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  1. #291
    Player NekoMataMata's Avatar
    Join Date
    May 2022
    Posts
    1,849
    Character
    Feline Good
    World
    Halicarnassus
    Main Class
    Paladin Lv 50
    Quote Originally Posted by Wolwosh View Post
    I think if I had started playing 14 today instead of 2013 I would have stopped playing somewhere in ARR.
    It would have just felt so out dated and the dungeons so boring that I just wouldn't have gotten invested..
    They're re making dungeons but instead of making them better and more exciting they make them more braindead, but the lighting in totorak is pretty!
    I miss old Totorak. It kind of sucked getting it but the entire dungeon had character. You could get lost in there and that was really cool to me that there was enough of it to explore that you'd actually get lost. The graphics inside did look a little dated but the actual material felt fine. Having to collect the cells made it slightly more interactive too. Now it's just a narrow hallway :/
    (5)

  2. #292
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Wonder if they might revamp squadrons to apply something unique to dungeons, a bit of a tangent to the main post but related to the whole old totorak type thing.

    Something like you can PF any 'unreal' dungeon, DF the current unreal dungeon (?, I feel adding too many might increase rate of failure cause people will not remember too many mechanics, if any, lol. so not overwhelming the df seems a good concern), and squadron support would be added to all after they're taken off the DF (like how an unreal primal fight gets switched out, at the point of being 'old' they gain other methods of maintaining accessibility).

    Unreal dungeons having puzzles and will reuse as much art assets as humanly possible to reduce costs of their creation (like a testing / skill building and creative outlet platform for their dev's to make unique and interesting content). Exploration, puzzles, trash mobs that feel like mini-bosses, w.e. Few rules, just follow the rule of fun. Squadrons could be replaced by trusts, but I feel like non-story content might be the place they exist well for the future. Eespecially at least currently you can make them very strong via investment, if you gave them (squadrons) better AI they might very well be able to do the content- add some new commands like, 'target' 'now! (interacts with target)' and even being able to FF7 Remake take over their body temporarily and you can do fairly intricate puzzles on your own too. Maybe crudely put as 'mini-eureka(s)'.

    Using more of the return to dungeons like the Nier raid might also offer opportunities to enjoy the content in a less 'beeline to the exit' way.
    (1)
    Last edited by Shougun; 06-20-2022 at 11:29 PM.

  3. #293
    Player
    Makiyaa's Avatar
    Join Date
    Apr 2022
    Posts
    8
    Character
    Rinh Schroedinger
    World
    Spriggan
    Main Class
    Gunbreaker Lv 90
    I don't think that "unreal" old dungeons make sense. Dungeons were never hard, and just buff of all trashs will not make them fun, just longer because packs will be smaller. But I think that the criterion dungeon will play the role of difficult dungeon and I guess that they will be design for that : probably more mechanics, more strategy, more coordination between teammates, etc.

    Dungeons, normal trials/raids are for fun and give some rythmes to the story progression. So keep them easy is not a problem.
    Extremes/Savages/Ultimates are for challenge. So, the fact that they are no challenging anymore is a problem.
    In my opinion
    (1)

  4. #294
    Player
    Raskbuck's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    250
    Character
    Rask Crowe
    World
    Leviathan
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by NekoMataMata View Post
    Now it's just a narrow hallway :/
    Like most dungeons in the game, lol
    (4)

  5. #295
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    781
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Rein_eon_Osborne View Post
    Wouldn’t they just create the same issue that guildhest roulette has if they do that? Specifically speaking about the last 2 hests.
    MSQ roulette has very good rewards (at least up to lvl 80) since they take a bit more time to complete. This makes a lot of people play these for quite some time.

    Variety is currently the reason to avoid this since its now just 2 dungeons. Adding 3 raids into that would be a major boost. And as they are required for progression there will always be people in the queues here. Another advantage is that raids generaly require more dps, which can also balance out the distribution of players there.

    Guildhest roulette has the issue that no one cares about the guildhests anyway. They do not give any benefits except for a very small XP boost (and if players want this reward, they dont care which hest they get). And as they arent required for progression, there is no need to manualy queue for these (its just a timewaste since a normal dungeon already gives better rewards). Even if the rewards would improve, people will only do this once, after which you are back to the old issue. Guildhests are massively outdated content and not rewarding at all.
    (0)

  6. #296
    Player
    KDSilver's Avatar
    Join Date
    Dec 2015
    Posts
    1,533
    Character
    Shiru Elysia
    World
    Moogle
    Main Class
    Astrologian Lv 100
    I used to still like some old dungeon.
    Now I feel like I'm not even playing anymore.
    (2)

  7. #297
    Player
    Makiyaa's Avatar
    Join Date
    Apr 2022
    Posts
    8
    Character
    Rinh Schroedinger
    World
    Spriggan
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by KDSilver View Post
    I used to still like some old dungeon.
    Now I feel like I'm not even playing anymore.
    is it because they are easier (mainly because of the bad sync, i.e. potencies change) even in Min ilvl ?
    Or because the mechanics intp the dungeon are removed ?

    In the first case, if it's too easy, even in min ilvl, then the problem is the same as for old extreme/savages/ult.
    In the second case, it's not a question of difficulty then (and a bit out of the topic I think)

    (ps : I never ran with min ilvl in a dungeon)
    (0)

  8. #298
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,219
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Makiyaa View Post
    is it because they are easier (mainly because of the bad sync, i.e. potencies change) even in Min ilvl ?
    Or because the mechanics intp the dungeon are removed ?

    In the first case, if it's too easy, even in min ilvl, then the problem is the same as for old extreme/savages/ult.
    In the second case, it's not a question of difficulty then (and a bit out of the topic I think)

    (ps : I never ran with min ilvl in a dungeon)
    A bit of both I would say.

    Potency creep and job reworks in general are certainly issues that have made older content significantly easier than when it was current, even at minimum itemlevel.

    But you also had nerfs to bosses like Thundergod in Orbonne Monastery to the point that nothing about him is threatening anymore.

    The reworks of old dungeons on the other hand have turned them into just more hallway simulators for the sake of making the Trust AI work. NPC companions in general, atleast as they currently exist, severely limit what kind of mechanics they can implement not only into reworked old content but the newest content as well.
    (0)

  9. #299
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,140
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by UkcsAlias View Post
    MSQ roulette has very good rewards (at least up to lvl 80) since they take a bit more time to complete. This makes a lot of people play these for quite some time.

    Variety is currently the reason to avoid this since its now just 2 dungeons. Adding 3 raids into that would be a major boost. And as they are required for progression there will always be people in the queues here. Another advantage is that raids generaly require more dps, which can also balance out the distribution of players there.

    Guildhest roulette has the issue that no one cares about the guildhests anyway. They do not give any benefits except for a very small XP boost (and if players want this reward, they dont care which hest they get). And as they arent required for progression, there is no need to manualy queue for these (its just a timewaste since a normal dungeon already gives better rewards). Even if the rewards would improve, people will only do this once, after which you are back to the old issue. Guildhests are massively outdated content and not rewarding at all.
    I was mainly referring to the fact how it was close to impossible to get 8-man hest popping via hest roulette unless you ‘force’ it by queueing in as a premade of double tank, double healer, or triple DPS because the system would prioritize filling up any of the 4-man hests instead.

    So let’s say they add CT raid into MSR, wouldn’t that mean it is less likely to get CT raid popping unless somebody queues in as a premade of double healer or triple DPS? CMIIW though.

    I agree that hest isn’t rewarding outside weekly challenge log quota and maybe for achievement hunter. They apparently can’t be unsync’ed too. :/
    (0)

  10. #300
    Player
    KDSilver's Avatar
    Join Date
    Dec 2015
    Posts
    1,533
    Character
    Shiru Elysia
    World
    Moogle
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Makiyaa View Post
    is it because they are easier (mainly because of the bad sync, i.e. potencies change) even in Min ilvl ?
    Or because the mechanics intp the dungeon are removed ?

    In the first case, if it's too easy, even in min ilvl, then the problem is the same as for old extreme/savages/ult.
    In the second case, it's not a question of difficulty then (and a bit out of the topic I think)

    (ps : I never ran with min ilvl in a dungeon)
    - Bad sync
    - Easier than easy
    - Changes to job that make them easier

    For example, running low lvl dungeon as healer is the absolute worst experience.
    Your party takes absolutely no damage at all it's ridiculous...
    (2)

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