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  1. #1
    Player
    frostmagemari's Avatar
    Join Date
    Aug 2013
    Posts
    579
    Character
    U'tabia Aisibhirwyn
    World
    Mateus
    Main Class
    Armorer Lv 100
    Quote Originally Posted by Zanarkand-Ronso View Post
    And again I ask a Counter Question
    ...why are people flipping out over getting 1 dungeon instead of 2? Especially when people have complained that XIV's dungeons are boring, or dont matter after a run or 3?
    If the Dungeon designs aren't that great and people stop caring about them after a run or 3, whats the point in putting so much time into making 2 AND other content...when they can just make 1 and other Content?
    I think the idea is that people want dungeon content to be better when they complain that they're boring, not that they want to have them start being cut from the development cycle bit by bit.

    Quote Originally Posted by Zanarkand-Ronso View Post
    And If it is Id love to hear some rational reasoning on how that affects FFXIV. How is 1 less dungeon so bad when we are still getting other new content in the next patch?
    Because a lot of the additional content that SQEX puts out isn't something that grabs a person's attention for more than a week (Blue Mage); or they only design it so they're internally happy with it, and then spend the rest of the expansion trying to fix the content because by in large, very few of their customers were happy with their pet project that they spent all that time on (Diadem and Eureka).
    (5)
    Last edited by frostmagemari; 01-18-2020 at 03:58 PM.

  2. #2
    Player
    Auryan's Avatar
    Join Date
    Dec 2018
    Posts
    245
    Character
    Mister Feeny
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by frostmagemari View Post
    I think the idea is that people want dungeon content to be better when they complain that they're boring, not that they want to have them start being cut from the development cycle bit by bit.

    Because a lot of the additional content that SQEX puts out isn't something that grabs a person's attention for more than a week (Blue Mage); or they only design it so they're internally happy with it, and then spend the rest of the expansion trying to fix the content because by in large, very few of their customers were happy with their pet project that they spent all that time on (Diadem and Eureka).
    And dungeons do? Ask anyone in-game and they'll likely tell you that a dungeon's appeal ends after the third or fourth run and becomes just another place to farm weekly tomes or another randomized location for expert roulette. SE doesn't want to make 4 man dungeons anything more than just a place to progress story with a little bit of lore and glamour attached to them. For difficult challenges, they focus on the 8-man content where they can work out balance easier as well as getting more job representation than a 4-man savage dungeon would. And I'm fine with that, others are not.

    Or if they want to get more experimental with dungeons, they can work on adding more public dungeons on a smaller scale like the Baldesion Arsenal which besides the way you access it (instance hopping and portal reservation sucked), was warmly received by the players that enjoyed Eureka and those that wanted the Ozma mount.
    (0)

  3. #3
    Player
    Zanarkand-Ronso's Avatar
    Join Date
    Mar 2019
    Posts
    4,168
    Character
    Johanna Yevon
    World
    Adamantoise
    Main Class
    White Mage Lv 100
    Quote Originally Posted by frostmagemari View Post
    I think the idea is that people want dungeon content to be better when they complain that they're boring, not that they want to have them start being cut from the development cycle bit by bit.
    Ok, so by getting 1 less dungeon, perhaps the one dungeon could be better. As I have said.
    We aren't completely losing Dungeons, just getting 1 less per Major Cycle.

    Quote Originally Posted by frostmagemari View Post
    Because a lot of the additional content that SQEX puts out isn't something that grabs a person's attention for more than a week (Blue Mage); or they only design it so they're internally happy with it, and then spend the rest of the expansion trying to fix the content because by in large, very few of their customers were happy with their pet project that they spent all that time on (Diadem and Eureka).
    This doesn't answer my question. Its not wrong, but it doesn't answer anything.
    The same could be said about Dungeons. XIV's dungeons apparently bore people, they are apparently only good for 1, 2 or 3 runs. So how does losing 1 dungeon effect XIV in a negative way?
    What if it actually helps the game in a way? What if it improves other content, and other things can get worked on quicker?
    Its literally, ONE dungeon.
    (0)

  4. #4
    Player
    Join Date
    Jan 2020
    Posts
    85
    Quote Originally Posted by Zanarkand-Ronso View Post
    Ok, so by getting 1 less dungeon, perhaps the one dungeon could be better. As I have said.
    We aren't completely losing Dungeons, just getting 1 less per Major Cycle.



    This doesn't answer my question. Its not wrong, but it doesn't answer anything.
    The same could be said about Dungeons. XIV's dungeons apparently bore people, they are apparently only good for 1, 2 or 3 runs. So how does losing 1 dungeon effect XIV in a negative way?
    What if it actually helps the game in a way? What if it improves other content, and other things can get worked on quicker?
    Its literally, ONE dungeon.
    Its also literally ONE unbrella
    (1)