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  1. #1
    Player
    Rath's Avatar
    Join Date
    Oct 2011
    Posts
    429
    Character
    Jagged Phoenix
    World
    Coeurl
    Main Class
    Goldsmith Lv 50

    Dungeons need exp replacement post 50

    Edit: To clarify this was meant for level 50 characters synced in pre-50 dungeons. The stale trash>door>trash>boss mechanic in 50+ dungeons has varying levels of tomes as rewards already. The low level dungeons only give tomes when done during roulette. That is not going to make someone choose to run a low level dungeon as a level 50 when they have done there roulette already. There needs to be some form of incentive players will want to get them to run these dungeons wihout joining a party with a friend or through roulette.


    Recently I have decided to level another job. Surprisingly, I have found dungeon running quite enjoyable. I truly did not expect this after completing a relic. The big difference was gaining experience points.

    Now, as a 50 you just want to get in and get out, as you gain nothing from killing the mobs on the way and the loot is usually irrelevant to you. But as a pre-50, I don't care if someone wants to pull the whole dungeon, I am getting experience for each kill anyways, and that is my point in being there.

    If they could convert that experience into some form of points we could use to "buy" tomestones (our choice of which to buy), there would actually be a reason for people to want to slow down and kill everything, and not just try to rush to the end and get out.

    Say 2.5k exp=1 point. Let you store up to 1000 points
    100 points to buy 100 soldiery
    500 points to buy 100 poetics.
    100 points to buy Alexandrite map
    50 points to buy an AF augment part
    50 points to buy tier 2 materia
    100 points to buy a tier 3 materia

    Possibilities are pretty endless. Cycling items in and out of sale could also be used to alleviate duty finder queue based on an influx of new players. Free trial weekend? No problem, just add tier 4 crafting materia for sale this weekend to get a lot of people running dungeons for the new players. Almost anything...the point is to make running a pre-50 dungeon and killing things post 50 have some meaning.

    Anyways, just an idea. Post yours, it is probably better then mine.
    (2)
    Last edited by Rath; 04-17-2015 at 07:30 AM.

  2. #2
    Player
    Catsby's Avatar
    Join Date
    Aug 2014
    Location
    Windurst
    Posts
    85
    Character
    Catsby Cattington
    World
    Goblin
    Main Class
    Conjurer Lv 70
    Dungeons also need to stop using the same design after 50. I can't be the only one who's tired of;
    3 mobs -> 3 mobs -> 3 mobs -> boss
    3 mobs -> 3 mobs -> 3 mobs -> boss
    3 mobs -> 3 mobs -> 3 mobs -> final boss
    (4)

  3. #3
    Player
    JaderauntOnJenova's Avatar
    Join Date
    Mar 2015
    Posts
    29
    Character
    Jaderaunt Desmoulins
    World
    Jenova
    Main Class
    Conjurer Lv 50
    I think you can get around 40-60k XP per Dungeon. For easy math let's say 50k That would give you 5 soldiery points per run. If you ran 20 low level dungeons a week you would be equal to a daily roulette bonus. Seems pretty reasonable too me and not inflating the amount of tokens you can earn daily. It's still a lot time wise compared to the dailies but I'm sure some people would do it to get their "bonus" points.
    (0)

  4. #4
    Player
    Rath's Avatar
    Join Date
    Oct 2011
    Posts
    429
    Character
    Jagged Phoenix
    World
    Coeurl
    Main Class
    Goldsmith Lv 50
    It depends on the dungeon, but in bray I was getting 3k a mob. It was about 100k a run with some mobs skipped. Still the numbers are small and it could just as easily be 2500 exp per point. You tell me? If SE gave you these points for being 50 and running a pre-50 dungeon, and you could exchange them for tt cards, Sol/poetics, allied seals, materia, maps, or pretty much anything they wanted to let us have for helping ease the pressure on new players, would you do it? I would.
    (0)

  5. #5
    Player
    seekified's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    896
    Character
    Karis Angara
    World
    Cerberus
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Catsby View Post
    Dungeons also need to stop using the same design after 50. I can't be the only one who's tired of;
    3 mobs -> 3 mobs -> 3 mobs -> boss
    3 mobs -> 3 mobs -> 3 mobs -> boss
    3 mobs -> 3 mobs -> 3 mobs -> final boss
    This. Especially when most recent dungeons don't let us speedpull because of doors tied to a mob group being killed. I didn't mind this so much back in WP when you can decide for yourself how fast you want stuff done, but now it's just tedious. More dynamic dungeons with unexpected stuff happening, multiple paths to take, splitting up the party (no, we don't need to be babysat by a healer 100% of the time) for brief sections and stuff like that.
    (0)

  6. #6
    Player
    MXMoondoggie's Avatar
    Join Date
    Sep 2013
    Posts
    762
    Character
    Pikarin Makai
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by seekified View Post
    This. Especially when most recent dungeons don't let us speedpull because of doors tied to a mob group being killed. I didn't mind this so much back in WP when you can decide for yourself how fast you want stuff done, but now it's just tedious. More dynamic dungeons with unexpected stuff happening, multiple paths to take, splitting up the party (no, we don't need to be babysat by a healer 100% of the time) for brief sections and stuff like that.
    God no. I don't want to jump through hoops just to do a dungeon run. The first time it's sort of entertaining but repeating that over and over? I don't care about trash i want to kill the bosses and get loot.
    (0)

  7. #7
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by seekified View Post
    This. Especially when most recent dungeons don't let us speedpull because of doors tied to a mob group being killed. I didn't mind this so much back in WP when you can decide for yourself how fast you want stuff done, but now it's just tedious. More dynamic dungeons with unexpected stuff happening, multiple paths to take, splitting up the party (no, we don't need to be babysat by a healer 100% of the time) for brief sections and stuff like that.
    Voting No on "random" .... too much RNGesus in the game already. Random is not the same as dynamic.

    Dynamic would be the typical trash monsters arrangement change by the party arrangement and certain monsters trying to capture the healer, or providing their own party healer.
    (0)

  8. #8
    Player
    elemental10's Avatar
    Join Date
    Dec 2014
    Posts
    459
    Character
    Yomiko Readman
    World
    Zalera
    Main Class
    Warrior Lv 60
    If (healer = WHM) {
    Spawn("Tank-buster");
    }
    else {
    Spawn("DoT enemies");
    }

    kinda thing?

    On the main topic, why would I run low-level roulettes even with this mechanic installed, to get tomes? I can run Expert dungeons and get 100 tomes easily. Why not make those points reward you with things that aren't available anywhere else? Make them Special. With sugar on top. Glowing armors top the list I'm sure.
    (0)

  9. #9
    Player

    Join Date
    Sep 2013
    Posts
    411
    Quote Originally Posted by Catsby View Post
    Dungeons also need to stop using the same design after 50. I can't be the only one who's tired of;
    Big Pull -> boss
    Big Pull -> boss
    Big Pull -> final boss
    I'll fix that for you.

    I liked the spawning thing in Amdapor HM :3.
    (1)