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  1. #1
    Player
    Elesh's Avatar
    Join Date
    Apr 2022
    Posts
    143
    Character
    Eleshakai Eraia
    World
    Diabolos
    Main Class
    White Mage Lv 90
    Quote Originally Posted by DamianFatale View Post
    There should be a minimum time requirement spent in each deep dungeon for it to count toward experience (without reason). As well as a boost per stat for each clear of every ten floors. +1 on the floors we have isn't enough if people just demand that you skip all the chests. I think it should be somewhere around +3 and +5. It has taken the fun out of it for anyone who likes the deep dungeon, and wants to earn extra rewards. I.e. weapon glamour.

    Usually if you don't like it, they threaten to kick you, and tell you to just solo it, or find a party of people who want to get chests. That's hard to do, or find. :/ You also can't solo that well without finding chests first.

    In the same vein that people ruined MSQ, players have ruined deep dungeons for others, and I think it's time the devs do something about it.
    This has been an issue for a long time. But I think the solution is to make it so chests apply a buff that increases exp gained.

    When you have two distinct groups who have different goals out of one form of content, it's not really faesible to legitimize one group's style of play by simply... removing the other. As much as I generally prefer going for chests, I understand that some people just care about exp.... so reward them for helping people get chests. Close the gap between the goals. Make it so that going for chests creates the ideal end result for both groups.
    (3)

  2. #2
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,647
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Elesh View Post
    This has been an issue for a long time. But I think the solution is to make it so chests apply a buff that increases exp gained.

    When you have two distinct groups who have different goals out of one form of content, it's not really faesible to legitimize one group's style of play by simply... removing the other. As much as I generally prefer going for chests, I understand that some people just care about exp.... so reward them for helping people get chests. Close the gap between the goals. Make it so that going for chests creates the ideal end result for both groups.
    Oooo. This is a really good idea.

    Maybe combine this with a guaranteed skill up for each chest for those cases where people still don't want to open chests even when they run right over them. So if some members of the group decide to forgo the extra experience, the person needing stat upgrades isn't left out in the cold since they could get some benefit from those they're able to get to.

    Ultimately, I think SE just needs to start designing content so the ability of someone to get the rewards from it isn't based on the whims of others, but their own work. So start doing things like giving tokens on completion of the floor set in Deep Dungeons, for instance, instead of something like this system that relies on others helping find and clear to them during the instance. Then someone using it for leveling and someone using it for rewards would both be rewarded after a run. I know they want people to work together, but human nature just doesn't work like that. They should have enough examples over the years of this game that many players just don't want to help others, especially if it holds them back from what they want.
    (0)