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  1. #1
    Player
    Xelray's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    4
    Character
    Xel Ray
    World
    Adamantoise
    Main Class
    Pugilist Lv 50

    What I would like to see dungeons(and their grinds) do in the future.

    Now, I would like to start off with saying I do not mind speed runs, and I do not mind grinding out for things like the Animus, nor Novus.

    However, I do have one issue. While speed running dungeons, we have had certain dungeons in the limelight(Brayflox Hard / Wanderer's Palace). I feel that designing only one dungeon to be ran the quickest isn't very enjoyable, and may be even considered bad design.

    I would very much like to see something like the following- If all dungeons take 15 minutes, players could speed run different dungeons back to back and things wouldn't get nearly as stale(or sleep inducing).

    A possibly daily reward system granting additional tomes upon completion might be a way to get all dungeons(Lv50) back into circulation.

    TL : DR - Please find a way to bring all the new dungeons during a installment (i.e. 2.2) into the livelihood of the game's arduous grind so we don't beat only one part of the content to a stale and particularly boring pulp.
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  2. #2
    Player
    SkyHighDN's Avatar
    Join Date
    Dec 2013
    Location
    Gridania
    Posts
    96
    Character
    Robin Locksley
    World
    Lamia
    Main Class
    Archer Lv 50
    I believe this is the opposite of what they are trying to do.

    Make all dungeons do-able in 15 mins? Whats the point of a 90 minute timer then???

    Speed Runs the way they exist with WP, and Brayflox are exact ways this game was designed poorly.... Dont get me wrong, I love Speed running Brayflox daily, and get excited when it pops as my roullette. BUT, these two dungeons were clearly designed poorly with not enough checkpoints to bottleneck the trash.

    I would like to see MORE 40 minute plus dungeons. Maybe ones that are not so linear. Dungeons that may have more trash mechanics... such as:

    trash mobs that ONLY target magic wielders (tanks wont be able to corral them as easily and the WHM/SCH would have to run to the tank for defense)
    trash mobs that have HIGH magic resistance (flare will be ineffective, scathe killing..)
    trash mobs that can actually tank against the party (kinda like the last 2 groups in halatali, but a lil harder)
    Bosses that roam around in the dungeons and can aggro at any point (rather than the purple lock out zones)
    Environmental traps (targets on the walls that Ranged dps will have to trigger to cause damage)
    Secret treasure chests with Monster-in-box mechanics (ones that actually have a decent payout)
    Puzzles/maze mechanics (think of like the security checks from FFVI)

    And most importantly, bring back CURE as an offensive ability (cure vs "undead" mobs used to cause damage in other FF titles)
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  3. #3
    Player
    ChameleonMS's Avatar
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    Sep 2013
    Location
    Ul'dah
    Posts
    1,040
    Character
    Jordan O'niell
    World
    Gilgamesh
    Main Class
    Paladin Lv 100
    Quote Originally Posted by SkyHighDN View Post
    I believe this is the opposite of what they are trying to do.
    And most importantly, bring back CURE as an offensive ability (cure vs "undead" mobs used to cause damage in other FF titles)
    Just for balance make sure the AOE cure also get extra, extra HATE if is used offensively. I would think only 1 or 2 casts would be enough to have all HATE move from tank to healer.
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  4. #4
    Player
    SkyHighDN's Avatar
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    Dec 2013
    Location
    Gridania
    Posts
    96
    Character
    Robin Locksley
    World
    Lamia
    Main Class
    Archer Lv 50
    yea I am definitely cool with that....

    Im thinking of something like Haukke Manor HM...... blasting a Medica of Cure III on those pesky skeletons from the first boss.... would be like an old FF game finally.

    Dont know. I am old school. I still think FFIV is the best in the series and one of the best parts of the game is climbing Mt Orleans to become a paladin with Tellah, Porum, Palom, and Cecil..... and you get that random encounter with 7 undead reverants..... and you can basically have all 4 of them cast aoe fire/cure
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  5. #5
    Player
    Xelray's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    4
    Character
    Xel Ray
    World
    Adamantoise
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by SkyHighDN View Post
    I believe this is the opposite of what they are trying to do.

    Make all dungeons do-able in 15 mins? Whats the point of a 90 minute timer then???
    When you have a player base that bases what is the thing to do off of efficiency, you do run into a problem there. I would love to see longer and more epic dungeons, however, they would have to have incentive behind them. If a 15 min dungeon gives 50 soldiery, then a 45 min dungeon should effectively give 150 soldiery. I support the idea of longer dungeons, but with how they have set the bar with grinding tomes to cap or get weapons, it will be hard to get there.
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  6. #6
    Player
    SkyHighDN's Avatar
    Join Date
    Dec 2013
    Location
    Gridania
    Posts
    96
    Character
    Robin Locksley
    World
    Lamia
    Main Class
    Archer Lv 50
    Xelray....

    I agree with you.

    I am not disagreeing.

    The point is this..... we have enough short dungeons in this game that are going to get speed ran for the sake of it. While variety would be great.... the point is, there is alot of the community that feels stress out by speed runs/are not suited for speed runs that are ALREADY being forced to follow the lead of what the veterans are doing..... SE should not be catering to the impatient one, but should be catering to the middle....

    By installing more EPIC dungeons as I mentioned... hopefully there can be enough content installed in which multiple different play styles can be accommodated. If they keep installing dungeons that could be burnt through as fast as guild heists, the Speed Runners are getting what they want, and more people will leave the game.

    Will i still farm Brayflox? Absolutely.... but It'd be nice to have more engaging fun dungeons.

    Crystal Tower has become a facepalm.... with too many people not running it anymore with any sense of whats going on. And instead has been neglected because most of the population doesnt want to bother with it anymore... If more dungeons like CT can be created, there could be reason to run them again for a change of pace...

    And yes, the rewards should be adjusted accordingly.... I think we are talking the same language.... I just would not encourage SE to make more Brayfloxs'.....If they happen, they happen. But I would like more engaging, organic dungeons to occupy my time.... not the typical "grab everything and kill as fast as possible" types.

    Also, At lvl 50, there is no EXP to be gained. So are trash mobs even needed any more? How bout a dungeon with 6 boss fights and no trash kills? That would be more fun in my opinion
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  7. #7
    Player
    Xelray's Avatar
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    Sep 2013
    Location
    Gridania
    Posts
    4
    Character
    Xel Ray
    World
    Adamantoise
    Main Class
    Pugilist Lv 50
    Yes, we are following the same thought process now.

    Between checkpoints and reward value, speed runs can be dungeons that take an hour plus even. Yet, as you said, we have a part of the community that is impatient, as well as part which wants more enjoyable fluid content. I guess what I'd like to see is not so much as a compromise, rather, a way to make the two the same.

    Also, with dungeons that are "Grab everything and kill ASAP" you also ruin class balancing. There are classes that are great at single target, and ones that are great at AoE. I don't even imagine bringing my ilvl96 monk to Brayflox runs because BRD/BLM or 2xBLM are just so much better.

    Having a boss run dungeon would also be very interesting. Even Mini-boss > Boss > Mini-boss > Boss type dungeons would be more interesting. The only problem I see with them is keeping mechanics from going stale too quickly. It would take the development team a bit of thinking out of the box to get that rolling.
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