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.