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  1. #1
    Player
    Lily_Skye's Avatar
    Join Date
    Oct 2019
    Posts
    295
    Character
    Lily Sky
    World
    Lamia
    Main Class
    Red Mage Lv 90
    we need mythic plus dungeons
    (13)

  2. #2
    Player
    Rayeda's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    74
    Character
    Rayne Vae
    World
    Spriggan
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Lily_Skye View Post
    we need mythic plus dungeons
    This, so much.
    (1)

  3. #3
    Player
    True-to-Caesar's Avatar
    Join Date
    Jul 2021
    Posts
    311
    Character
    Kyros Orsidius
    World
    Sagittarius
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Rayeda View Post
    This, so much.
    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.
    (6)

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by True-to-Caesar View Post
    Yea no, keep mythic plus in WoW.

    WoW also has very corridor-like dungeons, I have no idea what you’re talking about OP.
    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.

    Purpose is to beat down bosses and get loot, that’s why you don’t have many trash mobs in this game.
    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.

    Let’s not make this game a WoW 2.0.
    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.

    Quote Originally Posted by RitsukoSonoda View Post
    They also whined about ppl wanting to take side paths to get the additional chests...
    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."
    (7)
    Last edited by Shurrikhan; 01-06-2022 at 05:24 AM.

  5. #5
    Player
    TheMightyMollusk's Avatar
    Join Date
    May 2018
    Posts
    7,449
    Character
    Iyami Galvayra
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by True-to-Caesar View Post
    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.
    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.
    (2)

  6. #6
    Player

    Join Date
    Aug 2016
    Location
    Gridania
    Posts
    338
    Quote Originally Posted by Rayeda View Post
    This, so much.
    Not worth the devs' time to pander to such a small minority of FFIXV's players .. SE have said the percentage of 14's players who do 'mythic' content is even less than WOW's percentage and that is barely in double digits.
    (1)

  7. #7
    Player
    Azuri's Avatar
    Join Date
    Dec 2021
    Posts
    769
    Character
    Azuri Aeru
    World
    Phoenix
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Pintsized View Post
    Not worth the devs' time to pander to such a small minority of FFIXV's players .. SE have said the percentage of 14's players who do 'mythic' content is even less than WOW's percentage and that is barely in double digits.
    35% of JP playerbase have cleared E4S.
    (0)

  8. #8
    Player
    jadeblade's Avatar
    Join Date
    Mar 2014
    Posts
    102
    Character
    Arthur Wolfe
    World
    Gilgamesh
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Lily_Skye View Post
    we need mythic plus dungeons
    HARD NO, DO SAVAGE. THATS YOUR MYTHIC PLUS.
    (13)

  9. #9
    Player
    NegativeS's Avatar
    Join Date
    Jun 2021
    Location
    Azeroth
    Posts
    898
    Character
    Negative Space
    World
    Seraph
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Lily_Skye View Post
    we need mythic plus dungeons
    (11)


    My outline for a Chemist healer: https://forum.square-enix.com/ffxiv/threads/513527-Healer-Concept-Draft-Chemist

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lily_Skye View Post
    we need mythic plus dungeons
    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.

    Quote Originally Posted by kejakalope View Post
    They've tried exploratory dungeons before. The majority of the players hate them, and the ones who do engage the only successful ones... speedrun them (PotD, HoH).
    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.

    Quote Originally Posted by hynaku View Post
    Should have a dungeon design contest.
    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
    (1)
    Last edited by Shurrikhan; 01-05-2022 at 09:39 AM.

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