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  1. #31
    Player

    Join Date
    Jul 2020
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    1,759
    Quote Originally Posted by Absurdity View Post
    I actually think that this makes the problem of only getting 1 dungeon per patch even worse. Because those dungeons are so incredibly boring after just 1 run the lack of variety makes it feel even more like a chore.
    That said, it really only affects Expert roulette.

    Even if you only do Expert for tomestone, that only takes 5 runs in a week at most to cap where you have one of two choices per run with one of the choices rotating every major patch.

    If you do more (or other) than Expert, then you would require even less runs per week (even 0 if you cap via other means). Meanwhile, by having only two dungeons, it makes it more likely to get the dungeon you want in case you're slowly farming for gear/minion from that dungeon.

    So, like I said, I'm happy either way, but it's certainly not all that bad to have less dungeon per Expert.

    Of course, I've also voiced my opinion in the past that I wouldn't mind if they consider combining Expert and max level dungeon roulettes, but that could mean less chance of getting the new dungeon.
    (1)

  2. #32
    Player
    Starshower's Avatar
    Join Date
    Aug 2020
    Posts
    384
    Character
    Ares Stardust
    World
    Behemoth
    Main Class
    Gunbreaker Lv 90
    What does an extra dungeon per patch give you? Nothing. A different scenery for aesthetic purposes basically. It's the same content with easy mechanics that you do without thinking too much about.



    An extra dungeon is not worth more than ocean fishing, ishgard restoration, diadem, revamping ARR quests, flying in ARR, bozja, and delubrum reginae.


    This expansion did have less exploration zones and no deep dungeon, but it had way more crafter and gatherer content than the other expansions. It might not be a type of content that you are interested in, but it's more content for a portion of the playerbase.
    (3)

  3. #33
    Player
    GenBroadaxe's Avatar
    Join Date
    Jul 2018
    Location
    Limsa Lominsa
    Posts
    123
    Character
    Roehaswys Brodansawyn
    World
    Diabolos
    Main Class
    Warrior Lv 80
    I'm kind of ambivalent on it since this is the first expansion that I've been playing since it's release. There are a ton of dungeons in the game already, so I think I prefer how they're doing it now where they feel better about moving resources around and trying different content. When people say they don't see where the money was going, it's worth remembering that they revamped the whole ARR quest, updated ARR zones to include flying, overhauled a lot of crafting/gathering, added the Ishguard Restoration and all it's areas, added open sea fishing, added the Trust system, and have been developing new game play experiments like the upcoming secluded islands. So a lot of things that may not be immediately apparent if you're not into certain kinds of game play or don't go back on an alt to see how things have changed there.

    Would I like more dungeons? Yes, but if they keep experimenting with new things to offer a wider variety of things to try I'm down for that too.
    (2)

  4. #34
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,522
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Personally, I am fine with 1 dungeon per patch, however, what does bother me is the lack of variety in Expert. I would be fine having just the 1 max level roulette and putting all the max level dungeons in it without taking any out. Obviously, the downside is losing out on a roulette, however, tomes are easy to cap each week anyway so I don't see this being an issue.

    This will stop Expert feeling like, oh god, not this dungeon again and more, oo, I haven't done this dungeon in a while. Yes, they are all long corridors, however, the atmosphere helps to keep each run fresh, especially if the dungeon pool is higher, so you are more likely to get different dungeons each time.
    (2)

  5. #35
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    I want 2 dungeons per patch, im tired of them cutting battle content and giving nothing in return especially how oversimplified dungeons and battle content in general are right now. I'll rather have 3 dungeons on the expert roulette and have some visual variety than have weeks of repeating the same dungeon bcs you only can have 1 or the other so i get sick of them way more that i want to.

    but in resume the answer would be increase the budget and have a more devs to properly desing and deliver content for all and not what they are doing right now and get the same amount of content per patch we used to have in the past.
    (4)

  6. #36
    Player
    Metsonm's Avatar
    Join Date
    Nov 2016
    Posts
    289
    Character
    Met Rhukon
    World
    Shiva
    Main Class
    White Mage Lv 80
    Gameplay-wise I'm fine with 1 dungeon. After a while you just autopilot them anyway and rush them to get your tomes and get out, and having double the dungeons won't fix that. That said, I do miss the dungeons being delivery systems for extra lore that might not necessarily fit into the mainline story, such as the Ixals in Fractal Continuum.
    (1)

  7. #37
    Player Kyrj's Avatar
    Join Date
    Nov 2020
    Posts
    595
    Character
    Funyun Knight
    World
    Gilgamesh
    Main Class
    Pugilist Lv 90
    Dungeons are absolutely pointless. I'd much rather them spend that time on other aspects of the game or create a new experience. We all know they won't do anything new because they're scared of the word change, but I can dream can't I?
    (1)

  8. #38
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,367
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    It would be fine with 1 dungeon per patch to be honest...

    But I'd love some kind of system beyond the expert roulette to make dungeon runs more interesting both difficult and reward wise.
    (0)

  9. #39
    Player
    Hyperia's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    1,428
    Character
    Aileen Pureheart
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    The lack of battle content post 5.0 has hurt my desire to play. I really did not like the loss of two dungeons, I even remember when we got three.

    What I would like for them to do is update the expert to NOT remove a dungeon when they add a new one. Switch the loot to tokens to turn in for what ever current loot that is available. That would have 6.0 start with two and then add one to the roulette from there giving us a total of seven at the end of the 6.x cycle.

    Doing the same two expert dungeons over and over is a super fast way to burnout. Having a large number in the pool would significantly reduce burnout. It’s an easy way to fix the problem but alas...
    (3)

  10. #40
    Player
    Jijifli's Avatar
    Join Date
    Jun 2015
    Posts
    1,384
    Character
    Jijifli Kokofli
    World
    Balmung
    Main Class
    Arcanist Lv 55
    Quote Originally Posted by Starshower View Post
    What does an extra dungeon per patch give you? Nothing. A different scenery for aesthetic purposes basically. It's the same content with easy mechanics that you do without thinking too much about.



    An extra dungeon is not worth more than ocean fishing, ishgard restoration, diadem, revamping ARR quests, flying in ARR, bozja, and delubrum reginae.


    This expansion did have less exploration zones and no deep dungeon, but it had way more crafter and gatherer content than the other expansions. It might not be a type of content that you are interested in, but it's more content for a portion of the playerbase.
    Ocean fishing is just like regular fishing with an extra RNG layer on it. It doesn't really change much, in the grand scheme. And don't say it's an instance and that's new, because Diadem did that in HW, where we got 3.

    Speaking of Diadem, restoration straight used Diadem, so part of that was already in the game, on top of quite literally being able to see all its content in literally 5 minutes. I doubt it really took that many resources.

    Also, arr's revamp and flying? Really? They didn't add any quests, they only deleted quests and adjusted exp for it. And flying is easily just a switch on. The only real part of that addition that could'a required work was the distanced eye-candy, which wouldn't take that many resources.

    Bozja is just Eureka with a different coat of paint, half of its stuff is literally copy pasted. Even the duty stuff is compatible to Ozma, just maybe a bit more pug friendly.

    The question I guess was that worth the loss of a good few dungeons that could'a made Expert less numbing by at least having a third option sometimes, on top of Ultimate losing an entire tier, on top of no deep dungeon? Could say that, but considering most examples of what came instead seem to be copy paste's of already existing stuff, it barely feels like it.

    Oh, and for the record, I did everything you listed there, even redid ARR. Outside of ARR's quests for obvious reasons, they all were either done super fast, or their copy pastes were clear super fast. It's actually how funny how quick I disliked Bozja just because it felt like Eureka 2.0
    (10)

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