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  1. #1
    Player
    MiiyoAoi's Avatar
    Join Date
    Aug 2013
    Posts
    101
    Character
    Miico Peppermint
    World
    Sargatanas
    Main Class
    Conjurer Lv 90

    Dungeon Creativity

    There needs to be more random elements in dungeons.

    Dungeon maps can shift. Mobs can change and jump out of nowhere depending on an innumerable amount of actions that you've taken. Killing a certain mob first and getting to a certain part of the zone at a certain period of the time, with a certain ilvl, while during a full moon, causes a change to the zone for the rest of the raid and the boss has different armor and a different set of attacks. Multiple that possibility in each area so that each dungeon has 3 possible maps that have so many prerequisites that it's nearly impossible to choose which you go down. It just happens.

    Incorporate danger by "randomizing" elements that force you to pay attention. Provide thrill by making death a possibility and incorporating consequences for death.

    I'll give it a name.
    Final Fantasy XIV's Reaction Trigger Environment
    (1)

  2. #2
    Player
    Artair's Avatar
    Join Date
    Sep 2013
    Posts
    49
    Character
    Artair Nox
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    I wouldn't mind variable paths through dungeons and random mob spawns. Would make things a bit more interesting, along with bosses pulling skills from a random pool at set intervals instead of a set rotation.
    (0)

  3. #3
    Player
    Chiramu's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,036
    Character
    Cirra Maru
    World
    Famfrit
    Main Class
    Conjurer Lv 70
    Brayflox Normal already had this and no one did it. You could save all the goblins and receive extra loot and no one cared. Also the head in Qarn Normal, it showed up during fights and it gave you extra loot if you killed it.

    Interesting functions are already in the game. People don't care about them though.
    (2)

  4. #4
    Player
    ShaneDawn's Avatar
    Join Date
    Jan 2015
    Location
    New Gridania
    Posts
    478
    Character
    Shannon Dawn
    World
    Moogle
    Main Class
    Bard Lv 90
    Most of the dungeons follow the same exact pattern. Trash->First Boss->Trash->Second Boss->Trash->Last Boss. I think this repetitiviness is the main reason why the regular dungeons in this game are so bland. They need variety.

    Less bosses and more problem solving? A full on boss run? Random variances in dungeons, i.e. the same dungeon having several different paths to progress? Something other thab simple tank and spank? Extreme dungeons with actual challengive mechanics and bosses?

    I think at this point anything to make the dungeon runs less of a repetitive linear run would be good.
    (1)

  5. #5
    Player
    MiiyoAoi's Avatar
    Join Date
    Aug 2013
    Posts
    101
    Character
    Miico Peppermint
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Chiramu View Post
    Brayflox Normal already had this and no one did it. You could save all the goblins and receive extra loot and no one cared. Also the head in Qarn Normal, it showed up during fights and it gave you extra loot if you killed it.

    Interesting functions are already in the game. People don't care about them though.
    I'm talking more about non-predictable activity. Choosing to save goblins and get an extra chest isn't all that exciting >.>
    Basically, you can't go "wtf, hit the panic button" from something you can expect.
    (0)

  6. #6
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    I actually thought that the ring chest behind the Courel in Brayflox NM was one of the best elements of any dungeon. It had a chance to either drop a Potion (or whatever it was, can't remember) or it dropped a ring for any of the classes that was great until 40-45-ish. There was an extra set of trash to clear to get to it, but most groups actually chose to do it because on top of exp from the mobs it also had a useful little reward at the end. Wish there was more optional paths for small rewards like that in lvl 50 dungeons.

    RE: Randomness is dungeons, I'd like to see it happen in 3.0 but I don't really know if the dev team expects their players to deal well with randomness. People have complained in the past about slight increases in difficulty from 4m dungeons, so unpredictable difficulty might be seen as too much in that direction. It would make the daily grind (if that remains) a lot more bearable, though, due to not having to do exactly the same dungeon every time.
    (0)
    Last edited by SpookyGhost; 03-22-2015 at 05:21 AM.

  7. #7
    Player
    Chiramu's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,036
    Character
    Cirra Maru
    World
    Famfrit
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by MiiyoAoi View Post
    I'm talking more about non-predictable activity. Choosing to save goblins and get an extra chest isn't all that exciting >.>
    Basically, you can't go "wtf, hit the panic button" from something you can expect.
    lol I can imagine all the QQ in the forums about a thing like that in dungeon XD. People don't like anything too hard lol.
    (1)

  8. #8
    Player
    BlaiseArath's Avatar
    Join Date
    Sep 2013
    Posts
    452
    Character
    Blaise Destin
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Chiramu View Post
    Brayflox Normal already had this and no one did it. You could save all the goblins and receive extra loot and no one cared. Also the head in Qarn Normal, it showed up during fights and it gave you extra loot if you killed it.

    Interesting functions are already in the game. People don't care about them though.
    I always destroyed the goblins and blew up the Qarn head lol... But I know not everyone did.

    But that was not his intended request.

    Quote Originally Posted by ShaneDawn View Post
    Most of the dungeons follow the same exact pattern. Trash->First Boss->Trash->Second Boss->Trash->Last Boss. I think this repetitiviness is the main reason why the regular dungeons in this game are so bland. They need variety.

    Less bosses and more problem solving? A full on boss run? Random variances in dungeons, i.e. the same dungeon having several different paths to progress? Something other thab simple tank and spank? Extreme dungeons with actual challengive mechanics and bosses?

    I think at this point anything to make the dungeon runs less of a repetitive linear run would be good.
    Yes prz ._. Its why truthfully no matter how many dungeons they add they all feel the same and people get bored grinding them only a day or so after their introduction. Trash > Boss > Trash > Boss > Trash > Boss. Only one that slightly changed this was Pharos.

    I mean, compare it to an event like Neo-Nyzul Isle or something in XI, it was the same event, but each one was random... It helped make them at least more rewarding. Same could be said for Salvage, since it had problem solving (which took the community a long time to figure out) as well as variable paths for certain armor choices.
    (0)
    Last edited by BlaiseArath; 03-22-2015 at 12:06 PM.

  9. #9
    Player
    MiiyoAoi's Avatar
    Join Date
    Aug 2013
    Posts
    101
    Character
    Miico Peppermint
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Chiramu View Post
    lol I can imagine all the QQ in the forums about a thing like that in dungeon XD. People don't like anything too hard lol.
    We do have "hard" versions in the game. Random doesn't have to be hard. It's just doing away with predictability that keeps you engaged and more alert as "anything" can happen. Vanilla isn't always good though. FFXIV won't be enticing players to come from other games by playing things safe to cater to the supposed majority who don't like things hard.
    (0)

  10. #10
    Player
    MiiyoAoi's Avatar
    Join Date
    Aug 2013
    Posts
    101
    Character
    Miico Peppermint
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by BlaiseArath View Post
    I mean, compare it to an event like Neo-Nyzul Isle or something in XI, it was the same event, but each one was random... It helped make them at least more rewarding. Same could be said for Salvage, since it had problem solving (which took the community a long time to figure out) as well as variable paths for certain armor choices.
    That's a great example. The allotted time was a big part of the challenge as well. Maybe giving more strict timing on some dungeons would be a way to add a sense of variety.
    (0)

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