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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
    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)

  5. #5
    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)

  6. #6
    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)

  7. #7
    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.

  8. #8
    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)

  9. #9
    Player
    Edellis's Avatar
    Join Date
    Dec 2013
    Posts
    754
    Character
    Ixora Lepta
    World
    Zalera
    Main Class
    Archer Lv 73
    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.
    Those are interesting dungeon gimmicks, but what are missing are interesting enemy gimmicks. Every fight in every dungeon is identical to another. Every single one.

    There are no healing mobs, or buff mobs, or formations, or room hazards, or anything. It's just 3 group after 3 group of enemies with overly long health bars that have no capability whatsoever of endangering the tank unless he pulls more than he should have. The only time these dungeons are difficult is if you're playing without a tank class or heal class, or if the tank/healer just sucks. If they're even remotely good at their job, most dungeons are harmless.

    The funny part though, is that dungeons don't necessarily have to be difficult to be fun. They just have to not be repetitive and grindy. There are a VERY few amount of enemies that encourage different play, like the Final Sting bee in quarn. But like 90% of all the unique battle mechanics are shoveled into the dungeon bosses.
    (0)
    Last edited by Edellis; 04-12-2015 at 12:26 AM.

  10. #10
    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)

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