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  1. #1
    Player
    Yzuna's Avatar
    Join Date
    Sep 2012
    Posts
    120
    Character
    Yzuna Oengus
    World
    Omega
    Main Class
    Gladiator Lv 67

    Dungeons, what we have, what I would like

    Hey there,

    So, I was wondering if the new dungeons in heavensward will be as boring as those we already have ?
    I mean, boss pattern can be fun, they are mostly beautiful, but they are way too linears.
    While it might be fun the first time (or the few first times) it gets boring very quickly.

    Once upon a time, there was MMORPG filled with immersive dungeons (both instanced and not).
    difficult, labyrinthine dungeons, with optionnal bosses, secret passages, with groupe/raid quests, sometimes hidden or random.
    Mobs used to link with each others, there were patrols, you actually had to watch your step most of the time, gauging the strengh of the mobs, talk with your groups about whether or not you could manage this boss...
    The goal wasn't to rush to the end quickly to get your tomestones and forget about it, but to actually have fun in it.

    EQ(2) had those king of dungeons, DAoC, FFXI, Aion...Even WoW vanilla had some too (remember Blackrock Depths ?)


    Instead in ARR, we get more or less the same instance over and over again :
    Couple of pack of mobs > first boss > few more packs > second boss > some more packs > final boss. E-ve-ry-ti-me. And it's too damn linear, always.
    I'd rather cap my tomestone with something else (even monster bashing), and get real, fun dungeons instead.


    So I guess my question is : Will we get something like that in heavensward ?


    (sorry for my english, not my first language. I tried to do my best)
    (10)
    Last edited by Yzuna; 05-25-2015 at 06:08 PM.

  2. #2
    Player
    RylaiBluecrow's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    87
    Character
    Snow Requiescat
    World
    Siren
    Main Class
    Pugilist Lv 60
    Since FFxiv is the only mmo i've played... indulge me and tell me more about this "fun" idea you've been talking about.
    (0)
    Last edited by RylaiBluecrow; 05-25-2015 at 06:17 PM.
    Life becomes death becomes new life. As it should be.

  3. #3
    Player
    Yumi_umi's Avatar
    Join Date
    Nov 2013
    Posts
    2,138
    Character
    Yumi Umi
    World
    Adamantoise
    Main Class
    Goldsmith Lv 90
    I want to see some platforming like stuff similar to cliffhanger FATE in GS would be so fun if there was a dungeon that used
    "Manual jumping" as a feature.
    (2)

  4. #4
    Player
    GenJoe's Avatar
    Join Date
    Apr 2015
    Posts
    600
    Character
    Arugo Kusaragi
    World
    Jenova
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Yumi_umi View Post
    I want to see some platforming like stuff similar to cliffhanger FATE in GS would be so fun if there was a dungeon that used
    "Manual jumping" as a feature.
    That would be fun.. But I think SE already spoiled the player base with easy dungeons, look back at what happened with steps of faith, I don't think the player base would be very receptive to any dungeon that's not a tank and spank or some memorization of mechanics.

    That's not to say tank and spank is bad, I actually like a good tank and spank.. Like the second boss in AV, the cyclops, simple and fun.
    I also found DD bosses to be enjoyable, the one with dodgeball, and the final boss in DD was also fun.

    What I dislike is the ohko mechanics that make you rely on 7 other people to do their part right and flawlessly.. For a party of 4, it's more doable but the bigger your party becomes, more chances that there will be that one person who's eating lunch or watching tv.. or just plain bad, that's why WoW doesn't have 40men raids anymore, as much fun as AQ40 was, it was the most annoying thing to wipe/disband because 1 person was not pulling their weight or it was past his bedtime.

    I hope HW introduces more boss battles that involves constant, UNSCRIPTED movement/positioning and less of the memorization game, or even mix it up a bit.. same order, by same exact intervals? when I do Tex now, I don't feel like I've gotten any better, instead, I feel like I've developed a spider sense.. I just get a feeling "hmmm, I feel like something ought to happen now" and that gives me the cue to get moving, it's just not very fun. T5 was okay but that was also the same repetitive phases over and over.. Which I feel is fine for end-game raids, end-game raids SHOULD require some studying, but for the more casual stuff, just make it tank and spank with positioning requirements, complex mechanics don't make challenging content, just makes an annoying one.
    (2)
    Last edited by GenJoe; 05-25-2015 at 08:06 PM.

  5. #5
    Player
    JimboTCB's Avatar
    Join Date
    Feb 2015
    Posts
    256
    Character
    Stubbo Mackenzie
    World
    Zodiark
    Main Class
    Gladiator Lv 80
    Those all sounds like neat ideas that people would run through once, never bother with again because the effort isn't comparable to the rewards, and then moan like hell until it gets nerfed into oblivion.
    (1)

  6. #6
    Player
    Cakekizy's Avatar
    Join Date
    May 2015
    Posts
    366
    Character
    Cakeny Soulreaver
    World
    Ultros
    Main Class
    Paladin Lv 55
    Personally, not a fan of those things.
    (2)

  7. #7
    Player
    Umo's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    799
    Character
    Umo Heima
    World
    Ragnarok
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by JimboTCB View Post
    never bother with again because the effort isn't comparable to the rewards
    Change rewards, then? o.O
    (3)
    English is not my mother language. I'm trying to do my best, so please don't be rude...

    ¡Únete a la Comunidad en español de FFXIV en MeWe!
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  8. #8
    Player
    Shneibel's Avatar
    Join Date
    Mar 2011
    Posts
    2,076
    Character
    Shneibel Panipahr
    World
    Excalibur
    Main Class
    Alchemist Lv 80
    and imagine you have to do that daily. Pain in the ass, don't you think ?

    Quote Originally Posted by Umo View Post
    Change rewards, then? o.O
    how will you change it ?
    (0)

  9. #9
    Player
    Nuinn's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,527
    Character
    Nuinn Nomi
    World
    Excalibur
    Main Class
    Bard Lv 64
    Yes please, because dungeons in FFXIV = Let brain rest while you kill trash mobs because there's forced gates, till you eventually reach a boss with a somewhat challenging mechanic. I've yet to see actual dungeon crawl and exploration happen in ARR.
    Occasionally, when doing a dungeon with friends, in a more relaxed party, you'll get to pay attention to all the detail they designers put into it. You'll notice blocked paths that lead nowhere, blank signboards and discarded tomes, curious buildings in the distance... or in other words, a lot of unused potential. If dungeons were made more engaging like the OP suggests, they'd need to scale the rewards accordingly, to make the time spent in them worth it (of course).

    Quote Originally Posted by Shneibel View Post
    and imagine you have to do that daily. Pain in the ass, don't you think ?



    how will you change it ?
    If the rewards were changed (increased tomestone gain, for example) then perhaps you wouldn't have to do it daily but maybe 2-3 times a week as opposed to 7. They could also add some dungeon specific vanity gear/furniture (or just mats for them as regular chest drops have majorly lame loot as it is), increase drop rates for Relic weapon step, pieces of lore tied to the specific dungeon (where's our lore book/compendium already?) that give further non-game breaking rewards etc.
    (5)
    Last edited by Nuinn; 05-25-2015 at 07:37 PM.
    Proud member of the Abyss FC — Excalibur

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  10. #10
    Player
    Renik's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    821
    Character
    Ren'li Heise
    World
    Balmung
    Main Class
    Gunbreaker Lv 80
    Actually i do dungeons for clears and to help people, because they are boring, i just don't care about the rewards. Make this kind of dungeon and you won't see me again in my FC house, even if the rewards were just a fraction of the normal dungeons ones, i would still run them.

    What we need is simple, a year ago in the E3 i think, Yoshi talked about an idea to implement open world dungeons, making them semi instanced, allowing free entrance until the cap is reached, then the next player or party would go to the next instance, or "channel." they just have to apply this idea to current dungeons making a bigger version of them with more routes, rooms and bosses that could work as forced spawn, a la treasure hunt.
    (4)
    Last edited by Renik; 05-25-2015 at 08:22 PM.

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