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  1. #31
    Player
    weeble's Avatar
    Join Date
    Mar 2011
    Posts
    1,231
    Character
    Titan Arum
    World
    Balmung
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by mysterytaru View Post
    [Removed by Moderator according to the FINAL FANTASY XIV FORUM Guidelines.]
    what ever, OUR game...same ish. and i almost never start a thread i post in it, and what i type in it always has something to do with the thread at hand. if it sounds like the same complaints then stop posting threads that are all basically the same. if you want them to all be happy and joyeous threads on how we love everything then go tickle a rainbow or something.

    i think your all deluted, this game will probably get harder and harder not the other way around. they will suck your money and slowly u'll realize that your playing something more hardcore then casual ...and either way it was said to be for both. not just 1. and as u can see the population didn't rise, if anything it probably went back down. and i garentee u that if the endgame was full linkshell endgame, that more then half of the players that came back would have stayed to enjoy the endgame.
    (2)
    Last edited by Baccanale; 08-06-2011 at 02:28 PM. Reason: Quoting content that was edited by Moderator due to violation of Forum Guidelines.

  2. #32
    Player
    Holy_Dragoon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,533
    Character
    Holy Dragoon
    World
    Hyperion
    Main Class
    Dragoon Lv 90
    tired? not even close
    (3)


  3. #33
    Player

    Join Date
    May 2011
    Posts
    9
    Hmm this is barely a dungeon, its more of a BCNM. You can practically pass thru all the mobs and head for the coffers and bosses, that's just bad design IMO. Even if the bosses were hard(which they aren't), running thru a dungeon in less than a hour, would hardly feel like a achievement. Thankfully this have easy fixing, and should serve as lesson to dungeon designing. Its just a matter of look into other MMOs, cause like it not, there are things that you have to emulate in order to be successful. This are a couple of ideas, what IMO should be taken into account for future dungeons/instances. Or even a simple hot fix could the current ones. Please take you time to read all of them before passing judgement, since some are tied to others in order to workout.

    - More Bosses - You CANNOT have only 2 bosses per instance and call it a dungeon, that's just madness. 3 IMO should be the minimum. And you should make a final boss per instance, but only reachable after killing the other lesser tier bosses.

    - Oriented Goals - Entering with a goal set would really boost the replay value of a dungeon. Not just entering to beat everything that gets in your way or a timer running out. Goals could go from, clearing specific areas of the dungeon in order to progress, getting from point A to B in a specific amount of time, locating X key-item or mob in random or roaming spot around the dungeon, or a mixture of all of them, etc. You can take a quick of what IMO has been one of the best designed instances in-game at its time in Zul'Aman and their famous bear runs.

    - Bigger Dungeons / Restriction of Areas / Expanding Time Limit - Answer this... What would be your impression if the first time you enter a dungeon(which took so much time to develop) with cool cut scenes just to pass by all mobs, picking up treasure chests and heading strait to easy bosses... COME ON!!, Dungeons like that could be implemented in a daily basis, just program a huge tunnel, lots of mobs in the way, some treasure chests (which you don't even need to stop in order to open) and at the end of the tunnel a random boss, which will magically disappear all other mobs behind you, so you can fight him... COME ON!!. Make dungeons bigger, while restricting the access further until cleared or another goal has been achieved, and while this would make the instance take longer, it would just be a matter of having time extensions after achieving such goals. Or having dungeons have bigger reset timers, depending on the size of it. All this things can be seen in FFXI Dinamis, i don't understand why it was by pass on FFXIV.

    - Difficulty Setting - So not everyone can spend the time to be doing longer or bigger dungeons, nor the skill to do all the things i am suggesting, easy solution to that just incorporate difficulty setting option to the dungeon before entering that would change the objectives and difficulty of it...Normal/Heroic anyone? that simple, some of us want a challenge, and i think doing dungeons with different difficulty modes would expand the life span of them, giving the players more to chew, while allowing you guys to have more time to improve or introduce new content. Of course harder mobs would also mean better rewards or even extra bosses, i dunno, that would be up to you, but they would and SHOULD have a extra incentive to finish.

    Well these are kinda like the basic stuff IMO that should be taken into account, while there are other stuff like Tokens for trade in rewards and not just waiting for drops could also do wonders for the replay of the dungeon, is not necessarily a must, but a plus. What do you think?
    (2)

  4. #34
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    292
    Quote Originally Posted by weeble View Post
    what ever, OUR game...same ish. and i almost never start a thread i post in it, and what i type in it always has something to do with the thread at hand. if it sounds like the same complaints then stop posting threads that are all basically the same. if you want them to all be happy and joyeous threads on how we love everything then go tickle a rainbow or something.

    i think your all deluted, this game will probably get harder and harder not the other way around. they will suck your money and slowly u'll realize that your playing something more hardcore then casual ...and either way it was said to be for both. not just 1. and as u can see the population didn't rise, if anything it probably went back down. and i garentee u that if the endgame was full linkshell endgame, that more then half of the players that came back would have stayed to enjoy the endgame.
    You got any official numbers to back up your population comments, or did you pull it from your posterior filing cabinet?
    (2)

  5. #35
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
    Location
    Subligania
    Posts
    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    I like it but wife don't care too much about it... so can't go in again ><
    (1)

  6. #36
    Player
    Starlord's Avatar
    Join Date
    Mar 2011
    Posts
    7,180
    Character
    Luna Sushima
    World
    Siren
    Main Class
    Samurai Lv 91
    Quote Originally Posted by Eustass_Kidd View Post
    Hmm this is barely a dungeon, its more of a BCNM. You can practically pass thru all the mobs and head for the coffers and bosses, that's just bad design IMO. Even if the bosses were hard(which they aren't), running thru a dungeon in less than a hour, would hardly feel like a achievement. Thankfully this have easy fixing, and should serve as lesson to dungeon designing. Its just a matter of look into other MMOs, cause like it not, there are things that you have to emulate in order to be successful. This are a couple of ideas, what IMO should be taken into account for future dungeons/instances. Or even a simple hot fix could the current ones. Please take you time to read all of them before passing judgement, since some are tied to others in order to workout.

    - More Bosses - You CANNOT have only 2 bosses per instance and call it a dungeon, that's just madness. 3 IMO should be the minimum. And you should make a final boss per instance, but only reachable after killing the other lesser tier bosses.

    - Oriented Goals - Entering with a goal set would really boost the replay value of a dungeon. Not just entering to beat everything that gets in your way or a timer running out. Goals could go from, clearing specific areas of the dungeon in order to progress, getting from point A to B in a specific amount of time, locating X key-item or mob in random or roaming spot around the dungeon, or a mixture of all of them, etc. You can take a quick of what IMO has been one of the best designed instances in-game at its time in Zul'Aman and their famous bear runs.

    - Bigger Dungeons / Restriction of Areas / Expanding Time Limit - Answer this... What would be your impression if the first time you enter a dungeon(which took so much time to develop) with cool cut scenes just to pass by all mobs, picking up treasure chests and heading strait to easy bosses... COME ON!!, Dungeons like that could be implemented in a daily basis, just program a huge tunnel, lots of mobs in the way, some treasure chests (which you don't even need to stop in order to open) and at the end of the tunnel a random boss, which will magically disappear all other mobs behind you, so you can fight him... COME ON!!. Make dungeons bigger, while restricting the access further until cleared or another goal has been achieved, and while this would make the instance take longer, it would just be a matter of having time extensions after achieving such goals. Or having dungeons have bigger reset timers, depending on the size of it. All this things can be seen in FFXI Dinamis, i don't understand why it was by pass on FFXIV.

    - Difficulty Setting - So not everyone can spend the time to be doing longer or bigger dungeons, nor the skill to do all the things i am suggesting, easy solution to that just incorporate difficulty setting option to the dungeon before entering that would change the objectives and difficulty of it...Normal/Heroic anyone? that simple, some of us want a challenge, and i think doing dungeons with different difficulty modes would expand the life span of them, giving the players more to chew, while allowing you guys to have more time to improve or introduce new content. Of course harder mobs would also mean better rewards or even extra bosses, i dunno, that would be up to you, but they would and SHOULD have a extra incentive to finish.

    Well these are kinda like the basic stuff IMO that should be taken into account, while there are other stuff like Tokens for trade in rewards and not just waiting for drops could also do wonders for the replay of the dungeon, is not necessarily a must, but a plus. What do you think?
    Maybe easy for you Mister Elite
    (3)

  7. #37
    Player
    weeble's Avatar
    Join Date
    Mar 2011
    Posts
    1,231
    Character
    Titan Arum
    World
    Balmung
    Main Class
    Goldsmith Lv 50
    this first dungeon is basically like warhammer blood dungeon, 2 bosses, just little more complex with the chests. but will take next to nothing to beat when u know the routine. but we can't forget we also still missing debuffing players and mobs and all that fun stuff from these still, i'm sure at some point our mages will need to remove and give more debuffs, hopefully dungeons will stop with the running threw the hole thing and get to boss in 5seconds thing, but either way kill them once kill then twice, i just want to get to the boss then anyway so i'm kinda 50/50 on that. but yeah i'd like to see way more bosses but if they copy'ing warhammer at all with this then they will give us a next dungeon that will be little harder and another even longer and harder.

    but they did say that larger scale endgame is on the list of things to add (right?!?) so im sure this game will get lot more entertaining. they said they wasn't even ready for this dungeon but put it in to make us happy.

    by the way i'm far from bored of it, this dungeon is pretty much the only thing i enjoy doing in the game beside dol maybe. it's very fun, running threw it is kinda exciting, specially with diff people things can get a little screwy lol. and i like killing the bosses ...i love boss fights.
    (1)

  8. #38
    Player
    Akira's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    404
    Character
    Akira Torytomi
    World
    Balmung
    Main Class
    Reaper Lv 90
    well im sort of tired of them but thats because i did them everyday all day and now have all the gear i need from the dungeons beat batraal like 8 times XD
    (0)
    i7 12700k/EVGA RTX 3080 Ti FTW3 Ultra

  9. #39
    Player
    Leonesaurus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    369
    Character
    Jerbird Leone
    World
    Excalibur
    Main Class
    Lancer Lv 70
    I'm loving the dungeons very, very much! I run them with my LS every night to get gear, socialize, make some videos and hangout. It's probably the best thing added to this game since its launch.

    I love the challenge, the new boss, the music and keep coming back for more gear. I have most of of stuff I'm after but still need a few here and there and need to help my friends get a bit more too, since we have almost everything.

    When I'm done I'll probably go grind more of my jobs until 1.19. But I'm never bored of it, I find it very engaging and energetic. Beating Batraal dozens of times is always fun too!
    (3)

  10. #40
    Player
    Cichy's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    515
    Character
    Lucy Lestat
    World
    Hyperion
    Main Class
    Goldsmith Lv 50
    In my opinion the two dungeons have a huge design flaw because they are very limited.
    Gear is reskinned and exp is OK which will make those two dungeons obsolete with any type of decent content that will be released. There is nothing great about them and there has to be something for them to be used in the future.
    Yoshi should've added some truly epic gear that can stand out in those dungeons and maybe some exp quests so that the players would be inclined to do them.
    Like I said, if he releases another dungeons with good looking gear at lvl 30 and maybe 50 people will just skip the current two and grind till they get to those. If AF will be at 50 I certainly wont take a step inside the Darkhold, I rather grind.
    (1)

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