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  1. #1
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,970
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Acelyn View Post
    alot of dungeons have been redone to make them work with the trust, so how will they handle that in the future, im guessing they cant go to far because the trust arent smart enough to handle certain mechanics.
    I actually don't agree with you. They mostly didn't make the dungeons easier because "trusts can't handle it", but because they wanted them to be intuitive/obvious to new players.

    Let me give you some examples. The revamped version of Aetherochemical Research Facility's last boss wipes a lot of parties. I get it in-progress sometimes, like the other day.

    Another example is all of the bosses in Ktisis Hyperboreia. Analyzing where the safe spot is on the first boss is not entirely obvious to people who've never done it with Duty Support and at first I was trying to understand what the NPCs were doing. The second boss usually racks up vulns on people at least and the last boss often does result in full wipes or a lot of deaths. Yet Duty Support does it flawlessly!

    Another example is The Mothercrystal trial. If you're like me, you farmed the extreme version and find it easy, but a lot of people struggled even with Duty Support and then make the people in trial roulette struggle as well, with constant deaths throughout the trial usually.

    So, no, it's not that Duty Support can't do difficult mechanics. It's just that SE was trying to make the mechanics "obvious" with a lot of telegraphing, whereas 2.0 and 3.0 design was "figure out the mechanics yourself" (thus, most new players did not figure them out and just died or ate vulns).

    Speaking of that, they did specifically reference that they wanted to take it back to "figure out the mechanics yourself". It feels a bit late to do that with dungeons now, but they can sure do it with alliance raids, normal raids and other content like that.
    will they have 2 versions of dungeons instead, a simple trust version and another one for live players?
    It is called variant and criterion.
    (13)
    Last edited by Jeeqbit; 04-27-2024 at 02:15 AM.

  2. #2
    Player
    Ancalagon_Blacktalon's Avatar
    Join Date
    Feb 2022
    Location
    brooding, somewhere
    Posts
    129
    Character
    Ancalagon Blacktalon
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Jeeqbit View Post
    I actually don't agree with you. They mostly didn't make the dungeons easier because "trusts can't handle it", but because they wanted them to be intuitive/obvious to new players.

    Let me give you some examples. The revamped version of Aetherochemical Research Facility's last boss wipes a lot of parties. I get it in-progress sometimes, like the other day.
    and/or because they sucked. Totorak sucked. Copperbell sucked. They're not great experiences for people you're trying to get hardcore into the game. People would outright leave right at the start if they got the OG Castrum in roulette. It was something you'd see almost every run until they changed it. Running past all of Prae's enemies and ignoring most of its mechanics is not great game design either.

    Their bosses sucked too. I would absolutely rather have Generic Boss Fight #12398132 over "wait three minutes for successive weak "boss" enemies to drop down so you can kill them". Aetherochemical's boss fight managed to get harder, and with more creative uses of the characters' stated powers, which made it much cooler than the previous version. Gaius is no longer a meme pushover sandwiched between cutscenes literally longer than his fight.
    (6)
    Last edited by Ancalagon_Blacktalon; 04-27-2024 at 05:34 AM. Reason: oh how did I forget those

  3. #3
    Player Kuroka's Avatar
    Join Date
    Aug 2016
    Location
    Limsa
    Posts
    3,702
    Character
    Ulala Ula
    World
    Shiva
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Jeeqbit View Post
    Let me give you some examples.
    See my problem there is, youre neither new at 70, 80, 90 or soon 91-100... i just dont see why there shouldnt be a difficulty curve, if you are not good enough to progress, it cant be helped...
    (1)

  4. #4
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,970
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Kuroka View Post
    See my problem there is, youre neither new at 70, 80, 90 or soon 91-100... i just dont see why there shouldnt be a difficulty curve, if you are not good enough to progress, it cant be helped...
    There is a difficulty curve. Just not one that many veteran players seem capable of noticing.

    Obviously I went over my example of Aetherchemical Research Facility, but there are other examples going all the way to 90.

    Level 90 dungeons don't telegraph everything with red circles and try to find unique animations instead or rely on brain training. They will kill you with Doom in many cases if you get hit by a mechanic. Some of them are even rather fast-paced and can catch you out for a while until you get used to them like the EW leveling dungeons. How about that sand spider in the latest dungeon? The second boss in Alzadaal's was a bit beyond some people's level of focus. I think last time I did it I was tanking the boss on a Ninja.

    The point is it's a curve that just isn't going to be noticed by people who are only going to be satisfied if it's extreme, savage or ultimate level.
    (5)