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  1. #1
    Player

    Join Date
    Dec 2012
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    Limsa Lominsa
    Posts
    1,066

    Can we get a new dungeon?

    Square-Enix said we would be getting new content with each patch yet we get the same content over and over and over with each patch.

    This game revolves almost entirely behind doing a dungeon and getting tomes yet the only viable (spamable) type content is dungeons.

    Each patch we get 3 extremely similar dungeons that are not only similar to each other but similar to the previous dungeons we had falling back all the way to the very first dungeon Sastasha at level 15.

    Current dungeons:
    -kill mobs
    -kill sub boss
    -kill mobs
    -kill sub boss
    -kill mobs
    -kill final boss

    1.0 dungeons
    -Separate into two groups
    -kill mobs at the same time as your other team
    -/walk sneak past enemies
    -find real treasure (AF pieces were hidden within dungeons)
    -speed run to get rare and special gear

    etc etc

    why cant we have similar things?

    I KNOW THE DEVELOPMENT TEAM WANTS THINGS TO BE SUPER EASY AND EASY TO UNDERSTAND SO THERE ISNT A CHALLENGE TO DUNGEONS.

    BUT:

    why cant we have dungeons where:

    -DPS and tank/healer split up to run a little hard hitting section
    (like the dps have to burn down mobs in order to progress can still be easy but it breaks up the monotony of the SAAAMMEEE freaking crap over and over, and tank and healer go through mobs that hit hard.)

    -REAL TREASURE you can even put it after the final boss, where if you keep going you can obtain a chest that drops 2000+ gil PER player, or that drops darkmatter like in 1.0

    -Place very powerful enemies in side tunnels/rooms that drop additional tomes that is only accessible to preformed parties

    -place powerful enemies that you have to /walk past or else you get 1 shot like in 1.0

    -Give a chance at additional tomes if the dungeon is run swiftly no matter if its someones first time or not, something to add spice you know different not copypastaallthethings.

    (take note these are MY ideas, and are pulled out of my rear end in the matter of 15 seconds typing up this thread, if you dont like them by all means thats fine i dont know even if i do or not but dont be a little annoying prick and pull apart my thread, instead make your own suggestions this is what the forums are for, making suggestions not acting like little children arguing cause my opinion is not your opinon.)

    SOMETHING TO MAKE THEM DIFFERENT, ANYTHING!!!!

    Seriously. If we cant have guildhests, leves, skirmish, hamlet, chocobo caravan, literally NOTHING else besides dungeons to obtain tomes in mass quantities for the love of Eorzea please add some spice.

    Thank you.
    (12)

  2. #2
    Player

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    Dec 2012
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    Limsa Lominsa
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    I personally feel if dungeons and even other content in this game had purpose and meaning and variety less people would be focused on

    "how fast"

    or

    "how much to pull"

    or

    "skip cutscene"

    or not if the dungeons had a purpose besides "fill me up with party memebers so i can go get my tomes."

    If they had purpose and meaning outside of just getting tomes and had variety i feel people would be more likely to get along and focus on having fun instead of criticizing every minute thing they can possibly think of cause they would be focusing on the dungeon. The reason we just queue up and gogogogo is cause literally we are doing the same thing we have done since level 15.

    Time to change it up maybe?
    (1)

  3. #3
    Player
    Inflorescence's Avatar
    Join Date
    Dec 2013
    Posts
    95
    Character
    Fandan Magpran
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    I would love to be more interested in the dungeon that I'm running, and would love to see more mechanics in the run. But complicating the mechanics will increase the margin of error, and by extension, will increase the toxicity of the community. How many CT runs have you been on where you wipe on King Behemoth, and then the parade of "WTF HOW DO YOU ALL SUCK SO BAD" messages begins?

    And honestly, I'm not even totally convinced that the player base would enjoy these dungeons. These days, most DF parties devolve into brute forcing their way through fights and ignoring the mechanics that are there. (Pyretic on Five-Headed Dragon, for example, but that might still be an issue of ignorance rather than stubbornness)
    (2)

  4. #4
    Player

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    Quote Originally Posted by Inflorescence View Post
    I would love to be more interested in the dungeon that I'm running, and would love to see more mechanics in the run. But complicating the mechanics will increase the margin of error, and by extension, will increase the toxicity of the community. How many CT runs have you been on where you wipe on King Behemoth, and then the parade of "WTF HOW DO YOU ALL SUCK SO BAD" messages begins?


    And honestly, I'm not even totally convinced that the player base would enjoy these dungeons. These days, most DF parties devolve into brute forcing their way through fights and ignoring the mechanics that are there. (Pyretic on Five-Headed Dragon, for example, but that might still be an issue of ignorance rather than stubbornness)
    Very true, but not what i'm asking for at all really.

    I'm not asking for more mechanics or more difficulty i'm asking for variety. I'm sure for as big of a company as Square-Enix it cant be difficult to come up with ideas for dungeons with an even slightly different lay out besides:

    "kill mobs then a boss."

    for literally every single dungeon in the entire game from level 15 till the game falls into the ground.

    I mean......

    This is Final Fantasy

    There are hundreds of mini games, side quests, items and equipment beyond belief in every other iteration including Final Fantasy XI it blows my mind that after over 1 year of this game being on the market we still are running the exact same style dungeons for tomes.

    The only thing they added was hunts a few patches back where you could get tomes in mass quantities outside of dungeons and literally everyone was doing them but Square-Enix didnt do anything to balance it. It seriously cant be that difficult to balance something besides a straight forward easy peasy dungeon can it??????!?!?!?!?!?!!?
    (3)

  5. #5
    Player
    Sounders's Avatar
    Join Date
    Jan 2014
    Posts
    162
    Character
    Seattle Sounders
    World
    Phoenix
    Main Class
    Miner Lv 50
    Quote Originally Posted by Daniolaut View Post
    1.0 dungeons
    -Separate into two groups
    -kill mobs at the same time as your other team
    -/walk sneak past enemies
    -find real treasure (AF pieces were hidden within dungeons)
    -speed run to get rare and special gear


    -REAL TREASURE you can even put it after the final boss, where if you keep going you can obtain a chest that drops 2000+ gil PER player, or that drops darkmatter like in 1.0


    -place powerful enemies that you have to /walk past or else you get 1 shot like in 1.0
    So you're saying, revert to 1.0?
    You know what happened to 1.0, right?
    (1)

  6. #6
    Player
    BlaiseArath's Avatar
    Join Date
    Sep 2013
    Posts
    452
    Character
    Blaise Destin
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Sounders View Post
    So you're saying, revert to 1.0?
    You know what happened to 1.0, right?
    The bad thing that happened in 1.0 was the dev team not listening to sh*t people said in Beta and beyond. Everything was ignored. It doesn't mean all ideas from 1.0 were bad, it was just crushed under the weight of incompetence that was the 1.0 feedback. to use the term, correlation does not imply causation. The flavor of 1.0 dungeons was a part of 1.0, but just because 1.0 failed doesnt mean it failed because of that.

    A lot of what killed 1.0 is gone, including the people who killed it. I don't think bland, straight line, monotonous dungeons are an improvement. The game is playing itself Jon.. THE GAME IS PLAYING ITSELF JON.

    Final Hallway XIV, straight lines only.

    I agree with the OP here. But I also fear not matter what they did, optimal speedrunning will still be the king (and I dont dislike that), so all the extra stuff will probably be passed up in DF. I do wish that "Elixir" chests contained something not shit. Maybe just put Gil or chances at items in them... it would be nice if some of those side chests had a chance to drop more synth mats or gear. Could even throw in some mechanics like "Clear all adds in X hall in under 4 minutes to make Y boss drop 2/3 chests instead of 1/2"... rewards can be speed running friendly. It can work many ways.

    I'd personally just kill for a dungeon that wasn't a straight line from A to B :|, but thats just me. But besides that, a lot of 1.0 ideas were good, just in a bad environment with a lead who didnt listen to play feedback at all. Though I must admit I think I'd of liked 1.0 better as a game if it continued to grow as it was and was around today, than I like 2.0 today. I think they threw away too many good ideas that could of used refining.
    (4)
    Last edited by BlaiseArath; 02-02-2015 at 05:36 AM.

  7. #7
    Player
    Brill_'s Avatar
    Join Date
    Jun 2014
    Posts
    531
    Character
    Squires Ailith
    World
    Siren
    Main Class
    Pugilist Lv 90
    They will need to shake things up in 3.0. I really can't handle tome grinding anymore. I really don't expect game breaking changes in a 2.x patch, so I've just been patiently waiting for 3.0 and hope they will make the game a lot more interesting.

    Trash in a dungeon isn't threatening anyway. I'd like to see more of what we saw in the last section of AK hard mode. Kill multiple waves quickly or die.
    (2)

  8. #8
    Player
    Yumi_umi's Avatar
    Join Date
    Nov 2013
    Posts
    2,138
    Character
    Yumi Umi
    World
    Adamantoise
    Main Class
    Goldsmith Lv 90
    Probably they will get a clue in 3.0+ if not it'll be safe to say it'll forever be the same thing till next expac.
    (1)

  9. #9
    Player
    MXMoondoggie's Avatar
    Join Date
    Sep 2013
    Posts
    762
    Character
    Pikarin Makai
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Considering what happened with the latest content patch they are leaning to more complex mechanics in fights and Coils has lots of mechanics that require communication and working together. WoD has some really entertaining mechanics but like somebody else said it leads to people who struggle to learn and fighting on runs. Day one of 2.5 part 1 had lots of people rage quitting content it got quite funny really. Then you look at the speed runners who will throw a fit over more complicated stuff that requires them to spend time farming instead of rushing through everything. You think they want to slowly sneak past mobs?

    I think you can't please everyone i like the mechanics i think the WoD fights are more fun because of them. Debuff swap on first boss, Getting eaten by the Cerberus so you can smack it around on the inside so it's subdued and can be chained up. The heat debuff on Dragon that requires you to not move (Which still reks people because they somehow can't possibly stay still).

    I'm sure they will keep coming up with new ideas for mechanics the OP exaggerates a bit on the content and what is involved. There are much more mechanics than in other games he just wants way more over complicated things. I think mechanics are fine as long as they are fun but when they go too far all it does is lead to bitching. Remember in the old days when people avoided Temple of Qarn while leveling because so many people struggled to understand what to do? XD.

    Another issue with bogging dungeons down in tons of complicated mechanics is that while it may be fun at first to figure them out for some people after they are solved you are just repeating the same actions over and over and it becomes a nuisance to jump through hoops just to farm your quota of tomes and loot for the week.
    (1)
    Last edited by MXMoondoggie; 02-02-2015 at 08:56 PM.

  10. #10
    Player

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    Quote Originally Posted by MXMoondoggie View Post
    Considering what happened with the latest content patch they are leaning to more complex mechanics in fights and Coils has lots of mechanics that require communication and working together. WoD has some really entertaining mechanics but like somebody else said it leads to people who struggle to learn and fighting on runs. Day one of 2.5 part 1 had lots of people rage quitting content it got quite funny really. Then you look at the speed runners who will throw a fit over more complicated stuff that requires them to spend time farming instead of rushing through everything. You think they want to slowly sneak past mobs?


    I think you can't please everyone i like the mechanics i think the WoD fights are more fun because of them. Debuff swap on first boss, Getting eaten by the Cerberus so you can smack it around on the inside so it's subdued and can be chained up. The heat debuff on Dragon that requires you to not move (Which still reks people because they somehow can't possibly stay still).

    I'm sure they will keep coming up with new ideas for mechanics the OP exaggerates a bit on the content and what is involved. There are much more mechanics than in other games he just wants way more over complicated things. I think mechanics are fine as long as they are fun but when they go too far all it does is lead to bitching. Remember in the old days when people avoided Temple of Qarn while leveling because so many people struggled to understand what to do? XD.

    Another issue with bogging dungeons down in tons of complicated mechanics is that while it may be fun at first to figure them out for some people after they are solved you are just repeating the same actions over and over and it becomes a nuisance to jump through hoops just to farm your quota of tomes and loot for the week.

    Again i'm not simply asking for "mechanics" i'm asking that the dungeons actually have flavor.

    For example:

    -rewarding paths beyond the final boss (thus are optional)
    -chests that are actually worth while obtaining such as gil or darkmatter or crafting materials not a high potion.....
    -optional bosses that grant additional tomes that are only accessible to premade parties.

    Anything that can spice them up and break up the monotony.

    Again if this is much too difficult to accomplish then I would like to see other viable PvE content in which you can farm for tomes besides just dungeons.

    Personally i'm expecting probably too much from 3.0 and hoping to obtain tomes from the Golden Saucer but i am almost certain i will be let down again, but oh well. Cant hurt to ask.




    Quote Originally Posted by Sounders View Post
    So you're saying, revert to 1.0?
    You know what happened to 1.0, right?
    No i was using 1.0 dungeons as an example. I'm simply asking for actually interesting dungeons (with chests that have something useful in them or a reason to run the dungeon outside of "farming tomes.")

    or

    If i cant get interesting dungeons, can we get something that also gives a viable option to dungeons to break up the highly extreme repetitiveness of spamming the same thing so long.

    Look below for a more concise response:

    Quote Originally Posted by BlaiseArath View Post
    The bad thing that happened in 1.0 was the dev team not listening to sh*t people said in Beta and beyond. Everything was ignored. It doesn't mean all ideas from 1.0 were bad, it was just crushed under the weight of incompetence that was the 1.0 feedback. to use the term, correlation does not imply causation. The flavor of 1.0 dungeons was a part of 1.0, but just because 1.0 failed doesnt mean it failed because of that.

    A lot of what killed 1.0 is gone, including the people who killed it. I don't think bland, straight line, monotonous dungeons are an improvement. The game is playing itself Jon.. THE GAME IS PLAYING ITSELF JON.

    Final Hallway XIV, straight lines only.

    I agree with the OP here. But I also fear not matter what they did, optimal speedrunning will still be the king (and I dont dislike that), so all the extra stuff will probably be passed up in DF. I do wish that "Elixir" chests contained something not shit. Maybe just put Gil or chances at items in them... it would be nice if some of those side chests had a chance to drop more synth mats or gear. Could even throw in some mechanics like "Clear all adds in X hall in under 4 minutes to make Y boss drop 2/3 chests instead of 1/2"... rewards can be speed running friendly. It can work many ways.

    I'd personally just kill for a dungeon that wasn't a straight line from A to B :|, but thats just me. But besides that, a lot of 1.0 ideas were good, just in a bad environment with a lead who didnt listen to play feedback at all. Though I must admit I think I'd of liked 1.0 better as a game if it continued to grow as it was and was around today, than I like 2.0 today. I think they threw away too many good ideas that could of used refining.
    (1)

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