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  1. #11
    Player
    Burningskull's Avatar
    Join Date
    Jun 2014
    Posts
    1,349
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    I think the playerbase would just turn them into hallways anyway. People already pull wall to wall to do a dungeon faster. They also tend to skip most adds in ARR dungeons as well if they can. So why would SE focus on making interesting non hallway dungeons when the playerbase would just make them hallways dungeons anyway?
    (4)

  2. #12
    Player
    Gaddes's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    507
    Character
    Gaddes Ronfaure
    World
    Behemoth
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Burningskull View Post
    I think the playerbase would just turn them into hallways anyway. People already pull wall to wall to do a dungeon faster. They also tend to skip most adds in ARR dungeons as well if they can. So why would SE focus on making interesting non hallway dungeons when the playerbase would just make them hallways dungeons anyway?
    I'm saying they shouldn't design them just like hallways. This obviously isn't going to work if they just slap on the same design that they've been doing and yes people will do the path of least resistance.
    (2)

    "Well, it's no Vana'diel, but it'll have to do..."


  3. #13
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,783
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Burningskull View Post
    I think the playerbase would just turn them into hallways anyway. People already pull wall to wall to do a dungeon faster. They also tend to skip most adds in ARR dungeons as well if they can. So why would SE focus on making interesting non hallway dungeons when the playerbase would just make them hallways dungeons anyway?
    The thing that’s always forgotten in this argument is that square never put anything remotely interesting in the side rooms. Even in ARR the random pink dungeon gear was useless even if you got good rolls on the random substats

    You can’t make doing side content utterly pointless then go “why aren’t people doing side content”
    (8)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  4. #14
    Player
    Gaddes's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    507
    Character
    Gaddes Ronfaure
    World
    Behemoth
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Supersnow845 View Post
    The thing that’s always forgotten in this argument is that square never put anything remotely interesting in the side rooms. Even in ARR the random pink dungeon gear was useless even if you got good rolls on the random substats

    You can’t make doing side content utterly pointless then go “why aren’t people doing side content”
    But see, that's where there could be improvements. Since dungeon gear seems to be rarely used anymore these days and even more so once that level's dungeon was far lower than your current level, if they put either glamour rewards or consumables or even housing items, that could certainly be seen as more interesting than gear no one could use, or at the very least make dyable dungeon gear for glamour purposes. If there's materia, have it always scale to whatever the player's ilvl is, or opt for the current highest level stuff. The whole point of my post is that we could be getting dungeons that are more worthwhile/interesting in a variety of ways that aren't being tapped right now. By making side content with a point, then it's no longer pointless. I don't know why people keep limiting themselves to imagining what's already there; what I'm trying to prod is for them to think more outside the box.
    (0)
    Last edited by Gaddes; 11-11-2025 at 11:56 AM.

    "Well, it's no Vana'diel, but it'll have to do..."


  5. #15
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    1,088
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Gaddes View Post
    But see, that's where there could be improvements.
    Yes but it's CBU3's motto to abandon things if it doesn't work, not try to fix it.
    (6)

  6. #16
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,783
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Gaddes View Post
    But see, that's where there could be improvements. Since dungeon gear seems to be rarely used anymore these days and even more so once that level's dungeon was far lower than your current level, if they put either glamour rewards or consumables or even housing items, that could certainly be seen as more interesting than gear no one could use, or at the very least make dyable dungeon gear for glamour purposes. If there's materia, have it always scale to whatever the player's ilvl is, or opt for the current highest level stuff. The whole point of my post is that we could be getting dungeons that are more worthwhile/interesting in a variety of ways that aren't being tapped right now. By making side content with a point, then it's no longer pointless. I don't know why people keep limiting themselves to imagining what's already there; what I'm trying to prod is for them to think more outside the box.
    I’m agreeing with you

    I’m saying it’s a flaw in the argument that dungeons must be hallways because people will make them hallways otherwise
    (1)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  7. #17
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    874
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    New dungeon layouts don't even need to be the most innovative thing in the world. Why can't we have a dungeon with two sides that must be cleared in any order to then access the final boss a la Labyrinth of the Ancients? This could even make the trusts argue which side to go first.

    They could also design a dungeon with three different areas to go to and the final boss being the last one you tackle with slightly improved or changed abilities.

    And these ideas don't need to apply to just normal dungeons but Criterion, too.
    (0)

  8. #18
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,727
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    A lot of people say this but we have branching paths in Sastasha and Dzemael and nobody cares for them. Ultimately, dungeons aren't a hallway because they change direction, they are just making sure that casual players don't get lost.

    There is an issue generally where SE places huge value on invisible walls to the point of them being annoying though. If you played Brayflox before the changes, then you know what I mean - you could run all over the map and now they restricted it so you can't run into the water area. This same issue is annoying in ARR before you unlock flying - you can't take shortcuts.

    They recently explained how their QA process consumes vast resources running against invisible walls and patching up any gaps. They spend that much time and money on these invisible walls that it does, in fact, make everything feel like a hallway that you can't deviate from.
    (1)

  9. #19
    Player
    Voidmage's Avatar
    Join Date
    Apr 2020
    Posts
    734
    Character
    Hen'iel Jackel
    World
    Twintania
    Main Class
    Blue Mage Lv 47
    Quote Originally Posted by Gaddes View Post
    But see, that's where there could be improvements. Since dungeon gear seems to be rarely used anymore these days and even more so once that level's dungeon was far lower than your current level, if they put either glamour rewards or consumables or even housing items, that could certainly be seen as more interesting than gear no one could use, or at the very least make dyable dungeon gear for glamour purposes. If there's materia, have it always scale to whatever the player's ilvl is, or opt for the current highest level stuff. The whole point of my post is that we could be getting dungeons that are more worthwhile/interesting in a variety of ways that aren't being tapped right now. By making side content with a point, then it's no longer pointless. I don't know why people keep limiting themselves to imagining what's already there; what I'm trying to prod is for them to think more outside the box.
    One idea would be to put treasure coffers like in OC out of the way that can contain everything.

    The problem though is how to keep that whole thing interesting in the long-term.
    At some point, players will simply rush to the exit, even if there are interesting things on the side.
    The biggest problem is that the players are simply impatient (just look how many prefer crystal tower).

    If we slow a dungeon down artificially, we get the old Toto-Rak experience. If we give options, we simply get the rushing strategy.

    I am all for more interesting and open dungeons but tbh an incentive only does so much.
    What needs to change is the player mindset as well.
    I would actually firsts start with more interesting trash mobs and better job design as a baseline to engage players more and from that work to improve dungeon design.

    Hot take but I think if tank survivability is cut down drastically then wall to wall pulls would become less often already...
    (0)

  10. #20
    Player
    Yumarox's Avatar
    Join Date
    Apr 2023
    Posts
    27
    Character
    Yumarox Revanche
    World
    Balmung
    Main Class
    Dark Knight Lv 100
    I remember in other MMO's when you can clip through the walls and walk on the sky box to drop on the final boss. It was kind of fun to break the dungeon with stealth around things and see how much of the dungeon you can skip. If people are having a hard time with difficulty make it you can just do the last boss, but they also have all the mechanics of the other bosses on top of it if you don't kill them first. Have it beat the breaks off the best players and make it a choice to beat the sub bosses so you can weaken it to a point where it is easier for your party's ability. Make it so if you wipe on the last boss and did not beat the sub bosses, you can't try again without defeating a sub boss first. That way, you can change the difficulty to what you can handle.
    (0)

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