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  1. #131
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,860
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Likethewind View Post


    Can we go back to 1.0 style dungeons?
    Isn't that a map of a what was at the time just a section of zone (Tam-tara Deepcroft), though, not an instanced dungeon?

    I wouldn't mind seeing them by way of "delves" or the like, but that kind of Diablo/EQ-esque dungeon is an altogether different experience from what we call "dungeons" now.
    (2)

  2. #132
    Player
    Likethewind's Avatar
    Join Date
    Sep 2016
    Location
    Ul'dah
    Posts
    52
    Character
    Shiroro Hiruru
    World
    Hyperion
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Isn't that a map of a what was at the time just a section of zone (Tam-tara Deepcroft), though, not an instanced dungeon?

    I wouldn't mind seeing them by way of "delves" or the like, but that kind of Diablo/EQ-esque dungeon is an altogether different experience from what we call "dungeons" now.
    These were the dungeons in 1.0 basically a HUGE zone with a level range of mobs and multiple floors. Copperbell and other places we're like this and like you said I wouldn't mind seeing this come back as instantiated areas/delve, kind of how they re-did the Diadem. ofc keeping in mind a bit more difficulty but I guess this would be somewhat like Eureka and Bozjan?lol
    (2)

  3. #133
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,860
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Likethewind View Post
    These were the dungeons in 1.0 basically a HUGE zone with a level range of mobs and multiple floors. Copperbell and other places we're like this and like you said I wouldn't mind seeing this come back as instantiated areas/delve, kind of how they re-did the Diadem. ofc keeping in mind a bit more difficulty but I guess this would be somewhat like Eureka and Bozjan?lol
    Oh, I'm aware. (See join date.) I'm just saying that even 1.x had both and didn't treat them as nearly the same thing. There were instanced dungeons (Darkhold, Cutter's Cry, etc.) and then these parts of the open world (Deepcroft, Sastasha, Nanawa Mines, etc.).
    (2)

  4. #134
    Player
    Ath192's Avatar
    Join Date
    Jul 2019
    Posts
    1,801
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Synonyms are rarely interchangeable in any involved context, however, so what is your point exactly?
    That people like difficulty and involvement in content they love. And simplicity and ease only make for a forgettable experience. As such, they should make FFXIV more challenging because the game is too easy.

    For example here is a video of a Warrior Soloing Paglth'an, the latest dungeon available to players and part of the so called "Expert" duty roulette.

    https://www.youtube.com/watch?v=CMgTambpkRc

    I don't know about you but knowing the content is so easy a single person can mow through the entire dungeon without any aid defeats the purpose of having a team or playing multiplayer. It's also very sad as a party member knowing you are just there just because, its not like they need you or anything. You want to help? great, You want to sit down and not do anything? They'll keep going just fine. Your presence is meaningless to a good tank with self heals or two players that know how to handle things.

    It's a very empty feeling to be in a game and knowing the content is so easy you do not matter at all.

    You apparently need to be an "extreme" level player or above to begin to matter. I don't think anyone can look at those labels and agree with a serious face. I also don't say this because I dislike the game, I say this because I want it to improve.
    (3)
    Last edited by Ath192; 10-05-2021 at 02:39 AM.

  5. #135
    Player
    RitsukoSonoda's Avatar
    Join Date
    Apr 2014
    Location
    Kugane (No that red crayon is totally legitimate) >.>
    Posts
    3,147
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Ath192 View Post
    That people like difficulty and involvement in content they love. And simplicity and ease only make for a forgettable experience. As such, they should make FFXIV more challenging because the game is too easy.

    For example here is a video of a Warrior Soloing Paglth'an, the latest dungeon available to players and part of the so called "Expert" duty roulette.

    https://www.youtube.com/watch?v=CMgTambpkRc

    I don't know about you but knowing the content is so easy a single person can mow through the entire dungeon without any aid defeats the purpose of having a team or playing multiplayer. It's also very sad as a party member knowing you are just there just because, its not like they need you or anything. You want to help? great, You want to sit down and not do anything? They'll keep going just fine. Your presence is meaningless to a good tank with self heals or two players that know how to handle things.

    It's a very empty feeling to be in a game and knowing the content is so easy you do not matter at all.

    You apparently need to be an "extreme" level player or above to begin to matter. I don't think anyone can look at those labels and agree with a serious face. I also don't say this because I dislike the game, I say this because I want it to improve.
    But the lazy players making noise want the game easier because they want other people to clear the content for them so they can roll on the loot that drops.

    Accessibility is basically meaning it's available to everyone. That does not mean the content needs to be dumbed down or trivialized to the point party members aren't needed. Ex trials are accessible by everyone, savage raids are accessible by everyone, Ultimate is accessible by everyone. It's a matter of the player actually putting the time or effort to unlock and complete the content. This should be the same for MSQ, 4 player duties, and normal mode 8 player content because that content is supposed to be preparing players to do the other content. The thing I feel the devs aren't realizing based on the route they've gone with nerfs to various duties and the MSQ is that these people crying about being "gated" are going into the harder content as well and being a hinderance to the other players in those duties as they now essentially have to clear it as if they were missing party members. As a result it's caused a breakdown of the already diminished social aspects of the game. These underdeveloped players jumping into ex/savage/ultimate/etc aren't any different than those people that never cleared the beginning of a single player game grabbing the controller from their friend playing that game on a boss fight late in that same game and trying to clear it. It ends in a prompt face plant and game over because they never developed the game skills to do it.
    (5)

  6. #136
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,609
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 97
    Quote Originally Posted by Ath192 View Post
    It's a very empty feeling to be in a game and knowing the content is so easy you do not matter at all.
    So, you're taking the video of one extremely competent player of unknown gear level (but I'd wager it's 530-535) as an example of how 'easy' the content is and how meaningless your contribution might be?

    Do not forget that this 'expert roulette' is also an MSQ instance that can be run with Trusts. It is not meant as an extreme challenge. It is written to be completed by four not-GamerGod-like players in a reasonable amount of time in order to progress the story line.

    If anything, this video should encourage SE to take a serious look at nerfing the Warrior ability Nascent Flash, something I doubt the video poster really wants to happen.
    (9)

  7. #137
    Player
    Artemiz's Avatar
    Join Date
    Nov 2013
    Posts
    709
    Character
    Darwinian Origin
    World
    Twintania
    Main Class
    Paladin Lv 90
    So many negative waves in this thread honestly. Just because some people can understand the design philosophy behind the current dungeon difficulty level doesn't mean we all want to sit here and eat grapes while our party clears the content for us.

    Quote Originally Posted by Ath192 View Post
    That people like difficulty and involvement in content they love. And simplicity and ease only make for a forgettable experience. As such, they should make FFXIV more challenging because the game is too easy.

    For example here is a video of a Warrior Soloing Paglth'an, the latest dungeon available to players and part of the so called "Expert" duty roulette.

    https://www.youtube.com/watch?v=CMgTambpkRc

    I don't know about you but knowing the content is so easy a single person can mow through the entire dungeon without any aid defeats the purpose of having a team or playing multiplayer. It's also very sad as a party member knowing you are just there just because, its not like they need you or anything. You want to help? great, You want to sit down and not do anything? They'll keep going just fine. Your presence is meaningless to a good tank with self heals or two players that know how to handle things.

    It's a very empty feeling to be in a game and knowing the content is so easy you do not matter at all.

    You apparently need to be an "extreme" level player or above to begin to matter. I don't think anyone can look at those labels and agree with a serious face. I also don't say this because I dislike the game, I say this because I want it to improve.
    Your contribution always matters though, it will make a run smoother and faster. As for one job clearing content I will invoke FFXI again as you like it as an example of a game done right. RDM, BLM, BST, PUP and NIN/DNC could solo massive amounts of the game that took an alliance or at least a party to defeat. It might take 2 hours compared to a 10 minute normal fight but they could do it. For large parts of that game most of the alliance would stand around doing nothing while a few key players defeated a boss, whether that be a GEO with their thumb up their ass once bubble went up, or melee jobs in a ranged fight like Kirin (old school) For so many fights you needed a good tank, healer, a few buffs and two (or even one SCH) to execute skillchains and boom, you win.

    Players will always find ways to low man stuff, it's not unique to FFXIV.
    (5)

  8. #138
    Player
    Ath192's Avatar
    Join Date
    Jul 2019
    Posts
    1,801
    Character
    Aries Helle
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Artemiz View Post
    So many negative waves in this thread honestly. Just because some people can understand the design philosophy behind the current dungeon difficulty level doesn't mean we all want to sit here and eat grapes while our party clears the content for us.



    Your contribution always matters though, it will make a run smoother and faster. As for one job clearing content I will invoke FFXI again as you like it as an example of a game done right. RDM, BLM, BST, PUP and NIN/DNC could solo massive amounts of the game that took an alliance or at least a party to defeat. It might take 2 hours compared to a 10 minute normal fight but they could do it. For large parts of that game most of the alliance would stand around doing nothing while a few key players defeated a boss, whether that be a GEO with their thumb up their ass once bubble went up, or melee jobs in a ranged fight like Kirin (old school) For so many fights you needed a good tank, healer, a few buffs and two (or even one SCH) to execute skillchains and boom, you win.

    Players will always find ways to low man stuff, it's not unique to FFXIV.
    It's hard to know what argument you are trying to make. But so far I've got:

    1. Trying to say FFXI was equally as easy as XIV in its prime.
    2. Defending that the difficulty level in 4 player dungeons should be so easy one person should be able to clear it alone.

    The argument I'm trying to make is 4 man dungeons should be designed hard enough that it takes 4 people to clear it, because it is 4 player content, not 1 player content. If you disagree I understand. No biggie. Just getting my point across here that some people want to feel like they worked at least some for their hero status in the story as the Warrior of Light.
    (2)
    Last edited by Ath192; 10-05-2021 at 04:50 AM.

  9. #139
    Player
    Ayche's Avatar
    Join Date
    May 2021
    Posts
    328
    Character
    Aychelle Tripler
    World
    Raiden
    Main Class
    Paladin Lv 100
    Well ilvl stat scaling seems to have been super nuts in Shadowbringers, which means dungeons with no ilvl sync are going to get crushed. It will have to be seen in EW how much the number descaling impacts gameplay.
    (1)

  10. #140
    Player
    Artemiz's Avatar
    Join Date
    Nov 2013
    Posts
    709
    Character
    Darwinian Origin
    World
    Twintania
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Ath192 View Post
    It's hard to know what argument you are trying to make. But so far I've got:

    1. Trying to say FFXI was equally as easy as XIV in its prime.
    2. Defending that the difficulty level in 4 player dungeons should be so easy one person should be able to clear it alone.

    The argument I'm trying to make is 4 man dungeons should be designed hard enough that it takes 4 people to clear it, because it is 4 player content, not 1 player content. If you disagree I understand. No biggie. Just getting my point across here that some people want to feel like they worked at least some for their hero status in the story as the Warrior of Light.
    No FFXI is clearly harder, but much less popular. How much those two factors influence each other is open for debate but you used FFXI as an example of how harder is better. Im suggesting its difficulty caused a lot of people to quit.

    My overall point about dungeon difficulty is that we have easy dungeons now as a direct consequence of the problems caused by having harder dungeons when the game launched. It used to be harder to tank, so we ended up with a shortage of tanks and tanks bailing at the start of certain dungeons. This lead to long queues. It used to be harder to heal, same thing, shortage of healers. We've had stricter DPS checks, it led to wipes and abandoned dungeon runs.

    People are asking to start rolling that back, but with it you will get the problems back too.

    Dungeons are designed for everyone to play. So they are tuned to make that possible with as little friction as possible. For players seeking a greater challenge the game has provided it. Asking to raise the difficulty floor will lead to less players, and more drama. SE know this, because we've seen it and done it before.
    (5)
    Last edited by Artemiz; 10-05-2021 at 06:00 AM.

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