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  1. #1
    Player
    Kleeya's Avatar
    Join Date
    Mar 2017
    Posts
    1,187
    Character
    Kleeya White
    World
    Shiva
    Main Class
    Machinist Lv 100
    Years later, way before the trust system, i still remember how, when i was a new player, i was wondering why i didn't get this Sastasha exploration achievement. It's by looking at the map that i did understand "oh i see, we did get in a straight line from point A to point B, and did not enter the optional rooms at all. They wanted to be out of this as soon as possible".

    If even a new player who know nearly nothing of the game can figure on his first dungeon that there is a "gogogo rush rush rush" mentality in the community, the problem is rooted way deeper than you think. Having a chance that an optionnal boss can appear somewhere or getting more gils is not gonna cut it for people thinking that losing 30 seconds in a dungeon will ruin their day, while they already have millions of gils on their account.

    With linear easy dungeons, SE did give the players what they want. I don't think it will change soon. If you want something a bit different, wait for the next palace of the dead. And even then you will end up in some groups rushing to the exit as quickly as possible, not caring that you want to search an optional treasure in a distant room.
    (6)

  2. #2
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,110
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Kleeya View Post
    If even a new player who know nearly nothing of the game can figure on his first dungeon that there is a "gogogo rush rush rush" mentality in the community, the problem is rooted way deeper than you think. Having a chance that an optionnal boss can appear somewhere or getting more gils is not gonna cut it for people thinking that losing 30 seconds in a dungeon will ruin their day, while they already have millions of gils on their account.
    One of the major reasons for the "gotta go fast" mentality is the reward structure. You don't get anything useful out of the dungeon, you only get something useful for finishing it. With a reward system like that of course people will want to spend as little time as possible in there because time is literally currency earned.
    (4)