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  1. #61
    Player
    ReynTime's Avatar
    Join Date
    Jan 2015
    Posts
    1,677
    Character
    Princess Walk
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Personally, I feel like the largest issue we'd face in asking for more interesting dungeons isn't the "community" (whose opinions, as mostly sometimes reasonable sentient beings, change as the circumstances or object of their opinions do), but the flat roulette rewards. So long as the roulette rewards do not scale with the content in question, or do not share a certain bonus cap (liekly with some day-to-day roll-over) with other roulettes, you always want to roll the quickest dungeon to make their bonus that much more efficient. If a dungeon A takes 20 minutes for 40 tomes, dungeon B takes 30 minutes for 60 tomes, and C 40 for 80, that just allows for variety and choice. But seeing as most will only run the one roulette-bonused dungeon per day, we instead have 20 minutes for 90, 30 for 110, or 40 for 130, and voila, there's a clear most efficient choice. And thus, to those who want to make the most of their time, there is no choice, and all designs but A become superfluous.
    In practice, though, there are of course further complicators. For instance, mere dungeon length would not give sufficient variety. We'd also want to allow for differences in difficulty, in which case those times will vary.
    Let's say we have Players 1, 2, and 3, at differing skill levels.

    For a party all of whom are, on average, at the skill level of Player 1, with no outliers so great as to solo-carry, A takes 30 minutes, B takes 50, and C takes 85+, if even possible. For that player, if rewards remained as above, A is faintly more efficient than B, and C would be something of a non-option, at least on a daily basis.

    For a party all of whom are, on average, at the skill level of Player 2, A takes 20 minutes, B 30, and C 40. Thus, they have every option.
    [Cut due character limit]
    I like these ideas but I also still think they had a good concept with bonus dungeon clear chests, if it wasn't for the stupid speedrun chest that should have never existed. And that could have been adapted to prevent the dungeon design issue that happened after ARR.
    Have the chests compensating the extra time required to fully explore a dungeon and objectives, throw in extra tomestone rewards for each bonus chest. Yes the veterans will still want to rush through those objectives, but that's significantly better than ignoring them altogether and favoring the hallway simulator design. That would also make the duty objective listing a lot less pointless.
    (0)

  2. #62
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by ReynTime View Post
    You were encouraged to level multiple jobs since 1.0, [...] or swapping jobs mid-dungeon to be an intended mechanic,
    That sounds really weird. I haven't heard about this.
    Can you tell us more about this?
    (0)

  3. #63
    Player
    Hanayumi's Avatar
    Join Date
    Nov 2013
    Posts
    1,223
    Character
    Kara Dusksinger
    World
    Mateus
    Main Class
    Scholar Lv 100
    Pre echo/nerf coil raid required a decent amount of utility involved, mostly cc, had to stun/silence certain boss/add moves, some adds had to be rooted, slowed, or slept else they 1 shot targets. But they phased a majority of cc out in cause it was causing certain job to be straight up required. That being said... role action kinda remedied this, look at range role actions, slow, root, silence, and defensive cd, walk speed, toss some other utility to other roles and bring back some heavy cc mechanics, id be happy with that.
    (2)

  4. #64
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,605
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 97
    Quote Originally Posted by Hanayumi View Post
    bring back some heavy cc mechanics, id be happy with that.
    CC goes away as soon as the mobs that have been CC'd are hit for damage. Kinda makes CC useless for the "Let's run through and AoE everything quick" crowd.
    (0)

  5. #65
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by ItMe View Post
    That sounds really weird. I haven't heard about this.
    Can you tell us more about this?
    It was rather annoying, especially if you took a break from the game (it was baaad) and came back towards the end.

    Cutters cry for instance, people required you to have blm and mnk leveled, to make certain fights easier.
    (1)

  6. #66
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Valkyrie_Lenneth View Post
    It was rather annoying, especially if you took a break from the game (it was baaad) and came back towards the end.

    Cutters cry for instance, people required you to have blm and mnk leveled, to make certain fights easier.
    I didn't even realize there was a time you could swap jobs mid duty.
    This sounds like a nightmare. Like, having the community "require" certain jobs for certain bosses can be bad enough, but for certain stretches of a duty?
    Was the duty really that much more difficult without them? Or what?
    (0)

  7. #67
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by ItMe View Post
    I didn't even realize there was a time you could swap jobs mid duty.
    This sounds like a nightmare. Like, having the community "require" certain jobs for certain bosses can be bad enough, but for certain stretches of a duty?
    Was the duty really that much more difficult without them? Or what?
    Couldn't tell you, I never got invited along, I only had brd and DRG to 50 back then.
    (1)

  8. #68
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ReynTime View Post
    I like these ideas but I also still think they had a good concept with bonus dungeon clear chests, if it wasn't for the stupid speedrun chest that should have never existed. And that could have been adapted to prevent the dungeon design issue that happened after ARR.
    The only bonus dungeon clear chests, unless you mean the 1-2 side-rooms per dungeon for some random materials, were those speedrun chests, though? I'd agree that the speedrun chests were a horrible concept, but I can't see how the sideroom chests were much better; they just necessitated more trash (Darkhold, etc.) or some sort of esoteric knowledge (Qarn NM).

    I'd rather have dungeons actually designed not to be a mere hallway simulator, rather than a hallway with some equally uninteresting sidepaths (that we will likely have to backtrack from).
    (1)

  9. #69
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,605
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 97
    Quote Originally Posted by ItMe View Post
    I didn't even realize there was a time you could swap jobs mid duty.
    This sounds like a nightmare. Like, having the community "require" certain jobs for certain bosses can be bad enough, but for certain stretches of a duty?
    Was the duty really that much more difficult without them? Or what?
    I played through ARR when it was still ARR, and this ability to swap jobs mid-duty does not appear to have been a thing in 2014. I don't believe it was ever a thing. It might have been something in 1.0 I suppose.

    Same thing with the "speedrun bonus chests" for dungeon instances. Not a clue where that came from, unless it was also a 1.0 thing.
    (1)

  10. #70
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by DPZ2 View Post
    I played through ARR when it was still ARR, and this ability to swap jobs mid-duty does not appear to have been a thing in 2014. I don't believe it was ever a thing. It might have been something in 1.0 I suppose.
    Don't really need "suppose" when the info is... just a few posts above you, I would think?
    Quote Originally Posted by ReynTime View Post
    1.0... encouraged you to level multiple jobs... by having... swapping jobs mid-dungeon be an intended mechanic.
    Quote Originally Posted by Valkyrie_Lenneth View Post
    [1.x] Cutters cry for instance, people required you to have blm and mnk leveled, to make certain fights easier.
    :: Note that Cutter's Cry was an endgame instance at the time.
    And yes, bonus chests for having, say, A, B, or C (ascending order) minutes left on the timer were also a 1.x thing.

    Quote Originally Posted by ItMe View Post
    I didn't even realize there was a time you could swap jobs mid duty.
    This sounds like a nightmare. Like, having the community "require" certain jobs for certain bosses can be bad enough, but for certain stretches of a duty?
    Was the duty really that much more difficult without them? Or what?
    Ehh, it was an advantage, but hardly a make/break kind of thing. I had a few applicable jobs leveled, and another friend both MNK and BLM, and we were never asked to swap between them for CC runs.
    (3)
    Last edited by Shurrikhan; 07-29-2021 at 07:07 AM.

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