Mythic+ is likely the most toxic system I have ever seen in an MMO and Ive been playing them over 20 years. It would be the worst thing they could possibly add to this game. As others have already pointed out, any difficult dungeons the game has had in the past led to outcry to the point I still see people moan and grown if roulettes give them certain ARR dungeons. You think you want it, and some of you do. But most of you actually, really dont.
Anything's a toxicity generator if you try hard enough.



M+ has the aspect that you can lose something that you have already achieved: your mythic keystone can become deplated even if it is not your fault. That is the reason why webites like raider.io exist. The players try to minimize the risk that it could happen. FF14 does not have such mechanics AFAIR. And i would not introduce them.
Cheers
I'd rather have what Makeda suggested on the first page of the thread in the off chance SE does release dungeons that require more than a pulse tbh. Apart from the two deep dungeons we have, XIV is severely lacking in challenging 4-man content. It'd be nice to see an optional dungeon every once in a while that's a step up from the story dungeons we usually get.M+ has the aspect that you can lose something that you have already achieved: your mythic keystone can become deplated even if it is not your fault. That is the reason why webites like raider.io exist. The players try to minimize the risk that it could happen. FF14 does not have such mechanics AFAIR. And i would not introduce them.
Cheers
Also, didn't know you actually write "Cheers" at the end of all your posts, thought it was your signature lol.
Last edited by BaconBits; 01-05-2022 at 11:40 PM.


I think no one would be opposed to having optional, harder dungeons in a roulette. As long as they offer incentive to run them (Basically decent rewards/glams/etc), people would do them. I'd love some challenging dungeon content. I'd love trash that you couldn't pull wall to wall and has mechanics.
It's important to remember that, for it to be successful I think, it has to remain an optional mode for one.
The second, is there needs to be no negative consequence for failing at them other than just the pure wasted time aspect. (This is where the toxicity in Mythic+ comes from)
The third, is chests within the dungeon on side paths need to be worth going down to explore. How about adding minions/mounts to them? We already cycled older minions/mounts into the Grand Company reward system. That'd at least make it WORTH going down the path. Or higher level non-junk crafting mats?
As long as the content is an optional mode, people shouldn't complain about it. There has to be a positive response to it, though. The reason why the devs abandon a failed experiment is from outcry of the community. The forums are the primary method of feedback, but not the only one and it's only a small slice of the overall playerbase. When the devs look at the % of players running whatever content, they know what to prioritize and focus on.
Things like abandon rates for dungeons like Toto, Cutter's, Aurum, etc are higher, thus they got away from that dungeon design.


That kinda sounds like PoTD and HoH but with some tweaks, and personally I'm really hoping they release another deep dungeon but I'm not sure if they will since the content tends to prove unpopular compared to Eureka type contentI think no one would be opposed to having optional, harder dungeons in a roulette. As long as they offer incentive to run them (Basically decent rewards/glams/etc), people would do them. I'd love some challenging dungeon content. I'd love trash that you couldn't pull wall to wall and has mechanics.
It's important to remember that, for it to be successful I think, it has to remain an optional mode for one.
The second, is there needs to be no negative consequence for failing at them other than just the pure wasted time aspect. (This is where the toxicity in Mythic+ comes from)
The third, is chests within the dungeon on side paths need to be worth going down to explore. How about adding minions/mounts to them? We already cycled older minions/mounts into the Grand Company reward system. That'd at least make it WORTH going down the path. Or higher level non-junk crafting mats?
As long as the content is an optional mode, people shouldn't complain about it. There has to be a positive response to it, though. The reason why the devs abandon a failed experiment is from outcry of the community. The forums are the primary method of feedback, but not the only one and it's only a small slice of the overall playerbase. When the devs look at the % of players running whatever content, they know what to prioritize and focus on.
Things like abandon rates for dungeons like Toto, Cutter's, Aurum, etc are higher, thus they got away from that dungeon design.
Watching forum drama be like
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