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  1. #1
    Player
    TheMightyMollusk's Avatar
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    May 2018
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    7,421
    Character
    Iyami Galvayra
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Keeper of the Lake's last boss was always boring. It was the same AoE patterns that people always complain about, plus a couple of adds.

    And "all" isn't entirely true anyway. I still maintain that Copperbell's much better now that the bosses actually do things. But most dungeons are lateral moves at best.
    (8)

  2. #2
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by TheMightyMollusk View Post
    But most dungeons are lateral moves at best.
    Aye. Some good, some bad, but mostly just sad in that they double down on "Dungeons should only ever be hallways with interchangeable trash and largely the same basic DDR mechanics on bosses."

    Just imagine if they had instead gone the other way, fleshing out those dungeons' currently lackluster unique aspects instead of axing them outright. Imagine if Copperbell went the other way, with significant use of Duty Actions, or if Totorak actually used its unlock mechanic to allow for multiple paths through the dungeon and some (pseudo-randomly placed) trash packs were hard enough to encourage unlocking more ways around them, or if Brayflox actually allowed you to build up a small squad of saved Gobbies so that you could challenge otherwise overly difficult optional bosses, etc., etc.

    Just the fact that nothing of that sort has even really been attempted since ARR Hard Mode dungeons and now the outlying elements are taking their purposeful disuse as excuse to be pruned is... pretty disappointing, to say the least.
    (11)

  3. #3
    Player
    Striker44's Avatar
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    Jan 2022
    Location
    Uldah
    Posts
    1,120
    Character
    Elmind Exilus
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Aye. Some good, some bad, but mostly just sad in that they double down on "Dungeons should only ever be hallways with interchangeable trash and largely the same basic DDR mechanics on bosses."

    Just imagine if they had instead gone the other way, fleshing out those dungeons' currently lackluster unique aspects instead of axing them outright. Imagine if Copperbell went the other way, with significant use of Duty Actions, or if Totorak actually used its unlock mechanic to allow for multiple paths through the dungeon and some (pseudo-randomly placed) trash packs were hard enough to encourage unlocking more ways around them, or if Brayflox actually allowed you to build up a small squad of saved Gobbies so that you could challenge otherwise overly difficult optional bosses, etc., etc.

    Just the fact that nothing of that sort has even really been attempted since ARR Hard Mode dungeons and now the outlying elements are taking their purposeful disuse as excuse to be pruned is... pretty disappointing, to say the least.
    Well, the "hallway" approach is largely because of us (the players). They made dungeons with various branches, side paths, etc., and what did we do? Ignore all of the side paths and choose whichever branch was fastest.

    Remember that the dungeons we're talking about here are now introductory ones, too. Having "significant use of Duty Actions" in one of the very first dungeons a new player will ever encounter probably ends up being very bad design. Low-level dungeons should be simple and about getting people used to playing in a party. It felt strange seeing what used to be a sensible progression of difficulty become odd ebbs and flows between expansions now that we go from 1-90 instead of just 1-50. Things that were designed as "endgame" before with more mechanics in mind are now very much "early game" instead and were adjusted accordingly.
    (5)

  4. #4
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Striker44 View Post
    Well, the "hallway" approach is largely because of us (the players).
    Step 1: Give "options".
    Step 2: Purposely deny "option" even remotely proportionate reward, such that even its gil value is dead after week 2.
    Step 3: Note how few people use the neutered option. "Well, they must not like the gameplay!" / "They must despise variance!"
    Step 4: Remove options.

    Yeah... that's definitely wholly on the community... /s
    (12)

  5. #5
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,533
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Step 1: Give "options".
    Step 2: Purposely deny "option" even remotely proportionate reward, such that even its gil value is dead after week 2.
    Step 3: Note how few people use the neutered option. "Well, they must not like the gameplay!" / "They must despise variance!"
    Step 4: Remove options.

    Yeah... that's definitely wholly on the community... /s
    What reward would keep the optional route favourable to do? Bear in mind, this is a dungeon setting, so you have 4 people to satisfy, all of which could have different wants and needs.
    (3)

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Mikey_R View Post
    What reward would keep the optional route favourable to do? Bear in mind, this is a dungeon setting, so you have 4 people to satisfy, all of which could have different wants and needs.
    What I was replying to was the variety/explorability in earlier dungeons that Striker claimed the community wanted dead and gone as if out of dislike for variety / explorability (rather than, say, their exact implementation which tended to be especially low-effort and disproportionately low-reward, with the devs conflating the latter with the prior per their iconic way of twisting around data and selectively hearing criticism to suit whatever conclusion demands the least thought, effort, nuance, etc.).

    But for a roulette that offers a new form of content, the answer is the same as for any other roulette that offers only a single type of content: Give it reward at least roughly balanced for per-minute efficiency. That much isn't complicated.

    Call the more varied alternate option to dungeon settings whatever you will. Delves? Forrays? Expeditions? It matters not. Call it, "<Content Type Name> Roulette". Give it actual, proportionate rewards. With that, you're 98% of the way there.

    Finer details: You may wish to initially tune it around taking greater than your theoretically or dev-tested expected time as players will still be figuring out the new content type and a small degree of bribery is useful to new content; later, rein it back faintly as needed once you have more data on the average actual clear times. Use proportionate, rather than flat, rewards if you want the lengths to vary significantly within that same content type.
    (0)
    Last edited by Shurrikhan; 09-04-2023 at 03:29 AM.

  7. #7
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,533
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Shurrikhan View Post
    What I was replying to was the variety/explorability in earlier dungeons that Striker claimed the community wanted dead and gone as if out of dislike for variety / explorability (rather than, say, their exact implementation which tended to be especially low-effort and disproportionately low-reward, with the devs conflating the latter with the prior per their iconic way of twisting around data and selectively hearing criticism to suit whatever conclusion demands the least thought, effort, nuance, etc.).

    But for a roulette that offers a new form of content, the answer is the same as for any other roulette that offers only a single type of content: Give it reward at least roughly balanced for per-minute efficiency. That much isn't complicated.

    Call the more varied alternate option to dungeon settings whatever you will. Delves? Forrays? Expeditions? It matters not. Call it, "<Content Type Name> Roulette". Give it actual, proportionate rewards. With that, you're 98% of the way there.

    Finer details: You may wish to initially tune it around taking greater than your theoretically or dev-tested expected time as players will still be figuring out the new content type and a small degree of bribery is useful to new content; later, rein it back faintly as needed once you have more data on the average actual clear times. Use proportionate, rather than flat, rewards if you want the lengths to vary significantly within that same content type.
    Yes, people do not care for it, noone runs through those optional areas for the rewards that they give. If noone explores that part, what is the point of adding it in the first place? This is why, whenever someone says, just add a reward, the question needs to be asked what reward do you think would entice people over there? For an added question, when was the last time you went to get the treasure chest at the start of AK that contains a minion just before the first boss? Or do you skip it every time? This is the sort of thing that is being mentioned. Noone wants to do the optional route because the reward is not there. So, what reward would entice everyone there when everyone has different wants and needs?

    As for extra content, that wasn't in the initial quote train, that was posted as a separate post so it is likely no comment was made on it, however, if you want to add content into a roulette that is more exploratory based, it will still be speed ran. It might take a while, but eventually the most optimal route will be found. There is also the case of proportional rewards based on time create a conflict between someone wanting to go fast and someone wanting to go slower, especially if it is more time more (proportional) reward (assuming by this you mean, it doesn't matter if it takes 20 minutes or 40 minutes, it is the same tome per minute average). However, really, you have just made a non linear dungeon, where, once the ideal route has been mapped out, just becomes a linear dungeon and don't pretend that that isn't what is going to happen either. Which, again, negates all side areas you might have added, unless there is a reward in those side areas, of which the question is again, what is the reward that will keep players going to that side area.
    (3)

  8. #8
    Player
    AurumEnjoyer's Avatar
    Join Date
    Aug 2023
    Posts
    12
    Character
    Cirina Ural
    World
    Famfrit
    Main Class
    Black Mage Lv 82
    Introductory dungeons don't have to be a snoozefest, especially with how many times vets are forced to run them. Considering we have no midcore content between normal and savage, they should ramp up the difficulty to give a smaller gap.
    Make the branches interesting and rewarding (aka stop treating your players as braindead), and people will play them. Hell, make it so you retain your abilities and just get potency downscaled along with ilevel so I don't feel like deleting the game after every roulette run I do.
    (4)

  9. #9
    Player
    Mikey_R's Avatar
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    Apr 2014
    Posts
    1,533
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by AurumEnjoyer View Post
    Hell, make it so you retain your abilities and just get potency downscaled along with ilevel so I don't feel like deleting the game after every roulette run I do.
    This has been talked about to death in the past and is something that is just not feasible.

    Quote Originally Posted by Amenara View Post
    I think it's just more reasons for SE to have much tighter ilvl requirements I guess. In DF I really missed the old mechanics.
    I mean, just having an ilevel cap would be a start in general. It is weird the only content that has a cap is dungeons after all.
    (3)

  10. #10
    Player
    AurumEnjoyer's Avatar
    Join Date
    Aug 2023
    Posts
    12
    Character
    Cirina Ural
    World
    Famfrit
    Main Class
    Black Mage Lv 82
    Quote Originally Posted by Mikey_R View Post
    This has been talked about to death in the past and is something that is just not feasible.
    Says who? Other games have done it just fine. The difficulty is turning potency scaling for levelling brackets, but that's it. Newbies get better potency on less abilities and vets get downscales accordingly, esp considering how homogenised classes have gotten it should be more easily transferrable.
    (2)

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