 and most likely 80 when in the next expansion give miserable amount of EXP still so there is not even a reason to go back to them to grind levels.
They really need to add the current best tomestones as rewards for 50/60/70 Roulette and increase the EXP gain from them as well. That would solve much of the trouble.
Well, let's see what they have planned for this new Eureka-like content. I doubt it will satisfy me more than 1.5 dungeons per patch, but I'll try to keep an open mind. I just... really don't know what to expect, after 2 Diadems and 4 Eurekas. Will they have learned enough to make good open-ended content that isn't painful to progress in? I would like some fun content, rather than a leveling slog. Removing more dungeons is going to make me far more critical of what content we do get, especially for content types they have faltered with in the past.
Absolutely agree with the comments about being able to revisit dungeons in a solo context. That's another way we could, at least in some way, get more bang for our buck out of the "only one dungeon" a patch arrangement. If they're only going to be spending the resources to make a single dungeon then it would be great if the dungeon we did get was not only better in typical dungeon form but was also utilized in extra ways. Let us go back in to explore for a quest. Let us see some of the areas that are blocked off during the multiplayer run. Heck, just let us go in and take screenshots or maybe use them for RP settings. Sure there would maybe be a bit more work in the environmental design aspect but there really wouldn't be any more work needed on the encounter design side of things.
If the waste in designing "extra" dungeons comes in a fear of them being "one and done" then don't just use them once.
Having instanced and explorable versions of areas works really well. Guild Wars did that for many years, and its done in some non-mmo rpg's.I wonder how well it would go over if a dungeon was your introduction to the next area of the game.
Its probably a better idea for 14 than it was for GW, since you arent needlessly gated out of content until you do the storyline in GW, and could skip the missions and just explore, where in 14, you literally couldnt get into that zone until you did the dungeon/trial/raid/mission to unlock it.
Last edited by Barraind; 12-22-2019 at 03:14 AM.
I'd love that, honestly. Not every time, ofc, but used sparingly that could be a really neat tool.
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