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.
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.




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.



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

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

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.

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.
I would like us to go back to these better designed dungeons, like actual dungeons, with good interesting loot.

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.




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.

hell ya gimme aurum vale 2 baby lets goooo
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