What if stacking was a 3rd option on top of the 2 you already have? When i used the work like I was leaving it open to ideas as well.OP, good stuff!
Please no. SATA was a pain and a half in FFXI and its battles were no where near as fast as in XIV. Not forgetting 90% of the playerbase won't know how it actually works. Let's just leave the XIV way of separate SA and TA be, as its already 100x better than having to stack them and position a whole party the FFXI way.
Frankly this is why I have stopped doing dungeons completely. I ran the 3 new ones in 2.5 a few times each, then almost never again. I can't even recall the last time I queued for expert roulette. The dungeons are already too easy and offer weak rewards. Making them more tedious and take longer just makes me not want to do them.*Any and all new dungeons need to continue the trend towards smaller groups of sturdier enemies as well as barriers that can only be deactivated after defeating said enemies.
It is so dreadfully boring to pick apart 3 easy enemies, because there is a wall in the way and we can't move on until they are dead. Wall goes down... here are 3 more enemies and another wall. ZzzzZzzzZ
I'd be curious to see the data on dungeon participation. Be willing to bet more people ran dungeons back in the speed-run era of Brayflox and Wanderer's Palace. People even formed PF groups to run them. Those dungeons were not hard, but at least you could get through them quickly.
Now if SE would design dungeons that weren't braindead-easy, and actually posed some challenge... and if the rewards were actually interesting... I'd be more willing to take my time and trudge through them. But we all know the community would never stand for that.
Last edited by Akuryu; 05-15-2015 at 11:24 PM.



This. Please this. I WANT to enjoy...but can't. QQFrankly this is why I have stopped doing dungeons completely. I ran the 3 new ones in 2.5 a few times each, then almost never again. I can't even recall the last time I queued for expert roulette. The dungeons are already too easy and offer weak rewards. Making them more tedious and take longer just makes me not want to do them.
It is so dreadfully boring to pick apart 3 easy enemies, because there is a wall in the way and we can't move on until they are dead. Wall goes down... here are 3 more enemies and another wall. ZzzzZzzzZ
I'd be curious to see the data on dungeon participation. Be willing to bet more people ran dungeons back in the speed-run era of Brayflox and Wanderer's Palace. People even formed PF groups to run them. Those dungeons were not hard, but at least you could get through them quickly.
Now if SE would design dungeons that weren't braindead-easy, and actually posed some challenge... and if the rewards were actually interesting... I'd be more willing to take my time and trudge through them. But we all know the community would never stand for that.


Honestly, I'd love to see some puzzles in dungeons. Blowing up waves of mobs is fun and all, but spread them out or make them a punishment if you fail to get past the trap. Let us take missions that require finding a certain number of mobs to kill as the goal for extra tomes or something.
I support a Weekly Hunting Log for the Hunts.



I fully support a lot less RNG in crafting and gathering. I'm tired of having the gear/skill to do something and seeing fails because of awful RNG.



Please keep the "walls" it's the reason I like the expert roulette a lot.


Let's all hope they learned on ARR launch that 90k is no joke.
Have them servers ready for us!!!




Definitely agree with the need to have a better RNG system. A suggestion from a while back:
Pure RNG is just awful. We need a change to the Drop System:
A Weighted Random Number Generator System. A bunch of people brought this up a while ago, when Atma were first introduced (and the % was even lower than today). Specifically:
* RNG Drop Rate + Increase Percentage(%) Chance for [Item] drop for Every Successful Clear (FATE, Dungeon, etc.), Until it Finally Drops.
For example, let's say the starting Drop Rate is 1% for an Atma. If you do a FATE and nothing drops, Square should add, say, +2% to your chance, so the NEXT FATE you do now has 3% (Base 1%+2%) chance. So at the most, you'd have to do 50 FATEs in the zone (+2% x 50 tries) to finally get your Atma Stone (if you had the worst luck).
This allows Yoshi P to keep that "Random Number Generator" / "Lottery" feel and grind (ugh), while providing a safety (and sanity) net for Players. So if you have bad luck, at least eventually you'll get the Item to drop within a reasonable amount of time. The Actual Bonus Percentage per Win/Clear can be balanced to whatever feels fair (+2%, +5%, etc.).
This Hybrid approach is the best of both worlds. It's frustrating that Yoshi P and the Dev Team refuse to consider something like this; and just stick with a simple, archaic "Pure RNG Only" system (just keep banging your head against the wall, "rolling the dice" and hope one day it drops). It's awful.
One other aspect to note is that Pure RNG's effects are felt even more severely due to Yoshi P's pure Vertical Progression style philosophy: Gear / iLevels get invalidated every ~5-6 months, so for most players, fighting RNG, they might not see drops until gear becomes OUTDATED, and at that point, it's worthless (just for glamour).
This needs to change in 3.0.
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