we need mythic plus dungeons
we need mythic plus dungeons

Yea no, keep mythic plus in WoW.
WoW also has very corridor-like dungeons, I have no idea what you’re talking about OP.
Even Vanilla WoW dungeons were hardly some big places to explore. It was more about making each room huge as hell to make you waste time walking from A to B.
Not a single dungeon in MMORPGs have the exploration feel because it’s not the purpose here. Purpose is to beat down bosses and get loot, that’s why you don’t have many trash mobs in this game. If you want exploration, just roll Elder Scrolls and even their dungeons are corridors at the end of the day.
Optional bosses ? Like the one from Shadowlands everybody skips and if someone wants to do it they get kicked/flamed ? Why add random trash mobs in a corner if everybody will skip them?
Let’s not make this game a WoW 2.0.
That is... so disingenuous. WoW has dungeons with corridors, yes. But unlike in XIV (with all of three exceptions), not every dungeon is an unvaried corridor, wall, corridor, wall, and boss room. Their scale, size, openness, boss counts, length, approaches, pathing, etc., can all be highly variable, with escort segments, survival timers, clue-seeking, etc., all potentially cropping up in them.
The purpose of a dungeon is the same as for any other content type: to be entertaining in a way that offers something distinct from other content forms. Nothing in that necessitates rigid adherence to a particular pace or structure; a given piece of content need only have reward efficiency enough to be contextually competitive against alternate sources to the degree the game wishes to direct player behaviors, insofar as can be done without sacrificing its primary purpose--entertainment.Purpose is to beat down bosses and get loot, that’s why you don’t have many trash mobs in this game.
Having trash actually be of some interest will not turn XIV into "WoW 2.0" any more than having a more functional, streamlined, and intuitive glamour system would. Having dungeons that feel more distinct from one another will not turn the game into "WoW 2.0" any more than having than having less convoluted menus would. A single line of improvement already seen in some other MMO does not suddenly turn any game that innovates towards a similar increase in quality into a copy of that other MMO.Let’s not make this game a WoW 2.0.
The bonus chests gave crafting components barely worthwhile even to those few who could actually use them. That's less a matter of "sidepaths bad!" as "this is literal junk."
Last edited by Shurrikhan; 01-06-2022 at 05:24 AM.




Some Vanilla WoW dungeons were huge. Stratholme and Scholomance were sprawling, the Sunken Temple of Atal'Hakkar was absurd, and Blackrock Depths was easily an afternoon for a full clear. They moved away from that in The Burning Crusade, and come Cataclysm, even the old dungeons got trimmed down. Stratholme was cut in half (or rather, a gate in the middle of it was closed, the entire map is technically still there) and made into two dungeons, Scholomance had a chunk cut off, the Sunken Temple lost more than two thirds of its area. Blackrock wasn't changed, but the dungeon finder treats it as multiple dungeons and a teleport was added near the entrance to take you to the right section.
I mean, first we'd need dungeons worth turning into Mythic Plus. Trash in this game isn't just a byword for "mobs between bosses". They're... truly absent of any interesting mechanics.
Wait, wait, wait. You're calling PotD and HoH exploratory... dungeons? They're randomly-generated grids with textures determined by floor number. You might as well call Aquapolis or Exciteatron 6000 a dungeon.
We could do an informal one? Some ideas have already cropped up here and there. Many threads are quickly lost to the swell of pages, but I think I started up one to a similar-ish effect not too long ago.
Ahh, there it is: https://forum.square-enix.com/ffxiv/...Dungeon-Design
Last edited by Shurrikhan; 01-05-2022 at 09:39 AM.
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