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  1. #1
    Player
    Rufalus's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2,730
    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100

    The kind of randomness I think is important

    I think there are enough dungeons, they do really well at putting out that kind of content, above anything else. The problem is you don't get enough mileage out of them, you don't get enough hours which are fun rather than forced grind, because they are exactly the same every time you play, with the same enemies organised into the same group formations.

    With this approach, the player quickly becomes fatigued with even the latest dungeons that were added. The game wants you to play them many hundreds of times over to achieve certain goals such as fully gearing your character and upgrading relic weapons. Even if you take your time in doing this casually, it still amounts to far too many identical dungeon runs, a routine like being a factory worker.

    At the very least, I would like to see dungeons designed with a few different possibilities when it comes to enemy numbers, locations and formations, so that you don't know for sure what is coming around the next corner, it could be a pack of dogs, it could be the skeletons this time, nobody knows. This element of randomness will encourage thinking instead of following the same routine over and over.

    I think this kind of change is very important to maintain player engagement especially when instanced dungeons and raids are the main focus of the game. Mixing up enemy numbers and positions is a simple change to make, while the current offering of just one version of each dungeon is quite wasteful when they could get more mileage out of these nice locations they've designed.

    For additional excitement they could add some wildcards such as larger enemies that do not appear every time and offer additional rewards for slaying them, or rare alternate color versions of enemies that usually appear which have altered behavior in some way.

    In summary I would like to see simple changes which make dungeons more dynamic and fun, to make players enjoy replaying them many times. I would prioritise this over adding more dungeons, for I feel it is not sustainable to keep adding locations in which the player has seen everything that can ever occur there in just one playthrough - that kind of design does not stay interesting enough to keep people engaged from patch to patch.
    (5)

  2. #2
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Randomizing the trash mobs will not really change how a dungeon plays out. How much does Halatali NM change when you get bombs versus getting lightning sprites versus getting chests after pulling a chain?

    The following mobs are pretty much the only ones that change how trash fights go:

    Summoners (Manor Claviger in Haukke HM, Illuminati Footman)
    Crowd Controllers with hard to dodge aoe that inflict Stone/Terror/Sleep (Manor Claviger)
    Bombs
    (1)

  3. #3
    Player
    ruinedmirage's Avatar
    Join Date
    Aug 2013
    Posts
    461
    Character
    Jera Teiwaz
    World
    Siren
    Main Class
    Weaver Lv 50
    Quote Originally Posted by Ultimatecalibur View Post
    Randomizing the trash mobs will not really change how a dungeon plays out. How much does Halatali NM change when you get bombs versus getting lightning sprites versus getting chests after pulling a chain?

    The following mobs are pretty much the only ones that change how trash fights go:

    Summoners (Manor Claviger in Haukke HM, Illuminati Footman)
    Crowd Controllers with hard to dodge aoe that inflict Stone/Terror/Sleep (Manor Claviger)
    Bombs
    While this is relevant to a point, imagine writing out the number 1 for 10 years, 8 hours a day...... would you ever ..... I dunno .... try a different style for a change? Make it challenging or different somehow, by either drawing a straight line in a different angle, starting from the bottom instead of the top, or add the serifs? I think the opinion of the OP is that running the same predictable dungeon over and over gets to be more than a little routine. Rewards be damned sometimes, maybe a new visual is all we need once in a while.
    (1)

  4. #4
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by ruinedmirage View Post
    While this is relevant to a point, imagine writing out the number 1 for 10 years, 8 hours a day...... would you ever ..... I dunno .... try a different style for a change? Make it challenging or different somehow, by either drawing a straight line in a different angle, starting from the bottom instead of the top, or add the serifs? I think the opinion of the OP is that running the same predictable dungeon over and over gets to be more than a little routine. Rewards be damned sometimes, maybe a new visual is all we need once in a while.
    Not arguing with that. I was just trying to point out that randomization would not change things as much as the OP hopes that it would and only a limited selection of opponents can apply a meaningful difference. Changing the drapes and throw pillows only works so many times when the majority of the furniture is still the same.
    (0)

  5. #5
    Player
    Raestloz's Avatar
    Join Date
    Dec 2013
    Posts
    274
    Character
    Vonelis Heischield
    World
    Tiamat
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Ultimatecalibur View Post
    Not arguing with that. I was just trying to point out that randomization would not change things as much as the OP hopes that it would and only a limited selection of opponents can apply a meaningful difference. Changing the drapes and throw pillows only works so many times when the majority of the furniture is still the same.
    I think OP wants less Left 4 Dead 1 and more Left 4 Dead 2.

    You know, like, different path each time (such as the one in Toto-Rak, only everytime you enter one of the paths will be blocked permanently), maybe there are surprise monsters at the bosses, or during the whole dungeon run, where it can spawn anywhere anytime, make it do something interesting when it does, things like that.

    It's boring to see the exact same pattern every single time. You know, looking at Amdapor Keep the first 5 times is great, but 125 times later I'd kill a moogle to just get it over with.
    (1)

  6. #6
    Player
    MogBeatr's Avatar
    Join Date
    Apr 2014
    Posts
    27
    Character
    Calvin Knutbruiser
    World
    Cerberus
    Main Class
    Conjurer Lv 50
    In some ways, the Devs are forced to design dungeons like the current ones because that is what players have come to expect. Besides the lore and UI, many current MMOs are incredibly similar due to that fact. While I agree with the OP To a certain extent, I dont think those changes go far enough in my opinion.

    This game is still in a very early stage of development and discussions like this one can help it evolve over time into something unique and different, given the right guidance from Devs. It could stay as it is and be a success, or it could become the next blockbuster that others copy.
    (1)

  7. #7
    Player
    Nicobo's Avatar
    Join Date
    Nov 2013
    Posts
    1,602
    Character
    Nico Nico
    World
    Goblin
    Main Class
    Alchemist Lv 70
    So DF is your friend. Randomize your party members instead of your enemies....^^;
    I think the last thing to do in a dungeon will be just time attack it with different party setup.
    (0)

  8. #8
    Player
    Kaonis's Avatar
    Join Date
    Apr 2012
    Posts
    297
    Character
    Vayne Kaonis
    World
    Adamantoise
    Main Class
    Armorer Lv 70
    They really do need to spice up the dungeons. I can't even understand anyone who could argue with how static they are. As a tank it's literally the same thing each time in pulls even if I'm speeding it up a bit. I mean hell, Ampador City has mimics, but they are ALWAYS in the same chests. Just randomizing where they pop up would go a long way to making the dungeons a little more interesting than feeling like I'm starring in Groundhog's Day.
    (0)

  9. #9
    Player
    givemeraptors's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    481
    Character
    Felendis Vreer
    World
    Leviathan
    Main Class
    Arcanist Lv 60
    Didn't a recent letter from the producer talk about how one of the upcoming dungeons would have more random elements and the team was looking forward to feedback on it?

    I've been searching but I can't seem to find it... does anyone have a link?
    (0)

  10. #10
    Player
    tOnni3's Avatar
    Join Date
    Oct 2013
    Posts
    291
    Character
    Shinhye Heartstrings
    World
    Tonberry
    Main Class
    Archer Lv 50
    If you are talking about randomization, I'd love to not see the mobs on the way
    but randomly spawn next to party and randomly targetting party member until somebody get higher aggro.

    Density of the mob spawn can be different in each area in dungeon (may be one mob spawn every ? sec)
    and of course there should be maximum number of mobs on field at a time.

    You need to fight your way through the dungeon until safe area i.e. before boss room (familiar to normal FF feeling now?).
    (0)

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