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  1. #11
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    598
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Having side routes gives dungeons flavour and makes them feel more like actual places. They can always add loot and bonus bosses and stuff to side routes to make them more interesting to players.
    (6)

  2. #12
    Player
    ZephyrMenodora's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    2,380
    Character
    Zephyr Menodora
    World
    Zalera
    Main Class
    White Mage Lv 100
    Watching sprout tanks lead us into dead ends in ARR dungeons always makes me chuckle a bit. Yesterday the sprout tank said, "oh....we arrived at a wall!" I do kind of miss places feeling slightly more real/maze like than straight lines.

    Actually the other day I died in Cutter's Cry because I forgot that I could get 2 shot by the sand on the ground that doesn't come with big orange circles. Had to laugh at myself as I wasn't used to having any real situational awareness in some time.
    (7)

  3. #13
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    1,263
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    Trusts are why they should do this kind of stuff more, since solo players can actually explore the dungeons as much as they want. Get some extra dialogue off your party too
    (2)

  4. #14
    Player
    Sekundessounet's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    233
    Character
    Sekundes Dullahan
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Yes and no.

    On paper a lot of these design ideas were fun, in reality a lot of them turned up tedious because the goal of Dungeons in this game is to be a 15-20 minutes run.
    Like, there was two paths you could take in Toto-Rak... but one was by far quicker, so the side path wasn't really taken. Yes you could throw more loot in this path, but people rarely go dungeonning for loot. And MMO player brain defaults to the path of least resistance always, and it creates frictions when paired with players who don't want to.

    Tbh Variant Dungeons are a nice compromise imo
    (3)

  5. #15
    Player
    Windwalker's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    246
    Character
    Talu Seekku
    World
    Balmung
    Main Class
    Warrior Lv 100
    True, dungeons were more creative back then, now they are so dumbed down you can do them blindfolded, no paths you can take around or explore, just a straight line to the end.
    (1)

  6. #16
    Player
    Windwalker's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    246
    Character
    Talu Seekku
    World
    Balmung
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Sekundessounet View Post
    Yes and no.

    On paper a lot of these design ideas were fun, in reality a lot of them turned up tedious because the goal of Dungeons in this game is to be a 15-20 minutes run.
    Like, there was two paths you could take in Toto-Rak... but one was by far quicker, so the side path wasn't really taken. Yes you could throw more loot in this path, but people rarely go dungeonning for loot. And MMO player brain defaults to the path of least resistance always, and it creates frictions when paired with players who don't want to.

    Tbh Variant Dungeons are a nice compromise imo

    Loot is an issue also, alot of gear seems to be recolors of the old stuff, ARR was creative when it came to loot, alot of things you could mix and match.
    (1)

  7. #17
    Player
    Alchemii's Avatar
    Join Date
    Dec 2014
    Posts
    269
    Character
    Y'noh Tia
    World
    Zalera
    Main Class
    Goldsmith Lv 100
    I would like us to go back to these better designed dungeons, like actual dungeons, with good interesting loot.
    (4)

  8. #18
    Player
    Sekundessounet's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    233
    Character
    Sekundes Dullahan
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Windwalker View Post
    Loot is an issue also, alot of gear seems to be recolors of the old stuff, ARR was creative when it came to loot, alot of things you could mix and match.
    Patch-ARR yeah, release ARR I disagree; Besides the lvl 15 and 30 gearsets, the rest was either forgettable or ugly. Some dungeons didn't have gear pieces for some slots at all !
    I'm fine with recolor personally, but I think they should be dyeable from the get-go.
    (1)

  9. #19
    Player
    SDaemon's Avatar
    Join Date
    Aug 2013
    Posts
    1,489
    Character
    Koala Shibito
    World
    Sargatanas
    Main Class
    Viper Lv 100
    Over the years people have shown they want quick, efficient and less time-consuming dungeons to run through for tomes. Dungeon mechanics, dungeon layouts and dungeon progression design that run contrary to this are met with disdain by the larger community that simply wants in and out.
    (1)

  10. #20
    Player
    vafurous's Avatar
    Join Date
    Jul 2024
    Location
    Gridania
    Posts
    37
    Character
    Juneau Juhirou
    World
    Lamia
    Main Class
    Warrior Lv 100
    hell ya gimme aurum vale 2 baby lets goooo
    (4)

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