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  1. #11
    Player
    Yumi_umi's Avatar
    Join Date
    Nov 2013
    Posts
    2,138
    Character
    Yumi Umi
    World
    Adamantoise
    Main Class
    Goldsmith Lv 90
    How to make dungeons re playable & enjoyable for players already cleared it WITHOUT having to bombared it with some kind of rng drop.
    - card drops
    - relic quest drops
    - some kind of loot at the last treasure chest ( glamour pieces )

    Its like savage coil, is harder and yields no reward except bragging rights ( title ) and self satisfaction.

    Really good idea for 3.0 and beyond dungeon achievements.

    But only problem is tht some ppl would try and wipe the party cuz they want to get the achievement.
    I.e goal is to not get hit by any AoE the whole fight
    Everyone is dodging till player 1 trips up and gets hit at 40%hp boss. Player 3 then goes wtf and wipes group with mechanic etc.
    Player 1,2 & 4 go wtf man and player 3 replies with wtf can u dodge plz so we can get achievement. Then whole party starts arguing then bam player 3 gets kicked from df party.
    If ppl can automatically assume to speed run brayflox hm then ofc u'll eventually bump into these ppl.
    (0)

  2. #12
    Player
    axemtitanium's Avatar
    Join Date
    Jul 2012
    Posts
    991
    Character
    Titania Basilikos
    World
    Hyperion
    Main Class
    Thaumaturge Lv 100
    There were a couple of these for dungeons in 1.0. I agree that some of the examples you gave would cause tension/stress among party members in a Duty Finder pugged instance, as Yumi Umi pointed out. Hence, I think the design of these achievements has to be extremely careful to encourage pro-social player behavior.

    The 1.0 dungeon achievements actually are a fairly good example of this. "Making the Cut: Defeat the chimera and open all five treasure coffers in Cutter's Cry." The achievement is an optional objective, certainly, but fulfilling its requirements feeds back into the behavior that most players would like to encourage (i.e. getting more loot). If I recall correctly, the other Cutter's Cry achievement, "Big Ants Don't Cry: Clear Cutter's Cry while remaining with your party and defeating the Myrmidon Marshal." was a subrequirement to make all 5 treasure coffers spawn in the instance.

    In Brayflox's Longstop (normal mode), there are optional objectives after the first boss where you save some goblins from attacking mobs and if you defeat the monsters before the goblin dies, you are rewarded with an extra chest. If you successfully save all of the goblins, the final chest before the last boss contains a unique class-specific ring (instead of potions). Unfortunately, none of this is surfaced to the players so most people don't know the requirements or how to do it. If there was an achievement tied to it, that would help inform the player of the hidden objective, as well as reward the player for attempting to achieve it.
    (3)

  3. #13
    Player
    Spawnie's Avatar
    Join Date
    Aug 2013
    Location
    queensland
    Posts
    2,207
    Character
    Spawnie Lionheart
    World
    Odin
    Main Class
    Bard Lv 80
    aslong as they implement rewards for reaching certain achivement point scores :P
    (0)

  4. #14
    Player
    spellsnare's Avatar
    Join Date
    Aug 2013
    Location
    trois-rivières
    Posts
    67
    Character
    Zarli Rexil
    World
    Gilgamesh
    Main Class
    Bard Lv 79
    wicth a special reward in the key (mount, glamour, title and etc) i said why not
    (0)

  5. #15
    Player
    StrejdaTom's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,678
    Character
    T'aretha Tyaka
    World
    Ragnarok
    Main Class
    Bard Lv 70
    I like your idea but I would personally make these achievements relying only on your own performance, not on performance of others.

    I suggest this for 2 obvious reasons. Firstly, we are meeting lots of elitism already and this would make the problem even bigger. Secondly, I am an elitist and I rather rely on my own skills than on my luck of meeting other people able to perform good enough to actually finish such challenges.
    (0)

  6. #16
    Player
    pushin_tin's Avatar
    Join Date
    Sep 2014
    Posts
    163
    Character
    Ac Ungarmax
    World
    Sargatanas
    Main Class
    White Mage Lv 80
    Make it so that these achievements are only available in PF runs, problem solved. FFXIV really, really, REALLY needs better achievements, and dungeon bosses are a great place to start.
    (0)

  7. #17
    Player
    Sida's Avatar
    Join Date
    Apr 2015
    Location
    Gridania
    Posts
    954
    Character
    Sida Bajihri
    World
    Phoenix
    Main Class
    White Mage Lv 100
    Think the definition is more towards, achievements only possible in pre-made group, same as the freedom of role selection. While I admit PF causes pre-made groups, there are other ways to form them as well, FC runs coming first to mind.
    (0)
    If you say 'pls' because it's shorter than 'please', I say 'no' because it's shorter than 'yes'.

  8. #18
    Player Buff_Archer's Avatar
    Join Date
    May 2014
    Posts
    909
    Character
    Buff Archer
    World
    Diabolos
    Main Class
    Summoner Lv 60
    I think giving groups from DF an objective to work for beyond 'Lets get this the hell over with so we never have to see each other ever again' is a good thing, so why restrict it to PF. If someone can't get it with a DF group, at least PF /FC is an option. Right now the rare minions that drop at the end of dungeons like Baby Opo Opo only drop based on a tiny percent chance. All the times I used to run it, the dungeon only decided to award it once (and even it went to the most toxic person there lol but that's another story). What if a random mechanic popped up in a percentage of final boss battles... like 1 out of 5 times near the end of the final boss encounter when it's too late to wipe it, that Opo Opo goes scurrying across the floor, and someone has to interact with it to catch it... and as long as someone gets it, then everyone gets the new achievement, and there is a much higher drop rate for the minion vs. than the abysmal rate there is now. The mechanic would be frequent enough people would watch for it and hope for it, but rare enough that the rarity of the minion wouldn't take too big of a hit- like a 1/5 chance for special mechanic at the end, with a 50% chance for minion drop if it succeeds, means it still only drops one time out of 10 runs and only one player gets it... but it feels less at the whim of a cold uncaring RNG system.
    (0)

  9. #19
    Player
    Sida's Avatar
    Join Date
    Apr 2015
    Location
    Gridania
    Posts
    954
    Character
    Sida Bajihri
    World
    Phoenix
    Main Class
    White Mage Lv 100
    Regardless of giving people something else to do, in DF environment there is still always those who don't either care about achievements at all or have done it already and don't want to be bothered. The dungeon map achievement alone already can cause friction in locations with 'optional' rooms included into the ach. That can lead, as someone pointed out, to destructive behavior from those who want it, or opressing behaviour from those who don't. If it's already hard enough to get some groups agree on speedrun vs. full clear, adding optional objectives to DF environment doesn't exactly help the situation.
    (0)
    If you say 'pls' because it's shorter than 'please', I say 'no' because it's shorter than 'yes'.

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