Page 1 of 2 1 2 LastLast
Results 1 to 10 of 12
  1. #1
    Player
    LxrdKeiji's Avatar
    Join Date
    Jun 2020
    Location
    Uldah
    Posts
    16
    Character
    Hanzhou Raiu
    World
    Behemoth
    Main Class
    Ninja Lv 80

    Dungeon Change + Savage Dungeon Idea (Suggestion)

    FFXIV has been around for a while but the Dungeon formula has never really changed besides with mechanics. After a while Dungeons have just gotten repetitive and linear. I believe many people can agree and be open to some sort of change.

    Here's what I'd like to see changed

    1. Change future Normal/Hard Dungeons

    - Make future dungeon map design more free form instead of a single straight path
    • Allows players to feel like they're actually exploring a dungeon by adding multiple routes and giving them the decision to pick a path
    • Possibly allow players to choose the order of which they defeat a boss for certain dungeons in order to clear

    2. Savage Mode Dungeons

    - Adds a New challenge for players with more difficult versions of older bosses and stronger mobs
    • Adds New boss strategies and could add more mob pulling strategies as well for bigger challenge
    -More potential challenges on the path to bosses
    • Mazes, Puzzles, Tests (like the azim steppe dungeon), Jump puzzle with spike pit, dangerous traps, etc
    - Greater rewards (Titles, dyeable or revamped versions of old glamour, mounts, etc)

    - One or two per expansion or whatever Square decides

    This could add more flare to the current patch cycle formula and give players/Companies more challenges to do together without running out of things to do. Also gives SE a way to modernize older dungeons
    (1)
    Last edited by LxrdKeiji; 06-18-2020 at 12:03 PM.

  2. #2
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    We're already down to 1 new dungeon per patch now and it's usually reserved for the MSQ. which means it will be a very scripted experience. As the game has been going for so long now, the devs feel the number of existing dungeons has become very large and would like to think of new player experiences instead.

    Everyone keeps asking for mythic+ type system to be added. dungeons are too much work to re-work which is prob why the new "Unreal" trials are being considered. but even then only for limited time periods and limited amounts. (one)
    (2)

  3. #3
    Player
    LxrdKeiji's Avatar
    Join Date
    Jun 2020
    Location
    Uldah
    Posts
    16
    Character
    Hanzhou Raiu
    World
    Behemoth
    Main Class
    Ninja Lv 80
    Quote Originally Posted by DrWho2010 View Post
    We're already down to 1 new dungeon per patch now and it's usually reserved for the MSQ. which means it will be a very scripted experience. As the game has been going for so long now, the devs feel the number of existing dungeons has become very large and would like to think of new player experiences instead.

    Everyone keeps asking for mythic+ type system to be added. dungeons are too much work to re-work which is prob why the new "Unreal" trials are being considered. but even then only for limited time periods and limited amounts. (one)
    Yea this is exactly why I'd like to see some sort of new exciting formula to future dungeons. If we're only getting one per patch, it'll get real boring and repetitive to run every day.
    (1)

  4. #4
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,194
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Choice isn't real. If they made a dungeon with three different paths, one path would be somehow mathematically superior to the other two and that's the path that most people would take. The people who didn't want to take that path every time would come to the forums to complain that people always take the path they don't want to take and they're tired of getting kicked from dungeons for "supposedly slowing the run down" by wanting to take the slower path, which slows the run down. They'd also complain about how toxic everyone else is for assuming that's the path everyone wants to take, and going that way without asking the party. Then other people would be arguing about why there even are three paths to begin with if nobody ever takes the other two paths, so let's just simplify the dungeons to where there's only one path so we don't have to fight over them anymore, and then we'd be right back where we started. Except then there'd be the one or two awkward dungeons from that experiment that people will dread getting in roulettes because they might have to fight over which way to go with strangers who want to go the slower routes.
    (3)
    Last edited by Rongway; 06-18-2020 at 05:18 PM.
    Error 3102 Club, Order of the 52nd Hour

  5. #5
    Player
    Frizze's Avatar
    Join Date
    Feb 2016
    Posts
    2,995
    Character
    Frizze Steeleblaze
    World
    Lamia
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Rongway View Post
    Choice isn't real. If they made a dungeon with three different paths, one path would be somehow mathematically superior to the other two and that's the path that most people would take. The people who didn't want to take that path every time would come to the forums to complain that people always take the path they don't want to take and they're tired of getting kicked from dungeons for "supposedly slowing the run down" by wanting to take the slower path, which slows the run down. They'd also complain about how toxic everyone else is for assuming that's the path everyone wants to take, and going that way without asking the party. Then other people would be arguing about why there even are three paths to begin with if nobody ever takes the other two paths, so let's just simplify the dungeons to where there's only one path so we don't have to fight over them anymore, and then we'd be right back where we started. Except then there'd be the one or two awkward dungeons from that experiment that people will dread getting in roulettes because they might have to fight over which way to go with strangers who want to go the slower routes.
    No way people would do that. There wasnt nearly enough whining and name calling in your example. We arent as civil as that!
    (2)

  6. #6
    Player
    Stepjam's Avatar
    Join Date
    Jul 2019
    Posts
    1,203
    Character
    Gabriel Morgan
    World
    Adamantoise
    Main Class
    Dark Knight Lv 100
    The only way I think you could have a dungeon with exploration and variety would be if the dungeon had randomization where paths change every time it's run. If it's static, then yeah, players will eventually find the optimal route and never stray from it
    (0)

  7. #7
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    Quote Originally Posted by LxrdKeiji View Post
    Yea this is exactly why I'd like to see some sort of new exciting formula to future dungeons. If we're only getting one per patch, it'll get real boring and repetitive to run every day.
    you're kind of missing my point. the devs think current dungeon design is just fine. so they don't see anything wrong with keeping things the way they do things now.

    other than for furthering the story, yes the dungeon gets rerun ad nauseum because of roulettes and it's a means of getting weekly tomes. but there are plenty of other methods to get tomes.

    because there are lots and lots of dungeons, they don't want to change how dungeons work. they're now going to put their creative efforts into other gameplay aspects.
    (0)

  8. #8
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Yoship directly said they have no interest making hard content for 4 man as itll stress out the healer and ill have to agree. seeing alot of topics asking for dungeon content to be revised and that makes me happy. i disagree however they shouldnt be hard but complex theirs a very big difference.

    Dungoens in the past have experimented with all kinds of mechs, such as: Tankbuster trash with final sting, open ended rooms like Longstep and Aurum vale, hostile environments like the gold bile from aurum vale, unkilable hostiles like Wanderers palace, required collectables like toto-rak, wandering hostiles like Haukke , turrets like Doma castle, dps checks of sorts like Castrum Abania, mid trash mechs like stack markers and explosions like Ghimlyt. they have all the tools to craft any type of complex dungoen they please but in the end we are left with the exact same song and dance even the boss encounters are starting to grow stale as its the sole reason to be aware
    (0)

  9. #9
    Player
    LxrdKeiji's Avatar
    Join Date
    Jun 2020
    Location
    Uldah
    Posts
    16
    Character
    Hanzhou Raiu
    World
    Behemoth
    Main Class
    Ninja Lv 80
    Quote Originally Posted by Jirah View Post
    Yoship directly said they have no interest making hard content for 4 man as itll stress out the healer and ill have to agree. seeing alot of topics asking for dungeon content to be revised and that makes me happy. i disagree however they shouldnt be hard but complex theirs a very big difference.

    Dungoens in the past have experimented with all kinds of mechs, such as: Tankbuster trash with final sting, open ended rooms like Longstep and Aurum vale, hostile environments like the gold bile from aurum vale, unkilable hostiles like Wanderers palace, required collectables like toto-rak, wandering hostiles like Haukke , turrets like Doma castle, dps checks of sorts like Castrum Abania, mid trash mechs like stack markers and explosions like Ghimlyt. they have all the tools to craft any type of complex dungoen they please but in the end we are left with the exact same song and dance even the boss encounters are starting to grow stale as its the sole reason to be aware
    I can go without difficult 4 man content if we have deep dungeons tbh. But my point is they've gotten lazy with dungeon design(Boss design is fine). All of those things you mentioned could be added to make the experience fun and exciting. Make the future dungeons feel like an attraction or a theme park when going through them on the way to each boss.
    (0)

  10. #10
    Player
    Insertusernamehere's Avatar
    Join Date
    Jul 2019
    Posts
    189
    Character
    Misha Fiertze
    World
    Zodiark
    Main Class
    Gunbreaker Lv 90
    Want a real challenge? Randomize savage mechanics lets see how it goes :3 It will be probably frustrating but might be interesting lol..
    (0)

Page 1 of 2 1 2 LastLast