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  1. #1
    Player Ransu's Avatar
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    May 2014
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    Leaving my SAM in Kugane
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    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    But the dungeons have always been glorified hallways. I'm not sure why you think that just started recently. ARR dungeons branched out a bit with some neat stuff and a sense of openess, but overall most of the dungeons were literally a straight path to each boss. They just simplified that design because they didn't want people doing these mass pulls straight to the boss like how we used to do where we'd just have the tank pull and die at the boss wall essentially skipping everything.

    Again there's also the whole trusts thing. There's more to an AI than just simple instructions to give to an NPC. Or have you forgotten how bad the squadron AI was? Like they literally abandoned it because it was so bad lol.
    (2)

  2. #2
    Player
    Imoye's Avatar
    Join Date
    Sep 2013
    Posts
    285
    Character
    Onywen Fraelia
    World
    Ragnarok
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Ransu View Post
    But the dungeons have always been glorified hallways.
    It doesn't matter when it started. The point is that the dungeon design is bad. It's sad to say, but WoW has a dungeon design that is on a whole different level than FFXIV completely. With the money they're raking in on this game, there is no excuse for the copy-paste dungeons we are getting. They don't even try anymore.

    I don't think it's necessary to excuse this sort of design. We're paying for a product, and we should get our money's worth. These Endwalker dungeons are hot garbage and I can see no reason why anyone would defend them.
    (26)

  3. #3
    Player Ransu's Avatar
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    May 2014
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    Leaving my SAM in Kugane
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    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Imoye View Post
    It doesn't matter when it started. The point is that the dungeon design is bad. It's sad to say, but WoW has a dungeon design that is on a whole different level than FFXIV completely. With the money they're raking in on this game, there is no excuse for the copy-paste dungeons we are getting. They don't even try anymore.

    I don't think it's necessary to excuse this sort of design. We're paying for a product, and we should get our money's worth. These Endwalker dungeons are hot garbage and I can see no reason why anyone would defend them.
    That's nice and all, but if they make them "complex" people will just complain they take too long, so there's no winning for SQE. Like it or not, most people just view dungeons as exp/tome farms and are perfectly fine with how they are now. I'd wager more people would be upset if they made the dungeons longer than those of you who are upset about a design that ultimately hasn't changed much since ARR.

    Quote Originally Posted by KazumaFaemura View Post
    I barely engaged with the Squadron AI because I'd rather play with people. I'd rather something like Toto-Rak again. Oh wait they butchered it and turned it into another freaking hallway. Destroying what made it special in the first place, a dungeon with multiple paths to explore and fun to be had. Nope that's all gone now, it's just the same cookie cutter design now. The fact you are defending this practice is disheartening to say the least. As someone that has been playing since Beta I'm fed up with this design and it needs to be seriously changed, or just stop hyping up the dungeon in the story as some place that'll kill us when it won't because it's so gosh darn easy I could do it in my sleep and not give a darn.
    Toto-rak was neat....in 2012 and only when ran one time. It was a horrid dungeon that I'd willingly take the DF lockout to avoid it.
    (5)

  4. #4
    Player
    Alex_LoneWolf's Avatar
    Join Date
    Jan 2016
    Location
    Limsa Lominsa
    Posts
    75
    Character
    Alex Lunaris
    World
    Leviathan
    Main Class
    Summoner Lv 90
    The difficulty is that complex becomes subjective versus objective. People would complain that Toto-Rak and other dungeons were super complex.

    The issues is: where is the cutoff? What is considered complex enough, or not enough for that matter? That's why I tried to look at it through the lens of emotions, specifically around what emotions that people would like to experience.

    As you mention, there is no way for Square to get the winning combination. However, the way I read the concern being addressed is that the way content, specifically dungeons, is being reworked will cause people to loose interest, and not be as appealing to new players. Loss of player base can lead to issues for Square, hence why people are trying to speak up and mention this concern.

    I personally hope Square will reevaluate the changes and see that they are not meeting what the community is looking for.
    (6)

  5. #5
    Player
    KazumaFaemura's Avatar
    Join Date
    Dec 2014
    Location
    Ul'Dah
    Posts
    80
    Character
    Kazuma Mishamura
    World
    Leviathan
    Main Class
    Viper Lv 100
    Quote Originally Posted by Ransu View Post
    That's nice and all, but if they make them "complex" people will just complain they take too long, so there's no winning for SQE. Like it or not, most people just view dungeons as exp/tome farms and are perfectly fine with how they are now. I'd wager more people would be upset if they made the dungeons longer than those of you who are upset about a design that ultimately hasn't changed much since ARR.



    Toto-rak was neat....in 2012 and only when ran one time. It was a horrid dungeon that I'd willingly take the DF lockout to avoid it.
    That right there proves you're one of the roots of the problem of why we have cookie cutter designs. You want something easy something that doesn't take a lot of time just get it done and move on to AFKing to something else. Toto-Rak wasn't any longer than any other dungeon in the game and could be done fairly quickly. My only major complaint with the dungeon was the last little bit the sludge and slow movement other than that it as a fine and fun dungeon to romp through. No more than maybe 10 to 15 minutes tops if you wanted to go point to point. You definitely had to option to steam roll the dungeon if you want but it was nice to have the option to explore as well.
    (13)

  6. #6
    Player Ransu's Avatar
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    May 2014
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    Leaving my SAM in Kugane
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    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Quote Originally Posted by KazumaFaemura View Post
    That right there proves you're one of the roots of the problem of why we have cookie cutter designs. You want something easy something that doesn't take a lot of time just get it done and move on to AFKing to something else. Toto-Rak wasn't any longer than any other dungeon in the game and could be done fairly quickly. My only major complaint with the dungeon was the last little bit the sludge and slow movement other than that it as a fine and fun dungeon to romp through. No more than maybe 10 to 15 minutes tops if you wanted to go point to point. You definitely had to option to steam roll the dungeon if you want but it was nice to have the option to explore as well.
    Ironic coming from someone who's only done the first boss of savage.

    I run savage/ex/ultimates for my challenges. Hard mode dungeons would be kinda neat, but I'd rather not spend a crazy amount of time on level 90 dungeons that I'm going to be running every single day to keep up with my weekly tome caps.
    (3)

  7. #7
    Player
    KazumaFaemura's Avatar
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    Dec 2014
    Location
    Ul'Dah
    Posts
    80
    Character
    Kazuma Mishamura
    World
    Leviathan
    Main Class
    Viper Lv 100
    Quote Originally Posted by Ransu View Post
    Ironic coming from someone who's only done the first boss of savage.

    I run savage/ex/ultimates for my challenges. Hard mode dungeons would be kinda neat, but I'd rather not spend a crazy amount of time on level 90 dungeons that I'm going to be running every single day to keep up with my weekly tome caps.
    My group and I are still progging P2S. Besides we're here talking about dungeons not raids so let's stick the topic at hand. Also my progression in a raid doesn't invalidate my concerns. Hate elitests like you, really tick me off thinking your opinion is higher than others because you care to do something that some of us couldn't give to craps for. Honestly I don't care for doing the savage raids.
    (10)
    Last edited by KazumaFaemura; 04-13-2022 at 10:57 AM. Reason: Adjusted for fitting more in line with the topic and to reel in any unforseen agression

  8. #8
    Player
    Lauront's Avatar
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    Jul 2015
    Location
    Amaurot
    Posts
    4,449
    Character
    Tristain Archambeau
    World
    Cerberus
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by KazumaFaemura View Post
    My group and I are still progging P2S. Besides we're here talking about dungeons not raids so let's stick the topic at hand. Also my progression in a raid doesn't invalidate my concerns. Hate elitests like you, really tick me off thinking your opinion is higher than others because you care to do something that some of us couldn't give to craps for. Honestly I don't care for doing the savage raids.
    Yeah, there seems to be a failure of communication somewhere. What people are mostly asking for is the normal content to not be braindead and for more midcore content, and particularly content you can keep busy with; PVP content can fill that role but honestly its design in this game isn't fit for that task and not everyone likes PVP. So saying "go do savage or ultimate" to me is just totally missing the point. We'll see what the criterion dungeons bring, but I'm not expecting much.
    (14)
    When the game's story becomes self-aware:


  9. #9
    Player
    FoxyAreku's Avatar
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    Jul 2014
    Location
    Limsa
    Posts
    2,889
    Character
    Areku Foxfire
    World
    Hyperion
    Main Class
    Scholar Lv 90
    People have been saying this for the better part of a decade now and they're still doing it. Might just be a lost cause, this game will never have interesting dungeons. Interesting boss fights, sometimes, but never dungeons as a whole.

    Quote Originally Posted by Ransu View Post
    Ironic coming from someone who's only done the first boss of savage.

    I run savage/ex/ultimates for my challenges. Hard mode dungeons would be kinda neat, but I'd rather not spend a crazy amount of time on level 90 dungeons that I'm going to be running every single day to keep up with my weekly tome caps.
    Lording over people's progression in something that is entirely unrelated to that doesn't make you look better or help your argument. Just kinda makes you look like a jerk, could be any number of reasons someone hasn't cleared a tier entirely. Food for thought.

    I've been up to enrage on P4S and I agree with Kazuma.
    (18)
    Last edited by FoxyAreku; 04-13-2022 at 02:12 PM.

  10. #10
    Player
    faerieflare's Avatar
    Join Date
    Oct 2013
    Posts
    31
    Character
    Curry Omelette
    World
    Kujata
    Main Class
    Conjurer Lv 100
    This is also one of the reasons why they decided to cut the dungeon production to 1 per patch instead of 2. Why? Because they only see it as a fodder for rewarding your expert roulette. Why would you make it interesting? It's just get in, stomp boss, get out, get tomestones, carry on with whatever it is you're doing (savage prac, crafting, ERPing, whatever). EW just came out, all 4 party members enter dead ends for the first time. Who's reading the letters and notes on the floor? Only me, the other 3 just sprinted and pulled packs. If this is what most people do when they do dungeons, imagine creating a lot of optional nooks and crannies just to be explored once and never be touched again. A lot of ARR's and HW's dungeons are like that, but when was the last time we took that face stones in sunken temple of Qarn to enter the optional loot room, and for the sake of knowing which side of the scale to tilt?

    It's not about challenges, it's exploration. If there's anything I'd ACTUALLY love to have, is the optional challenge (like additional boss after clearing a dungeon), but can only be pulled if all 4 members agreed to take it. Rewards players who defeated it with minor spoils like minions or TT cards.

    And also, I love being Michelle Kwan in the last boss of this dungeon. WHEEEEEEEEEEEEEEEEE
    (5)

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